I'm pleased to announce BaH.irrKlang, the first of a new set of Audio modules for BlitzMax.
irrKlang is a cross platform audio library designed to be used in games, scientific simulations and similar.
BaH.irrKlang is the core module, wrapping the irrKlang API, and allows you to access everything in a style similar to irrKlang's C++ API.
BaH.irrKlangAudio is an optional module which presents irrKlang as an Audio Driver for BlitzMax, allowing you to use the standard Audio commands instead of accessing the irrKlang API directly. (Note: you will need to get the latest BRL.Audio from BlitzMax's SVN repository to compile this, due to limitations in the current release of BRL.Audio)
As usual, it comes fully documented with examples, and of course, the modules are Free. (Note: there are licensing terms for irrKlang itself if you wish to sell your app. Info available on the irrKlang site).
The modules are available at the maxmods site.
You can download them from HERE.
To follow in the near future, FMOD and BASS.
:o)
irrKlang is a cross platform audio library designed to be used in games, scientific simulations and similar.
BaH.irrKlang is the core module, wrapping the irrKlang API, and allows you to access everything in a style similar to irrKlang's C++ API.
BaH.irrKlangAudio is an optional module which presents irrKlang as an Audio Driver for BlitzMax, allowing you to use the standard Audio commands instead of accessing the irrKlang API directly. (Note: you will need to get the latest BRL.Audio from BlitzMax's SVN repository to compile this, due to limitations in the current release of BRL.Audio)
As usual, it comes fully documented with examples, and of course, the modules are Free. (Note: there are licensing terms for irrKlang itself if you wish to sell your app. Info available on the irrKlang site).
The modules are available at the maxmods site.
You can download them from HERE.
To follow in the near future, FMOD and BASS.
:o)