Comments on: Why you should (or not) implement you own audio engine. The audio engine world is a mess. During the GGJ11 we made a HTML5 game. From your post, I'm guessing you're looking for a no-frills, open-license solution. I am, however, curious if anyone can comment on the performance of FMOD on iOS platforms. From your post, I’m guessing you’re looking for a no-frills, open-license solution. I am, however, curious if anyone can comment on the performance of FMOD on iOS platforms.

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By: Erwin Coumans/2011/04/11/why-you-should-or-not-implement-you-own-audio-engine/#comment-2641 Erwin Coumans Tue, 12 Apr 2011 16:03:37 +0000

Over 500 people starred it, no reply from Google so far.

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By: Jasper Bekkers/2011/04/11/why-you-should-or-not-implement-you-own-audio-engine/#comment-2620 Jasper Bekkers Tue, 12 Apr 2011 08:50:14 +0000 All you really need is PCM output anyway; the rest is easy enough to do yourself. I've implemented a floating point audio engine (with win32 and openal backend) in a hobby project of mine. The panning/mixing code is easy enough to convert to fixed point as it's just a bunch of muls and adds anyway. You might find it useful, so here's a link: http://code.google.com/p/krryn/ All you really need is PCM output anyway; the rest is easy enough to do yourself. I’ve implemented a floating point audio engine (with win32 and openal backend) in a hobby project of mine. The panning/mixing code is easy enough to convert to fixed point as it’s just a bunch of muls and adds anyway.

You might find it useful, so here’s a link: