Page 2 of 2
Re: Audio engine for Win & iPhone...
Posted: Tue Feb 23, 2010 9:40 pm
by DanielSefton
Well, I cheated and put the files in my project.
I wouldn't give up on cAudio though.
I had to make quite a few adjustments to OgreOggSound as well.
Re: Audio engine for Win & iPhone...
Posted: Tue Feb 23, 2010 10:05 pm
by Zeal
How in the crap do you copy the xcode "Build Results"? I want to let the cAudio guys know whats going on, but there are 1300+ build errors and I cant copy and paste the damn logs.
*I am worried about cAudio though, since they mentioned they use pthreads for their threading, which seems like it will be a nightmare to get working on iphone no?
Re: Audio engine for Win & iPhone...
Posted: Wed Feb 24, 2010 4:08 pm
by warmi
Zeal wrote:How in the crap do you copy the xcode "Build Results"? I want to let the cAudio guys know whats going on, but there are 1300+ build errors and I cant copy and paste the damn logs.
*I am worried about cAudio though, since they mentioned they use pthreads for their threading, which seems like it will be a nightmare to get working on iphone no?
Pthreads work just fine on iphones. In fact all Apple threading APIs are just wrappers around pthreads.
Re: Audio engine for Win & iPhone...
Posted: Fri Feb 26, 2010 12:46 am
by Zeal
*Got cAudio working on the simulator btw

I can only assume it will work on the device too (dont have one to test atm

)
Check out the post on the general forums for details..
http://www.ogre3d.org/forums/viewtopic.php?f=1&t=55767
Re: Audio engine for Win & iPhone...
Posted: Tue Apr 12, 2011 3:53 pm
by perarnetron
sorry about reviving an old thread, but i thought this might still be of general interest.
some time ago, I released the
Kowalski audio engine which is geared towards game developers and currently runs on the iphone/ipad, osx and windows. the engine and all related tools are released under the permissive zlib license.