Are there any good Open Source alternatives to FMOD? (We are working in C#)

@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

Add procedural and parametrizable audio support · Issue #3394 · godotengine/godot-proposals

Describe the project you are working on Godot Describe the problem or limitation you are having in your project Sound designers in the industry end up having to use tools such as FMOD or Wise, with...

GitHub

@saint11 I use So loud. It isn't a perfect FMOD replacement, but it does make doing simpler audio stuff easy & cross-platform.

https://solhsa.com/soloud/

SoLoud

@RetroSwan Thanks! That's probably the best candidate I could find too
@saint11 miniaudio (public domain / MIT-0) to check maybe?
https://miniaud.io/
(That's what is used for our next game on the Open Source ORX game Engine for instance).
miniaudio - A single file audio playback and capture library.

miniaudio is a single file audio playback and capture library written in C.

@FullyBugged @saint11 I have been using miniaudio for a long while now. I definitely recommend it!
Sonity - Audio Middleware | Audio | Unity Asset Store

Get the Sonity - Audio Middleware package from Sonigon and speed up your game development process. Find this & other Audio options on the Unity Asset Store.

spoilers: we went with fmod 🎻😪 mostly because:
1. i could learn how it works so i can better understand stuff when implementing our own audio engine
2. we can finally stop reimplementing everything from scratch and delay another few months to ship a game lol
the engine will still rely on monogame audio support! although we are now considering switching to FNA 👁️
@isadora Was there any reason you weren't happy with the fmod in the first place beside common stuff?

@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

VORPAL - Um middleware para áudio dinâmico em jogos digitais

Grupo de pesquisa em computação musical do IME/USP

Grupo de Computação Musical - IME/USP