High-level, light-weight, and opinionated audio library.
- Web: WebAudio
- Android: OpenSLES
- Linux: Alsa
- macOS: CoreAudio
- Windows: Wasapi
- iOS: CoreAudio
Being high-level enough allows quad-snd
to use very different approaches to each backend. For example, for WebAudio all the playback and mixing is based on Audio nodes, while in OpenSLES quad-snd
itself is responsible for mixing.
quad-snd
lacks lots of features and the best way to use the library - either fork a repo and fine-tune it for your needs or just copy-paste some code from certain audio backends.
Biggest difference from any other sound library in rust:
quad-snd
is small. Each backend implementation is ~300LoC code and is self sufficient - you can copy-paste the whole thing and run it, (almost)no common code, dependencies or anything like that would be required.
The only dependency is audrey
. audrey
helps backends that do not have file parsing functionality (all the platforms but web) to get bytes out of encoded .wav/.ogg. When web is not required - getting rid of audrey
and use anything else(or nothing at all) for audio decoding is a super easy fix.
While building quad-snd
I looked into the implementation of the following libraries:
https://github.com/floooh/sokol/blob/master/sokol_audio.h
https://github.com/norse-rs/audir
https://github.com/unrust/uni-snd