[SDL] Sound and Music

Elden Armbrust earmbrust at xero-soft.com
Wed Sep 28 00:44:38 PDT 2005

Actually, I've been contemplating porting the whole thing over to SDL, 
using pointers to FILE and TCPSocket pointers to read the data from 
files and network locations respectively.  Once I finish up with this 
project (it's a work related project, and thus can't be (L)GPL sadly) I 
plan on basically using similar techniques to write a streaming media 
library specifically for SDL.  Obviously, like this project, I won't 
*personally* be including anything related to mp3.  That is why we have 
CVS/SVN servers and fantastic contributors. :)  And yes, before the 
question is even raised, if I do get to do it, it will definitely be 
LGPL like the rest of SDL.
I will definitely be doing it in c, however, for SDL.  Though knowing 
me, it will likely be pretty easy to abstract into some sort of c++ 
class. :)


Andre Krause wrote:

> do you plan to release your c++ wrapper it to the open source 
> community? i'm especially interested in the streaming code to stream 
> ogg files. in conjunction woth boost::iostreams ( 
> http://www.boost.org/libs/iostreams/doc/index.html ) this would allow 
> to stream ogg files directly out of an archive / resource file...
> Elden Armbrust wrote:
>> I've heard similar things from other people.  Just recently I wrote a 
>> c++ class which abstracts much of openal and adds streaming from ogg 
>> vorbis files, urls (ogg), and icecast streams.  While FMOD may claim 
>> to be the fastest audio API (which I've yet to see any real data to 
>> back up), the implementation I've built is nearly as stable, more 
>> compatible across Windows/Linux (from my and others experiences) and 
>> didn't cost a penny to implement.  I don't plan on adding mp3 support 
>> to the library for a few reasons: 1) mp3 licensing is expensive 2) 
>> mp3s have a stigma associated with them now as being the pirates 
>> chosen audio format 3) most listener tests confirm ogg as having 
>> better audio clarity at higher bitrates and better compression at 
>> lower bitrates (this isn't MY opinion, but that by many people 
>> including the hydrogenaudio guys)  I have been communicating with the 
>> icecast guys to make sure the class is fully compatible with 
>> icecast.  I've noticed no speed differences between OpenAL (using my 
>> library) and FMOD EX. (Not that is noticable without extensive 
>> testing with specialized equipment)
>> I plan on adding speex and FLAC support as well (without using a 
>> library such as fishsound).  Where am I going with this?  Why pay for 
>> Fmod (5000 copies of a game or application is exceeded QUITE easily, 
>> especially when you distribute via the internet.) when there are 
>> viable alternatives which have actually proven themselves in 
>> commercial games/applications?  Like Ryan, I'm not trying to start a 
>> debate.  I just want to point out that the majority of the benefits 
>> that you pay for in FMOD are available in OpenAL.
>> Ryan C. Gordon wrote:
>>>> FMOD is a really nice x-platform sound API, and Ex has added a C++
>>>> interface that is pretty darn nice. Certainly fits more nicely into my
>>>> code.
>>> Not to refuel this debate, but I had to rip FMOD out of Lugaru right
>>> before shipping because it was having a bad time with ALSA users, and
>>> for a game that was only going to sell a handful of Linux copies, we
>>> weren't interested in paying for the source-access licensing 
>>> (especially
>>> when we'd be paying to fix someone else's bugs at the last minute).
>>> We put OpenAL in there instead; complete replacement took less than 
>>> a day.
>>> Frankly, there isn't much I like about FMOD after that experience. FMOD
>>> Ex sounds nicer, but I'm genuinely hoping that we'll soon be thinking
>>> about paying for audio libraries the way we think about paying for web
>>> browsers.
>>> --ryan.
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