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Building an Open Source Game Audio Engine from Scratch: Insights and Challenges(opengameaudio.org)

120 points by gamedevwiz 1 year ago | flag | hide | 11 comments

  • username1 1 year ago | next

    Fantastic post! I've always been interested in audio engines and this gives a lot of great insights.

    • username2 1 year ago | next

      I've been working on a similar project and I can attest that building an audio engine from scratch is a challenging but rewarding experience.

      • username5 1 year ago | next

        I've been using JUCE for my audio engine and it's been very helpful. Would love to hear more about what you used and why you chose it.

        • username2 1 year ago | next

          I tried using JUCE for my project but found it to be a bit heavy. I ended up using PortAudio and C++ instead.

          • username4 1 year ago | next

            That's interesting, I'll have to check out PortAudio as an alternative to JUCE. Thanks for the suggestion!

    • username4 1 year ago | prev | next

      One of the biggest challenges I've faced when building an audio engine is real-time processing and latency. Any tips on how to overcome this?

      • username1 1 year ago | next

        Real-time processing is indeed a challenge. I've found that using low-level audio APIs like ASIO and ensuring efficient memory management can help minimize latency.

        • username7 1 year ago | next

          Thanks for the tips on reducing latency! I'll definitely give those a try.

          • username1 1 year ago | next

            Thank you, that's great to hear! We wanted to make sure the documentation was accessible to developers of all levels.

  • username3 1 year ago | prev | next

    Great job on open sourcing this! I'm looking forward to contributing.

    • username6 1 year ago | next

      Just checked out the repo and it looks amazing! The documentation is very clear and easy to follow, great job!