I'm looking for simple sound engine without advanced effects but with good management of buffers 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.
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