[SDL] Is there a 3D sound mixer?

John Garrison jeg at visi.net
Wed Aug 18 11:09:47 PDT 1999

That would work, it would give C++ users their benefits and still make the lib
useful to people with existing C sources.
Actually my PowerPak PowerSound module is going to implement something like this in
the future, with the program able to tell the sound which speaker is more prominent
and by how much and the volume will be lower higher depending on the "distance" .
There is no telling how far off a PowerSound module is though (it least not at that
level) as I have been almost too busy recently to even work on my existing code.
Maybe if your add-on becomes part of SDL I'll use that :)

Warren Downs wrote:

> How about write a "functionality" layer in C, then provide C++ wrapper classes
> to give it a nice object oriented package?
> Warren
> ______________________________ Reply Separator _________________________________
> Subject: Re: [SDL] Is there a 3D sound mixer?
> Author:  <sdl at surfnetcity.com.au > at internet-mail
> Date:    8/18/99 1:59 PM
> The only problem I think there is with C++ is that almost everybody's work
> is already in C as that is what language SDL uses, so the add on would be
> useless to some of us (unless we re-write all our code, which I for one
> wouldn't do when I could just as easily re-write all your code)
> Gary Scillian wrote:
> > Hello all.  I've been lurking for a while and I've really enjoyed it!
> > I've been working in the game industry for about four years, but I'll be
> > starting into some .mp3 work soon, and I'd like to keep in touch with
> > the game community.
> >
> > I've been wanting to contribute some time to the SDL effort, and I was
> > wondering whether anyone is working on a (GPL'd) SDL-compatible 3D sound
> > mixer?  I was thinking along the lines of stereo panning and attenuation
> > that is typically found in DirectSound or the Miles Sound System.
> >
> > Also, would it be bad style to do this in an object-oriented way using
> > C++?  It would be a layer sitting on top of the basic sound buffer
> > access in SDL and would make more sense at the game level, where
> > object-orientation has real advantages for code reuse, maintainability,
> > and reliability.
> >
> > I've been doing mainly graphics engine work, so sound would be
> > interesting and fun for me.
> >
> > Thanks for any guidance.
> >
> > --
> >
> > Gary Scillian  scillian at home.com
> > "There's a seeker born every minute." - Firesign Theatre

More information about the SDL mailing list