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Audio library alternatives #4
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Hi @nobonobo , Thanks for bringing this up. Yes, I switched to SDL2 mostly because of the audio aspect. I guess the fact that SDL2 has more up-to-date gamepad mappings and a rumble capability were bonus points. I am also questioning that choice to be honest. The glfw was indeed much more lightweight and makde the app/games easier to distribute. The problem is that I tried all sorts of Go bindings to various sound libraries but none seemed to work correctly. I had
I always knew that adding audio would likely be hard due to no standardization but it turned out to be real pain and in the end I went with what appeared to be "popular". I am sorry, I was really not aware that someone else was using Could you please share what you are using This will help me with knowing where to be careful in the future when making changes. Still, there are things in the main In the meantime, since I am not using any sophisticated panning or audio effects in my projects right now, I will consider rolling back to glfw and using oto for the time being. |
I wrote sample code with oto/v2. https://github.com/nobonobo/oto-synth-sample Recently, "github.com/hajimehoshi/oto/v2" has been transferred to "github.com/ebitengine/oto/v3". I see. If there are other features you need, depending on SDL2 may be the right thing to do. Another plan is to depend on "miniaudio.h". https://github.com/mackron/miniaudio This is header only and has rich functionality. |
Nice! I once wired a G29 steering wheel and made it work but since there is no official API nor mappings (like there is for gamepads), I could not officially roll it out. Also, not having force feedback make it weird to drive. As for Regarding |
Oh, maybe I can adjust this demo program to work on your G29. I own a "Driving Force GT". Basically compatible with G29. |
I will start developing a native audio library compatible with wasmal. |
No need. I am not really using it anymore. Besides, the
Sound very nice. If you manage to keep it lightweight and cross-platform, this is definitely something I would be looking forward to. In fact, as soon as you can get media playback + gain + panning working, I could integrate it into |
@nobonobo , seeing as there is still not much progress on the audio library, I guess it is as good a time as any to give you a heads up. I am now considering moving to Rust. I will likely still invest a bit more time prototyping the lacking studio in Go, until I have an idea where I want to go with it but eventually I might be switching to Rust. While I enjoy the language much less than Go, it appears to have the proper community when it comes to graphics/gaming, also it has the WGPU library, as well as the Web Audio API library available and working, both good long-term investments in contrast to the available Go library choices. While I love Go and will continue to use it for microservices and professionally, there is just no serious community around gaming / sound / graphics and Go developers are disregarding WASM heavily, which is sad, considering that the language is more than capable to compete for anything beside AAA. |
v0.18.2 is based on GLFW and MiniAudio (via malgo) and has feature parity with what the JS implementation has at the moment. This should cover the problem raised in this issue. |
Are you looking to depends on SDL2 to implement native audio in your Lacking Library?
In this case, I felt a little disappointed that the build dependencies were so deep that Go's ease of building was lost.
I would appreciate it if you would consider using the audio library below instead.
The oto is very simple and reliable and crossplatform(win,mac,linux,wasm) audio output library.
https://github.com/ebitengine/oto
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