- Asounding 1.1 (32 Kb)
- Second version of Asounding, released on January 25, 2011.
- Asounding 1.1 Demo Project (681 Kb)
- Sample code for an application using Asounding.
You can use Asounding in your iOS application, see the convenient licensing options.
Asounding is a friendly audio engine for iOS specially built for games. The engine provides a simple model for loading and playing sound effects and background music. It also perform all that is necessary in response to system events and iPod music playback, and it does it well, automatically in the background, without you having to worry about it.
I once wrote a game that had to do sound effects and background music. iOS has some simple APIs for playing sounds (System Sounds), and some others for playing longer compressed music files (AVAudioPlayer), but those two do not play with each other very well. On the other side, there are the more advanced APIs, like OpenAL or the AudioToolbox, but those are less convenient because they’re more complicated and don’t behave well in regard to system events without additional work from the application programmer.
That’s why I built my own audio engine: Asounding. Asounding let you concentrate on the core of your game by handling all the details for you. And you can use it in your own app, for a small one-time fee.
iOS 2.2.1 or later
Asounding 1.1 (25 Jan 2011)
Asounding now comes with a demo project showcasing its capabilities.
pitchproperty to ASNSource allowing to change playback speed between 0.5x and 2x the normal speed.
playingMusicASNEngine’s property more reliable and renamed it to
musicPlayingto better conform to the naming convention.
musicPausedproperty to ASNEngine telling us whether the music has been paused.
Console debug messages are now less verbose and error messges are clearer.
Asounding 1.0 (1 Sep 2009)
- Initial release.