i put the linux code and some compiled libraries in there also, and also a decent technical paper on 3d audio by gardner... for your reading pleasure. anyway i can't test the linux stuff right now because i just have windows, but please let me know if there's any trouble compiling or anything else. one more thing, i believe i'll be doing the audio for a video game my friends are making and i'll be converting the spatial audio code over to a more standard API so that it would be easier to implement into the game. does anybody know about what might be a good choice along the lines of game audio engines?
scott
On Thu, 19 Feb 2004, Jeffrey Hildebrand wrote:
one more thing, i believe i'll be doing the audio for a video game my friends are making and i'll be converting the spatial audio code over to a more standard API so that it would be easier to implement into the game. does anybody know about what might be a good choice along the lines of game audio engines?
I'm planning to toy around with either/both OpenAL ( http://openal.org ) or fmod ( http://fmod.org ). Both are cross-platform, though fmod seems to have the edge with additional PDA, Xbox, PS2, etc support. I haven't looked at the api's enough to tell to what extent you can override their spatialization implementations with your own. Let me know what you find.
-dan