Woden is actually a game engine. Currently there is even
some support for using bullet physics, but it is actually a
bit hard to use because it requires compiling the bindings.
Of course, using sound will be optional. Integrating sound
support is quite easy. There is only three things that need to
be added to woden: Sound sources, sound listener and sound
data.
The hardest part with sound is actually being able�� to play
a .wav, .mp3. or a .ogg. Currently I am looking in the
PharoSound package for existing infrastructure for loading or
streaming these sound formats. But i think, that I will have
to add the support for Ogg/Vorbis. I don't like using MP3
because of the infamous patents.
Is
openAL proprietary now.. ? I guess it was open source and
there is a fork now.
I use OpenAL because it is the only cross platform 3D
audio API/library that I know about, and because it is
really to use. I don't have to worry about multi-threading
when using it.
I am not using SDL2 audio support because:
- It uses a callback for filling the sound buffer, which
is run in another operating system thread.
- No 3D audio support.
Greetings,
Ronie