@saint11 we are considering naudio but we are not sure if it works well on consoles :(
edit: okay i just checked and it doesn't even do unix lol
@saint11 I don't have a ton of experience here, but from reading around it seems like OpenAL may be the closest thing (although it's just a library rather than a whole workflow, so may require some custom integration).
On a mildly related note, there have been some proposals for Godot Engine to build something like this, given the lack of comparable open source alternatives: https://github.com/godotengine/godot-proposals/issues/3394, https://github.com/godotengine/godot-proposals/issues/4407
@saint11 I use So loud. It isn't a perfect FMOD replacement, but it does make doing simpler audio stuff easy & cross-platform.
@JamesMD i wanted to make sure that it's super easy to build our game without any dependencies that are not a nuget package, since these things tend to pile up and suddenly you have a very complicated build process.
besides that, fmod requires you to manually install their dlls, pay for licensing and you are restricted to their closed-source implementation. 😪 making our own audio engine would also allow us to integrate it better with our ECS structure.
@saint11 Fui procurar no google e achei esse seu toot hehe, mas fica a curiosidade: houve um projeto BR de pesquisa da USP que é isso, porém foi coisa de 9 anos atrás:
https://compmus.ime.usp.br/pt-br/projetos/vorpal/
https://github.com/vorpal-project/vorpal
Pra hoje, talvez o miniaudio como citado por aq,, e por acaso encontrei esse middleware chamado Amplitude, mas não faço ideia se serve:
https://github.com/AmplitudeAudio/sdk
Por fim, talvez o Steam Audio também funcione:
https://github.com/ValveSoftware/steam-audio
Enfim, espero que tenha ajudado rsrs :V