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