Hey brett ? when are you going to sleep ? It s a good idea to implement such sound engine with thinking about object oriented Api. I m very interresting with vu-meters (oscillo, fft, what-u-want) because i don t know how to code those things. Good luck, if you want some moral support, french documentation or anything else i m here 😉
P S : sorry for my poor english …
Brett, correct me if I’m wrong here. That’s exactly how FMOD began. It started out as a small MOD player for the demo scene and grew into the library that you use today. Multiple sound cards in one machine was an unheard-of situation back then, hence no support for it from the start. Retro-fitting multiple sound card support would be a major undertaking.
Hmm… that doesn’t sound like a bad idea.. but I would look at adding some functions (not overly important though) to allow direct transfer of data between multiple cards inside fmod… like piping the line-in of card A to the output of card B
just my two cents 😉
It sounds like a good idea to me, and think it would be cool to do, but one small thing has me wondering... I am a fan of opensource, but if you are making good money from licencing the fmod libary then keep it closed, but I suppose you could do like id software has done with the Quake source and have the libary under two licences.. opensource for those who like it, and a pay-to-use licence for people wanting to market there completed project.
Just an idea 😉
Robert ‘Heffo’ Heffernan
Please login first to submit.