miniaudio
nanogui
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miniaudio | nanogui | |
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27 | 4 | |
3,560 | 1,419 | |
- | 1.6% | |
8.5 | 0.0 | |
28 days ago | 16 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
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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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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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Nuklear β 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.
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raylib 4.2 released!
New audio stream processors API (experimental): Now real-time audio stream data processors can be added using callbacks to played Music. It allows users to create custom effects for audio like delays of low-pass-filtering (example provided). The new API uses a callback system and it's still _ highly experimental_, it differs from the usual level of complexity that provides raylib and it is intended for advance users. It could change in the future but, actually, raudio module is in the spotlight for future updates; miniaudio implements a new higher-level API that can be useful in the future for raylib.
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Oscilloscope 1.1.0 Released (Osci Simulator)
yes! i use it a lot! big shoutout to david reid for making the miniaudio library ( https://github.com/mackron/miniaudio ), and to s-ol (https://github.com/s-ol) for implementing the initial windows loopback code.
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cross-platform FOSS audio library
miniaudio might be right up your alley.
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What kind of good multiplatform audio API exists?
I am partial to single-header style libraries, and so I'd recommend miniaudio.
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How does a Game Engine work? An Overview
The verdict for indie developers (not using Unity/Unreal) seems: just bite the bullet and buy FMOD (or Wwise or any of the popular proprietary audio engies).
I was actually searching for a good open-source audio library to use, and found out that my options aren't that good. SoLoud is a pain in the ass to install and integrate into an existing codebase, and OpenAL doesn't have any good implementations available (either proprietary or LGPL). I'm now just using a simple single-header audio library in cute_headers (https://github.com/RandyGaul/cute_headers/blob/master/cute_s...), but will probably switch to MiniAudio once the high-level API is finished (https://github.com/mackron/miniaudio/issues/196)
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Cross platform gameboy music tracker made using Qt
Here's my tracker that I've been working on for awhile now. This is my first real project with C++. I originally decided to learn C++ to do some audio programming, but ended up writing a gameboy APU emulator, which then turned into a full-fledged tracker as there's not much options for the gameboy. Anyways, the tracker uses Qt for the GUI, miniaudio for audio playback, and RtMidi for MIDI input. The tracker is inspired by Famitracker, and has similar instruments and effects.
nanogui
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Nuklear β A single-header ANSI C immediate mode cross-platform GUI library
I've been using nanogui[0] to fit the bill for personal uses.
To be honest though, I'm at the point where I'd really prefer an easy and lightweight library to setup a http and/or websocket server, and just make a ui in the browser. I've got a simple use case -- I'm just making a simple scene editor & debugging ui for a toy ray tracer.
I know there are a ton of different libraries out there for the task, but that just makes it hard to evaluate the quality of any given library. I haven't given any a shot, I've only gone so far as to look at them and ponder what the size of the user base is, and question if the project will go inactive in a couple years. Or if it's going to require me to pull in some other host of dependencies.
Recommendations from HNers welcome!
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Is there any MIT/BSD licensed UI framework for C++ ?
Nanogui : https://github.com/mitsuba-renderer/nanogui
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NanoGUI VS nanogui - a user suggested alternative
2 projects | 12 Feb 2022
The active version of Nano GUI
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What are you using for GUIs?
Do you know about NanoGUI?
What are some alternatives?
portaudio - PortAudio is a cross-platform, open-source C language library for real-time audio input and output.
libsoundio - C library for cross-platform real-time audio input and output
soloud - Free, easy, portable audio engine for games
ffmpeg-kit - Fork of https://github.com/arthenica/ffmpeg-kit
cdecrypt - Decrypt Wii U NUS content β Forked from: https://code.google.com/archive/p/cdecrypt/
raylib-php - PHP 8 Bindings to raylib
ffmpeg-kit - FFmpeg Kit for applications. Supports Android, Flutter, iOS, Linux, macOS, React Native and tvOS. Supersedes MobileFFmpeg, flutter_ffmpeg and react-native-ffmpeg.
libnyquist - :microphone: Cross platform C++11 library for decoding audio (mp3, wav, ogg, opus, flac, etc)
zig-pypi - The Zig programming language, packaged for PyPI
bevy - A refreshingly simple data-driven game engine built in Rust
devkitSMS - development kit and libraries for SEGA Master System / SEGA Game Gear / SEGA SG-1000 / SEGA SC-3000 homebrew programming using C language (and the SDCC compiler)
ava - Open-source sound engine