iOS 平台上的 FMOD 相比 Apple 的音频 API 有何优势?

发布于 2024-10-27 05:07:10 字数 219 浏览 8 评论 0原文

我听说 FMOD 是游戏等桌面应用程序中最流行的音频引擎之一。我读过它的文档,但我感觉不到它们比Apple的Audio Unit这样的API有什么好处。它有很多强大的功能,但是在iPhone这样的移动设备上看起来不太好用,因为处理能力太弱了。

但这也许是我的知识和经验浅薄造成的。与 Apple API 相比,FMOD 的哪些功能(或属性)可以带来优势? (不仅是FMOD,还有其他音响系统,如果你知道的话)

I heard FMOD is one of most popular audio engine in desktop apps such as games. I have read its documentation, but I can't feel any benefits of them than Apple's API like Audio Unit. It has many of powerful features, but it does not look usable on mobile device like iPhone because processing power is too weak.

However maybe this caused by my shallow knowledge and experience. What feature (or attribute) can I count benefit of FMOD than Apple's API? (not only FMOD, but also other sound systems if you know)

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野心澎湃 2024-11-03 05:07:10

全面披露:我是一名在 FMOD 制造商 Firelight Technologies 工作的程序员。

首先,我鼓励您尝试 FMOD,它可以免费下载,请查看示例和文档。您的应用程序或游戏的需求将极大地影响您从使用 FMOD 中获得的好处。

借助 FMOD,您将拥有诸如虚拟语音系统之类的功能,该系统可以有效利用有限的资源,您可以将一整套 DSP 效果应用到您的声音中,我们还提供用于拼接和同步的精确声音播放样本。以及您所期望的所有标准音量、音调、3D 空间化、滚降等功能。更不用说我们充分利用iOS硬件/软件解码功能,我们自动处理闹钟和通话等中断。

如果您想升级为更完善的设计器、数据驱动实施,我们有 FMOD Designer。在这里,您可以在图形工具中创建复杂的多声音参数驱动事件、随机氛围和可控音乐系统,只需最少的编程即可实现。

使用 FMOD(或者一般的音频中间件)有很多好处。我能给出的最好建议就是根据您的需求尝试它们。如果您有兴趣了解有关 FMOD 的更多信息,请尝试我们的论坛:http://www.fmod.org/forum

Full disclosure: I am a programmer working at Firelight Technologies, the makers of FMOD.

Firstly I'd encourage you to try FMOD out, it's freely downloadable, have a look through the examples and the documentation. Depending on what your application or game requires will greatly affect the benefits you will receive from using FMOD.

With FMOD you'll have features like our virtual voice system which makes efficient use of limited resources, there is a whole swag of DSP effects you can apply to your sound, we provide sample accurate sound playback for stitching and syncing. Along with all the standard volume, pitch, 3D spatialization, rolloff, etc features you would expect. Not to mention we take full advantage of iOS hardware / software decoding capabilities, and we handle interruptions like alarms and calls automatically.

If you want to step up to a more sound designer, data driven implementation we have FMOD Designer. Here you can create complex multi-sound parameter driven events, randomized ambiances and controllable music systems all in a graphical tool with minimal programming required to implement.

There are plenty of benefits to using FMOD, or just audio middleware in general. The best advice I can give is try them out for your needs. If you are interested in learning more about FMOD, try our forums: http://www.fmod.org/forum

绅刃 2024-11-03 05:07:10

我选择在我的独立项目中使用 FMOD。为实现这一目标所付出的努力给我留下了深刻的印象。我能够在 3-4 小时内启动并运行我的游戏。其中包括观看 FMOD 工作室介绍视频的时间、为 2 个背景循环音乐事件设置 FMOD 项目以及在其中一个事件上设置高通滤波器并从游戏中对其进行参数控制。

FMOD 工作室的介绍视频及其示例非常有帮助。

至于性能..
我当前的项目使用以下最坏的情况场景

  • 3 分钟长的循环音乐,带效果,级别由游戏参数控制
  • 20 秒长的环境循环,带效果,级别由游戏参数控制
  • 连续循环 电机声音(用于车辆),带效果,级别由游戏参数控制游戏参数
  • 最多 2 或 3 个并发的即发即忘 2 秒音频剪辑,其中一些由游戏参数控制以进行音高修改等。

我没有测量使用和不使用 FMod 的具体时间,但我的游戏在 iPhone 4S 上保持 60。然而,我的游戏破坏了 iPhone 4(使设备无法使用),但我非常确定我使用 OpenGL ES 的方式。

直接回答你的问题。为什么我会选择 FMOD 而不是其他?

  • 与 OpenAL 等其他选项相比,FMOD 的工具集、灵活性和易于集成是一大优势。我不熟悉Apple 音频API。所以我不能直接将 FMOD 与它进行比较。
  • FMOD Studio 对独立开发者免费(我相信它的项目成本不到 10k),这太棒了。
  • 从我所看到的来看,Perf 似乎很可靠。
  • 对我来说最大的胜利是跨平台兼容性。我已经有了针对 iOS、Win32 和 OSX 的游戏,我所要做的就是下载并使用适当的 FMOD 库。如果我没猜错的话,FMOD 还支持 Win8、WinPhone8、Android、Linux。此外,它还与 Unity 集成。

I've opted to use FMOD in my indie project. I was extremely impressed with the effort required to get it going. I was able to get sound up and running in my game in 3-4 hours. That included time to watch an intro video for FMOD studio, setting up an FMOD project for 2 background looping music events and also setting up a high pass filter on one of them and controlling it parametrically from the game.

The intro video to FMOD studio as well as their examples were very helpful.

As for perf..
My current project uses the following worst case scenario

  • 3 minute long looping music with effects, levels controlled by game parameters
  • 20 second long ambient loop with effects, levels controlled by game parameters
  • Continuous looping Motor sound (for a vehicle) with effects, levels controlled by game parameters
  • upto 2 or 3 concurrent fire and forget 2 sec audio clips, some of them controlled by game parameters for pitch modification, etc

I haven't measured specific times with and without FMod, but my game maintains 60 on iPhone 4S. However, my game destroys the iPhone 4 (making the device unusable), but I'm pretty certain its how I'm using OpenGL ES.

To answer your question directly. Why I would choose FMOD over something else?

  • FMOD's toolset, flexibility, and ease of integration are a big plus compared to other options like OpenAL. I'm not familiar with the Apple audio API. So I can't compare FMOD against that directly.
  • FMOD Studio is free for indies (I believe its projects that cost less than 10k) which is fantastic.
  • Perf seems solid from what I have seen.
  • The biggest win for me is cross platform compatibility. I already have my game targeting iOS, Win32 and OSX and all I've had to do was download and use the appropriate FMOD libs. If I'm right, FMOD supports Win8, WinPhone8, Android, Linux as well. Furthermore it also integrates with Unity.
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