hello all,
as this title suggests, will polyphonic sound arrive in love2d?
im thinking if a push comes too a shove, i would highly suggest 'fmod' for future implementation of love2d. its light weight [of sorts] and allows plenty to play with audio in a professional way. its used on pretty much all gaming platforms, that and wwise [thats spelt right ]. but wwise has a major cost.
plus in terms of gaming, in provides everything to make everything cool.
but anyhowv, i just wanted to extend my interest in this
polyphonic sound [fmod] - will this arrive?
- hairy puppy
- Prole
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- slime
- Solid Snayke
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Re: polyphonic sound [fmod] - will this arrive?
FMOD's license doesn't allow it to be used unconditionally in LÖVE. http://www.fmod.org/sales/
love.audio's OpenAL-based backend already lets you play up to 64 sounds simultaneously.
love.audio's OpenAL-based backend already lets you play up to 64 sounds simultaneously.
- hairy puppy
- Prole
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Re: polyphonic sound [fmod] - will this arrive?
thanks for that. ive read it up and down before. but thanks for pointing out the openAL, completely misread and overlooked it
though on that, im just wondering what opeframeworks uses in terms of licence wise? since they have fmod packaged to be used freely with a download of it. its just a bit weird really.
you can see it here http://www.openframeworks.cc
though just think in general that audio needs to be looked at much further for love2d and for better projects/products. plus it will open up many more paths for devs
though on that, im just wondering what opeframeworks uses in terms of licence wise? since they have fmod packaged to be used freely with a download of it. its just a bit weird really.
you can see it here http://www.openframeworks.cc
though just think in general that audio needs to be looked at much further for love2d and for better projects/products. plus it will open up many more paths for devs
- slime
- Solid Snayke
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Re: polyphonic sound [fmod] - will this arrive?
OpenFrameworks' own code uses the MIT license, which is pretty similar to the zlib license that LÖVE uses. But as far as I know, if you use FMOD at all via OpenFrameworks' APIs then you'll need to abide by FMOD's license requirements.hairy puppy wrote:though on that, im just wondering what opeframeworks uses in terms of licence wise? since they have fmod packaged to be used freely with a download of it. its just a bit weird really.
EDIT: it looks like the FMOD backend in OpenFrameworks can be conditionally disabled when building OF (and is disabled by default on some platforms.)
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