diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-18 14:48:22 +0200 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-18 14:48:22 +0200 |
commit | eb9e756b5f5435c0892e411576d5206b3f6f8f74 (patch) | |
tree | 08a01a6c2911beeba46f3463c8905c931eb160d9 | |
parent | 69f8fcfb593641174b3a83049ad4acc1abf1a102 (diff) |
move audio research to audio design
-rw-r--r-- | design.tex | 42 | ||||
-rw-r--r-- | research.tex | 45 |
2 files changed, 40 insertions, 47 deletions
@@ -122,9 +122,47 @@ contains the following classes:\noparbreak \subsection{Audio} -\subsubsection{Library} +Since writing a custom real-time audio mixing engine is outside the scope of this +project\mref and C++ does not provide a built-in cross-platform audio \gls{api}, the +audio system inside the cr\^epe engine is implemented as a fa\c{c}ade around an +existing audio library. + +\subsubsection{Libraries} +\label{sec:audio:libs} + +This subsection compares various standalone audio libraries for suitability. After +searching for libraries (search terms: `dynamic/adaptive audio', `real-time audio', +`audio library', `game audio engine'), several libraries were found. These libraries +were checked against the audio engine requirements \autocite{crepe:requirements} and +then tested by writing the same benchmark-style \gls{poc} using the remaining +qualifying libraries:\noparbreak +\begin{enumerate} + \item Load a background track (Ogg Vorbis) + \item Load three short samples (WAV) + \item Start the background track + \item Play each sample sequentially while pausing and resuming the background track + \item Play all samples simultaniously + \item Stop all audio and exit +\end{enumerate} + +Of these libraries the following were determined to be unsuitable for use in this +project:\noparbreak +\begin{description} + \item[FMOD \autocite{lib:fmod}] Is proprietary (violates \cref{req:lib:license}). + \item[PortAudio \autocite{lib:portaudio}] Does not handle mixing. + \item[miniaudio \autocite{lib:miniaudio}] Tested by implementing a \gls{poc}, but + dropped due to very limited codec support (WAV, MP3 and FLAC only); Also does not + have an \gls{api} reference (only programming manual). + \item[YSE \autocite{lib:yse}] Attempted to write \gls{poc}, but CMake configuration + in repository is broken; This project seems to have been abandoned. +\end{description} -\subsubsection{Fa\c{c}ade} +The only library that remained after these tests is SoLoud \autocite{lib:soloud}. It +is Zlib/LibPng licensed and provides a high-level object-oriented C++ \gls{api}. +\Cref{sec:audio:architecture} describes the fa\c{c}ade written for this library. + +\subsubsection{Architecture} +\label{sec:audio:architecture} \Cref{fig:class-audio-facade} shows a class diagram of the audio fa\c{c}ade. It contains the following classes: diff --git a/research.tex b/research.tex index 1b8a5ab..f39e6f6 100644 --- a/research.tex +++ b/research.tex @@ -427,51 +427,6 @@ licensing flexibility. \subsection{Conclusion} -\section{Audio} - -The game engine is required to have an audio system -\autocite[\ref{req:audio}]{crepe:requirements}. Since writing a custom real-time -audio mixing engine is outside the scope of this project\mref, this section compares -various standalone audio libraries for suitability in the engine. - -\subsection{Libraries} -\label{sec:audio:libs} - -After searching for libraries (search terms: `dynamic/adaptive audio', `real-time -audio', `audio library', `game audio engine'), several libraries were found. These -libraries were checked against the audio engine requirements -\autocite{crepe:requirements} and then tested by writing the same benchmark-style -\gls{poc} using the remaining qualifying libraries:\noparbreak -\begin{enumerate} - \item Load a background track (Ogg Vorbis) - \item Load three short samples (WAV) - \item Start the background track - \item Play each sample sequentially while pausing and resuming the background track - \item Play all samples simultaniously - \item Stop all audio and exit -\end{enumerate} - -Of these libraries the following were determined to be unsuitable for use in this -project due to various reasons:\noparbreak -\begin{description} - \item[FMOD \autocite{lib:fmod}] Is proprietary (violates \cref{req:lib:license}) - \item[PortAudio \autocite{lib:portaudio}] Does not handle mixing - \item[miniaudio \autocite{lib:miniaudio}] With finished \gls{poc}, but dropped due - to very limited codec support (WAV, MP3 and FLAC only); Also does not have an - \gls{api} reference (only programming manual) - \item[YSE \autocite{lib:yse}] Attempted to write \gls{poc}, but CMake configuration - in repository is broken; This project seems to have been abandoned -\end{description} - -The only library that remained after these tests is SoLoud \autocite{lib:soloud}. It -is Zlib/LibPng licensed and provides a high-level object-oriented C++ \gls{api}. - -\subsection{Conclusion} -\label{sec:audio:conclusion} - -Due to a severe shortage of libraries that fit our requirements, SoLoud appears to be -the most suitable (and only) audio library for use in this project. - \section{Physics} \subsection{Introduction} |