Well, Gideros rely on hardware to play MP3, and that suck, because wav files are huge.
Also it supports only mp3, no ogg, much less some other formats I like (xm, mod, it, s3m...)
I wonder if I can write plug-ins to play sounds in those formats and make them work with gideros, it would be really awesome.
Comments
And if all goes well, Gideros will have a new shiny reworked sound engines with lots of previously missing features
About your question specifically, yes most probably you could extend it, as in play sounds on native platform or other lib and provide wrapper for it in Lua
Likes: yarnee
Likes: yarnee
I remember that fmod (the one that has the features I mentioned in my original post) is quite pricey if you are doing full on commercial stuff (like I am)
http://artleeapps.com/
Bubble Adventure - Colors
What file formats I can use for sfx? We had a contractor problem, and we will use for now sounds of our Corona version of the same app, the thing is that the Corona version use mp3 for EVERYTHING, no .wav ever, so I am wondering if we can play mp3 for all sfx or not.
(also I would still appreciate to use ogg, xm, etc... in the future)
Unfortunately this sound library does not support the compiler been used for Gideros, and we would need to transfer Gideros to other compiler and also port all existing libraries and retest them, so unfortunately that is why sound engine is delayed.
But currently @atilim's attention is explicitly on all the bugs gathered through this time.
About mp3's, although it may seem pointless, but there should be no problem to convert them back to wav. How much files do you have there for sound effects?
Several of them, I think the game has about 20mb of .mp3 sound files (as you can imagine if I convert them to .wav I will kill everyone 3g bandwidth, specially considering my target markets are Brazil and Russia).
How bad are the delays with mp3 file playback?
Well, there is no delay, but there is a obvious CPU hit.
As I mentioned on other threads, my game already has performance problems, I was just testing a particularly problematic part, and when I play a mp3 file my tweened animations skip about 4 frames...
meaning that playing a MP3 makes the CPU busy enough to a enterframe event take 4 frames at 60FPS
EDIT: the previously mentioned test was on a Ainol Novo tablet... it is a kinda shitty tablet, but is a common tablet on our target markets.
their intention was to implement fmod, that seemly cannot be compiled with qt or something like that, since they failed to switch the compiler, they cannot implement fmod...
also I doubt fmod would allow them to use it with their new license (fmod is not really open source friendly... and is very expensive)
since it is open source now, after I can make it work, I might try to implement DUMB on it (it is a sound library designed for Allegro, but that works with other stuff, I implemented it on ClanLib for example, and it can read .xm, .it and some other interesting formats...)
Likes: pie
Although I use mp3s everywhere and for now they seem to be behaving properly... although maybe my sound crew are skilled enough to hide the "seams" of loops...
Likes: rolfpancake
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: SinisterSoft, keszegh, rolfpancake
Likes: antix
https://deluxepixel.com
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Does Gideros plays XM music? Never tried that tho, what platfrom(s) supported?
http://xmp.sourceforge.net/
Gideros just covers music playback, but eventually (hopefully) it will have extra commands for the external mixer API as detailed in here (64 sound channels individually addressable).
http://xmp.sourceforge.net/libxmp.pdf
https://deluxepixel.com