Subject: Re: [linux-audio-dev] Re: Bandlimited interpolation suitable for realtime audio
From: Julius Smith (jos_AT_w3k.org)
Date: su syys 12 1999 - 17:32:04 EDT
If anyone knows how to reach
Juhana Sadeharju <kouhia_AT_nic.funet.fi>
please forward this email (and my previous message). I cannot reach him at the above address.
Thanks,
Julius
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Date: Sun, 12 Sep 1999 12:31:51 -0700
To: Juhana Sadeharju <kouhia_AT_nic.funet.fi>
From: Julius Smith <jos_AT_w3k.org>
Subject: Re: Game audio engines?
Cc: jos_AT_ccrma.stanford.edu
In-Reply-To: <19990908155214Z42336-16539+1132_AT_nic.funet.fi>
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At 06:52 PM 9/8/99 +0300, Juhana Sadeharju wrote:
>Hello. You mentioned you have helped game people by writing audio engines
>for games. Would you please tell me if those softwares are freely available
>with a source code?
Yes, indirectly. I was an initial co-developer of SynthBuilder which
is being used to develop game sounds at Staccato Systems (http://www.StaccatoSys.com). The only free version is for NeXT computers, available from the CCRMA website. Source code is provided in principle in that unit-generator source is provided (in DSP assembly language format), and the block diagram shows you how they are threaded together.
>I'm writing an audio engine too (having pretty much the same plans than
>the David (Audiality) except I'm staying in Posix RT processes instead
>of going to kernel level) and would greatly like to have a more or less
>detailed summary of a game audio engine. If possible would you please
>tell me details of your audio engines?
I'm afraid I have close to zero personal experience with audio for games.
My focus has been on musical instruments and general tools.
Others have used the general tools for game sounds.
Cheers,
Julius
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