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Sound Engine with good memory management (iPhone/iPad)

I'm looking for simple sound engine without advanced effects but with good management of b开发者_运维技巧uffers memory. At least it must track all playing sounds, unload not used sound buffers (but keep all currently playing), adjust gain for sound groups. Support of input streaming and compressed formats would be advantage.

PS: FMOD and BASS are good engines but too expensive for these low requirements.


I have couple of references those should be helpful to you:

The Kowalski Engine is a real time audio engine written in C, based on a hierarchical mix bus system.

http://kowalski.sourceforge.net/

The CLUNK C++ library provides support for real-time 3D(binaural) sound generation. It puts virtually no limitations on the developer

http://sourceforge.net/projects/clunk/

Easy Objective-C interface to OpenAL, AVAudioPlayer, and audio session management.

https://github.com/kstenerud/ObjectAL-for-iPhone

I believe this should be helpful to get the solution with the great memory management in place.


I've found CocosDenshion (part of Cocos2d) to be easy to use and to have a simple memory management.


Have you tried STK? It can interface with core-audio for iOS. I strongly recommend it, it has all the main important building blocks for sound synthesis, without any additional stuff (like CLAM), is very lightweight and highly portable.


I'm using SoundMaster engine. It's super simple and has good memory management.

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