Amplitude is a full-featured and cross-platform audio engine designed with the needs of games in mind. Apart from its efficient audio mixer, it also adjusts gain based on user-defined attenuation models, plays spatialized sounds in 3D environments, manages prioritization, buses, and a lot more. With all those features, Amplitude is still easy to use, thanks to its data-driven way. All you need is to write configuration files and let Amplitude do the magic for you.
Project Setup | Integration | API Documentation
Amplitude is still in active development, and no official release is made yet. However, the API is stable and no breaking changes will be introduced until the first release. To get a copy of the SDK, you should build it from sources. Feel free to raise an issue or open a PR, by following our Contributor Guidelines.
The quickest way to get started with the SDK is to have a look on the sample projects.
This is a list of some of the most important features of Amplitude:
- Spatial Audio, HRTF, and Ambisonic Rendering
- Data-driven Development
- Plugin Architecture
- Drivers and Codecs
- Customizable Pipeline
- Sound banks Management
- Sound Objects
- Game and Engine Synchronization
- Game Entities
- Listeners
- Customizable Attenuation Models
- Sound Effects
- Sound Events
- Buses Management and Auto-ducking
- Channel Priority
- CLI Tools
Amplitude can support the following platforms:
Amplitude uses MiniAudio as the default audio device implementation for cross-platform support. You still can change that by implementing a custom driver.
Official Amplitude release files are available from the GitHub releases page.
Amplitude Audio SDK is licensed under the Apache License 2.0.