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GunigineClass and GunigineAudio

Posted: Sat May 30, 2015 6:24 am
by Shell32
Hello lovers,

I am Shell32, I'm not active in the forums because I dislike forums by itself. I've been always active love's IRC channel, helping developers with obscure* love/drivers bugs and helping slime73 directly by testing love lastest features (since 0.9.0 development).

Also I'm someone that code stuff from scratch (such GUIs, rendering, utilities, and all the things). Some weeks ago I ported my friend's audio API (Goluwa) to work with love, also using part of love's wrapper (which I started) that enables love games to run in his engine.

I really never released stuff to public. Two days ago, slime73 asked for the audio experiment (and I consider him as a friend), then I accepted. It also brought me the idea of *sharing* it for everyone, so did I. I hope everybody interested on the projects below could test it and bring me feedback to make the library's development faster.

Gunigine (is how I call my engine, and you can see everything related to it, here https://www.youtube.com/user/Shellll32/videos

I'm releasing my internal class library (Gunigine's Class Library) (only a small piece of a large cake), you can checkout here: https://github.com/Shell64/GunigineClass (GunigineAudio uses it internally)

Love Audio replacement library (Gunigine's Audio Library): https://github.com/Shell64/GunigineAudio

This audio library is under development and it's not meant to feature everything that love.audio can. Feedbacks would be appreciated.

For now it can replace almost everything in love.audio and enable you to use OpenAL's audio effects and filters. Thus, it allows you to build a more realistic and immersive games.

Here you can watch it in action: https://www.youtube.com/watch?v=_7Ykp9OdFjI

Also I could not forget the awesome support that my friend gave and his awesome work here: https://github.com/CapsAdmin/goluwa/

More information can be found in the README.md from each project.

I'm not really good with forums text formatting, if someone could help I would appreciate.

Re: GunigineClass and GunigineAudio

Posted: Sat May 30, 2015 4:13 pm
by Tesselode
That audio engine looks intense. How does it even work?

Re: GunigineClass and GunigineAudio

Posted: Sat May 30, 2015 8:35 pm
by Shell32
Tesselode wrote:That audio engine looks intense. How does it even work?
Thanks for reply.

The audio library works much as the same as love.audio library works. But, instead the wrapper being written in C++, it's written in Lua and uses LuaJIT's FFI.

It also allows you to use all OpenAL's audio effects and filters. For example, this enables you to make reverberation in your game's scenario, enable your media player or what else in your GUI library to have a equalizer that really works.

Effects and filters that it supports:

Filters:

lowpass, highpass, bandpass and null

Effects:

eaxreverb, reverb, chorus, distortion, echo, flanger, frequency shifter, vocal morpher, pitch shifter, ring modulator, autowah, compressor, equalizer and null

If you want to see it working, you can check out the attachment below, if you want to try a more recent version you can make a love file from https://github.com/Shell64/GunigineAudio/

Re: GunigineClass and GunigineAudio

Posted: Sun May 31, 2015 9:25 pm
by qubodup
Creepy sample sound but nice result!

Re: GunigineClass and GunigineAudio

Posted: Sun May 31, 2015 9:33 pm
by Shell32
qubodup wrote:Creepy sample sound but nice result!
Yeah, I'm sorry, I'm quite fan of GMan's speechs :P

But, If you go further, it allows you to build an Audio Obstruction system like this one below:


Re: GunigineClass and GunigineAudio

Posted: Fri Aug 05, 2016 3:26 pm
by murks
Is this library still available? The github page seems to be gone.
Does it work with Löve 0.10?

Re: GunigineClass and GunigineAudio

Posted: Sat Aug 06, 2016 1:42 am
by bobbyjones
murks wrote:Is this library still available? The github page seems to be gone.
Does it work with Löve 0.10?
He deleted the library because the library he originally used changed its license to GPL. Because of that he decided to rewrite it in C++ with the intention of it getting added to love. He took a break from it tho as he switched back to Graphics work. If you haven't already look at his YouTube channel his engine is pretty awesome. Too bad he doesn't like sharing hardwork to a certain extent.

Re: GunigineClass and GunigineAudio

Posted: Sat Aug 06, 2016 8:50 am
by murks
Thanks for the update. What is in Löve now should be sufficient for this game jam, but I still hope that it will happen at some point.

Re: GunigineClass and GunigineAudio

Posted: Mon Aug 22, 2016 7:07 pm
by Ulydev
Hi Shell32, can you explain me how you managed to use OpenAL filters? I'd love to play around with them.

Re: GunigineClass and GunigineAudio

Posted: Tue Aug 23, 2016 4:28 am
by bobbyjones
Ulydev wrote:Hi Shell32, can you explain me how you managed to use OpenAL filters? I'd love to play around with them.
He borrowed code from https://github.com/CapsAdmin/goluwa

But after looking at the license he decided to remove his library since it was intended for a commercial game. So keep that in mind. If you use any code from goluwa your game will have to be free and open source. Although you could just use his code for inspiration for another library with a better license.