Windows | Linux | MacOS | Solaris | webOS | |
ALSA | No | Yes | No | No | Not directly |
ASIO | Yes | No | No | No | No |
Core Audio | No | No | Yes | No | No |
DirectX Audio | Yes | No | No | No | No |
FMOD | Yes | Yes | Yes | No | No |
OpenAL | Yes | Yes | Yes | Yes | Yes |
OSS | No | Yes | No | Yes | No |
SDL | Yes | Yes | Yes | Yes | Yes |
As you can see, both OpenAL and SDL support all major platforms.
OpenAL
Developed by
Creative as a multiplatform positional audio SDK. It is very easy to use.
DirectX
Audio
Supported on
computers running Microsoft Windows only. It has two components - DirectSound
and DirectMusic. DirectSound is older, more archaic, and more low-level,
while DirectMusic is the "way of the future", supporting more
high-level loading and playing of audio files and interactive music. It
is specifically geared toward games, but is useful for any audio application.
http://msdn.microsoft.com/directx/
SDL
Audio
A multiplatform
audio SDK with very basic functionality. It is geared toward playback
more than anything, so don't expect to use it to create a professional
studio recording application.
http://www.libsdl.org/index.php
ASIO
Created by
Steinberg, ASIO is specifically geared toward professional audio applications
and is supported by most major Windows-based multitracking applications,
including Steinberg's own Cubase series.
http://www.libsdl.org/index.php
FMOD
A commercial
multiplatform API. If asked which API was the best, this would be our
answer. The price, however, reflects the quality, although it is more
accessible to non-commercial developers via its freeware licensing.
ALSA
The Advanced
Linux Sound Architecture, a sound programming interface for Linux. Although
it is well-written, the documentation is terrible. Your best bet is to
look at some source code.
http://www.alsa-project.org/
OSS
The Open Sound System, used with Linux kernels prior
to 2.6 and on Solaris.
http://www.opensound.com/oss.html
Core Audio
Core Audio is the MacOS audio SDK.
http://www.opensound.com/oss.html
webOS
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