   Sounds.
  So, having made GTL for textures due to not liking the various image loading libraries out there I've decided to turn my attention to sample loading, again with a game focused slant to it.Much like GTL the idea is to have a simple interface which throws back a pointer to decompressed PCM data for replay with whatever method you feel like using.The question is; what formats should I bother with? Right now I'm looking at supporting windows WAV files and FLAC. MP3 support is out due to the licencing issues and imo Ogg Vorbis is better suited to streaming data rather than sound effects, however if others thing it would be a good addition than it'll be added.Output wise I was considering making things just 16bit across the board; while loading 8bit samples is useful a standardised playback format, bit wise at least, could well make life easier. The alternative is to leave them in their native format and have some functions which will convert them to different formats.The idea isn't to have many fancy functions, just those required to get data sanely into a game. The lib will be initally written in C++ as that's what I know best and will have support for PhysFS built in from the word go as, while I don't use it atm, I plan to in the future (same as with GTL's design).API wise, my current design is pretty much;- a load function which returns a pointer to a class- a free function which frees the pointer (for DLL reasons)- the class itself will have functions to let you extract information about the sample data it holds (freq, size, channels, format, address of data)- possible format conversion function (not sample rate)There is a chance I'll start work on this tomorrow (tuesday) but I thought I'd throw the idea out there, see if anyone wants to add anything before I crack on...   