So I gotta say, #miniaudio is really pretty special.

#gamedev #audiodev

So next on my list to explore would be #soloud and #miniaudio ... Any recommendations?

(I know, I can always just download fmod, but I'm trying to only use free as in speech libraries for the moment)

I've recently been working on a dataflow/node graph API for audio processing in #Zig. The initial prototype is operational, but I'm not happy with the API yet. There are also a lot of hacks and assumptions baked in that I'd like to fix.

Now that I understand what's needed to implement the system, I'm trying to figure out what a good API for this looks like. I've mainly used #PureData before, so I'm reading up on #WebAudio and #miniaudio to find useful concepts to extract.

#miniaudio is a #publicdomain #audio #library.

miniaudio is a #singleheader #C library providing numerous audio interfacing functions. miniaudio supports playing and capturing audio using a variety of common audio backends. miniaudio also supports encoding and decoding audio, as well as modifying waveforms. miniaudio allows for querying hardware.

Website πŸ”—οΈ: https://github.com/mackron/miniaudio

#free #opensource #foss #fossmendations #programming

GitHub - mackron/miniaudio: Audio playback and capture library written in C, in a single source file.

Audio playback and capture library written in C, in a single source file. - mackron/miniaudio

GitHub

I use #puredata, but I feel using a properly compiled language would definitely be a better solution for what I want to do (feel free to prove me wrong here), and also, more portable.

Oh, preferably C, even better Ansi C. If absolutely necessary, I can tolerate C++. I tried the #miniaudio C library, I got a simple clean sine out of it, both on Linux and Win, but I'm not sure it's the best approach to build a more complex system.
I read good things also about the #libsoundio library.