   Minimal crossplatform audio library, permissively licensed?
  Hi,I'm asking to check if there's a minimal audio library that I've missed, that would provide the following:- Crossplatform (windows/linux/mac)- Permissive license in zlib/bsd/mit style- Simple mono/stereo audio stream output using a callback for example. Other features are a plus, but only this is really required- Preferably cmake as build system, or be so simple (a couple of c/c++ files) that the build system doesn't matterI'm aware of PortAudio, which seems rather nice, however I wouldn't consider it exactly "minimal" and also I'd have to rework the build to be cmake-based. For an example of minimal, up until recently I was using FreeType, until I discovered stb_truetype ;)   
  Have you checked the list of libraries in the sticky (or my signature)?One example is IrrKlang: it seems ok but whether the licence is permissive enough depends on your needs, as it's completely free for non-commercial use but requires payment for other uses.   ;  I'm still using Audiere in my C++ projects.It's well designed, free for commercial use, open source and, most important for me, it can do streaming from custom data sources. Decodes mods, mp3s, oggs and waves. Can use some Linux-only audio interfaces whose name I don't remember right now, OpenAL and DirectSound.On the downside, the last update is quite a bit behind and it only does 2D panning, no 3D positioning of audio sources.You could also use OpenAL directly, I hear it's been ported to native Linux. It's probably going to be more work than using Irrklang, Audiere or another high-level library, though.   ;  Yeah, have checked the lists in the stickies. Could naturally have clarified a little: the permissive license / build thing was so that ideally I could just lump the audio library in with the rest of my engine, build everything at once from source code, and be able to offer a package which would still be free, in a bsd-ish way, to statically link into commercial programs and whatever. Therefore LGPL is not permissive enough, in this case.Pure OpenAL is a nice option, but the runtime requires separate installation at least on Windows; I prefer libs that can talk to the OS audio API directly with no extra steps.But thanks for responses anyway![Edited by - AgentC on August 20, 2010 10:45:06 AM];  I would recommend IrrKlang.  For the most part, it just works.  It is in general simple to use.  It includes 3d and 2d sound, and the license for non-commercial use is very liberal.  And even for commercial use, the fees are much smaller than BASS or FMOD.  I don't remember the numbers, but I believe for about $20 to $27 price of a game, the IrrKlang license costs only $65, and BASS/FMOD were both in the thousands.  I believe FMOD is also free for non-commercial purposes, but for commercial, IrrKlang has my recommendation, because of the simplicity, stability, and the low price compared to other options.I've used OpenAL as well, and you get low level control.  It is free, and if I'm not mistaken, it is possible to set it up somehow without having to install the runtime, but I'm not sure how.  I didn't continue working with it simply because I don't have a need for that low level of control.   ;  How about SFML? You don't have to use all of it. I haven't tried the audio part of it yet, but it looks very easy to work with. And it's got a zlib license.   ;  Unfortunately, SFML uses OpenAL-Soft for its audio component, and that is LGPL.That said, I managed to convert PortAudio to a cmake build with quite minimal fuss, and I'm rather pleased with the functionality. Have not tested on an actual Mac yet, but that should theoretically be just a matter of linking the right libraries.   ;  what about openal soft ?it's lgpl yes, but then again I don't see what problem you have with lgpl.. just link the library dynamicly and ship the dll within your binary folder.afaik there is nothing that forces you to separate the dll from your project.   