Bio Hazard wrote:Any tips about how the sound system in SLADE works? Does SLADE convert sounds/etc to PCM to feed to the sound system or does the sound library have to natively support the sound's format, for example.
Most standard formats are expected to be handled by the library, but there are conversion routines to turn some game-specific sound formats to .wav (notably, Doom's DMX PCM format). There's also QMUS2MIDI for the same reason. So the library should at the very least be able to handle MIDI and WAV.
Bio Hazard wrote:If you guys know of another sound library to use I could try that too. I was considering FMOD since the user is likely to have it installed for ZDoom anyway, or maybe OpenAL, but ALSA seemed more basic and easier to figure out.
The issue with FMOD is that its "hobby license" is incompatible with the GPL, since it is terribly important to allow people to sell SLADE 3. Though I guess if it can be #ifdefed out and is merely an option available but not necessary to use audio playback as you could still fallback on Audiere or whatever else, then the GPL would be happy.
(I'd like to graft ZDoom's sound system anyway just for the superior MIDI playback it offers, but extricating it both from the game logic and from the FMOD Ex dependencies kinda killed this idea.)