What about using an external program like Pd or ChucK to design your
sounds, and just talk to the sound engine using OSC?
(Hm, yes this does seem like my answer for everything these days...)
Anyways, you can run a Pd patch for example without the GUI, or a lot
of the effects you mention are built into ChucK or SuperCollider as
well. I find it nice to be able to separate this stuff out of a
program and have it running in another process, particularly if it's
going to conflict with a game loop, and allows you to design nice
audio routines without worrying about headache-inducing system-level
technical details.
The main disadvantage of course is having to distribute source files
for the audio that aren't compiled into the main executable. Not sure
if that's really a disadvantage though, it depends on your intentions.
(For instances many games have tons of extra data files anyways.)
Another idea: if you really want to do this in C, and already using
SDL to deal with sound output, but are still looking for a
higher-level solution, you could use FAUST to generate C++ code which
is actually not too hard to convert to C. (FAUST mostly just
generates a single C++ class with a single audio routine that
manipulates some arrays and floating-point numbers.)
Steve
On Fri, Apr 3, 2009 at 3:50 PM, james morris <james(a)jwm-art.net> wrote:
Hi,
I'm wanting to use basic synthesis techniques such as ADSRs LFOs hi/lo
pass filters, echo, and reverb to generate some kind of ambient sound
scape using pre-recorded audio clips, for a game I'm working on.
Are there any libraries around to help make this a bit easier than coding
it all using SDL_mixer? I'm not keen for a game to have audio, to
depend on JACK or LADSPA plugins.
Cheers,
James
_______________________________________________
Linux-audio-dev mailing list
Linux-audio-dev(a)lists.linuxaudio.org
http://lists.linuxaudio.org/mailman/listinfo/linux-audio-dev