miniaudio
portaudio
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miniaudio | portaudio | |
---|---|---|
27 | 9 | |
3,622 | 1,275 | |
- | 4.5% | |
8.1 | 7.0 | |
5 days ago | 7 days ago | |
C | C | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
miniaudio
- MiniAudio.h: single-file audio playback and capture library for C and C++
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Amiga/Linux: Jurassic Boing Edition
Unfortunately, I can't currently capture any videos (I added miniaudio.h to play back the Jurassic Park theme song) since I had to move my mom into my home (she's getting a divorce from her narcissistic husband soon and the guy lost his marbles and locked her out of her own home) and it's late at night currently.
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Audio Library
miniaudio - so far the best entry in cross platform audio. It is a stack allowing to use device alone, decoders and mixers, or node based engine for sophisticated audio processing. Extensible where it should be. Written in C, so there are no creature comforts of having C++. Aways can be wrapped to get advantage of RAII.
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Implementing libraries
So, I wanna implement this library to the source engine. Is that possible? And also, since source is based on SDL, is it possible for me to implement Nuklear on my source game?
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Simple High-Level Audio APIs
The most straightforward lib for this is miniaudio. It's straightforward,l to use and easy to integrate into a build system.
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Dunno if anyone else will find this useful
You give little clues what this is… so cl-miniaudio defines CFFI bindings to https://miniaud.io/ which is "an audio playback and capture library for C and C++. It's made up of a single source file, has no external dependencies and is released into the public domain." and is cross-platform.
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Title: Release: miniaudio version 0.11.12
Get the update on GitHub: https://github.com/mackron/miniaudio
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Nuklear – A single-header ANSI C immediate mode cross-platform GUI library
* Miniaudio - A single header file audio library https://miniaud.io/
Both (actually, not just three systems) cross-platform.
For their design and cross-platform support they make for great bases for Go libraries, unlike most C code out there.
- What's the best audio library for c++?
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Simple way to interface with Windows 10 audio in C (not C++)?
I've used this library before: https://miniaud.io/
portaudio
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Help. Buffer size keeps changing
Thank you. I actually already did and no bites. Did in a couple facebook groups and also no bites. Its a rather complex issue as it appears to be something on a code level. https://github.com/PortAudio/portaudio/issues/523
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Windows Central: "Microsoft to merge Surface Pro X ARM and Surface Pro 9 Intel versions under one product line"
For sound, there's PortAudio for C and C++, and Windows, Mac, and Linux; FMOD comes in C++.
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Let's make python listen with pyaudio and deepgram-sdk - part 1
However, PyAudio depends on another library called portaudio, which is not part of the default Linux dependencies. To install it on your machine, you need to issue the following command on your terminal:
- Pyaudio issues with ALSA receiving audio
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How to build and use an external library with CMake?
I am trying to build a portable sound synthesiser using the cross-platform library portaudio. The library has it's own CMake file to be built with. I think I have managed to build it as part of my project (build finishes with exit code 0) but I can't figure how to actually use it's imports. Any #include I try to use results in cannot open source file.
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How to make Audacity and Pipewire talk nice to each other?
The bug fix will be included in the imminent PortAudio release: https://github.com/PortAudio/portaudio/pull/504
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Impressions after switching to pipewire for audio
In my testing with Mixxx, PipeWire works better with the JACK API than PulseAudio. With PulseAudio I got frequent crackles with Mixxx using this PortAudio branch. Using PipeWire via the JACK API, I get the same performance at low latencies as JACK.
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Cross platform audio frameworks in Cpp?
Here's a code example: https://github.com/PortAudio/portaudio/blob/master/examples/paex_saw.c
What are some alternatives?
libsoundio - C library for cross-platform real-time audio input and output
soloud - Free, easy, portable audio engine for games
cubeb - Cross platform audio library
ffmpeg-kit - Fork of https://github.com/arthenica/ffmpeg-kit
cdecrypt - Decrypt Wii U NUS content — Forked from: https://code.google.com/archive/p/cdecrypt/
Waybar - Highly customizable Wayland bar for Sway and Wlroots based compositors. :v: :tada:
raylib-php - PHP 8 Bindings to raylib
Pulseaudio-Modules-BT - Adds Sony LDAC, aptX, aptX HD, AAC codecs (A2DP Audio) support to PulseAudio on Linux
ffmpeg-kit - FFmpeg Kit for applications. Supports Android, Flutter, iOS, Linux, macOS, React Native and tvOS. Supersedes MobileFFmpeg, flutter_ffmpeg and react-native-ffmpeg.
vorbis - A "native" ogg vorbis decoder for Go (uses inline stb_vorbis)