CH·09 Middleware integration
verified 2026-08-01

Aulos active

Flei-123 vunknown added 2026-08-01 verified 2026-08-01

[Use when]

You need a lightweight C++17 audio middleware runtime with voice management, 3D spatialization, bus hierarchy, and data-driven parameter curves, without a mandatory authoring GUI.

Engines
U Unity Un Unreal Go Godot * Engine-agnostic
License

Custom

Pricing

Free

Last verified

2026-08-01

Added

2026-08-01

about

Aulos is a small, engine-agnostic audio middleware runtime (~1.3k lines of C++17) that handles everything a game needs after calling aul_play(): voice management and stealing, 3D panning and distance attenuation, Doppler, bus hierarchy, parameter curves, fades, and random variation. Sound behavior lives in a JSON bank — volume, rolloff curves, random pitch ranges — so designers can iterate without recompiles.

The library wraps miniaudio for device I/O and decoding. The C API is 20 functions; handles are generation-tagged so stale calls on finished voices are silent no-ops. A lock-free ring separates game-thread commands from the audio thread. Offline rendering mode lets you bounce to file or run deterministic tests.

Bindings are provided for Unity (P/Invoke + MonoBehaviours), Unreal (static lib behind a subsystem), Godot (GDExtension), and the browser (Emscripten AudioWorkletProcessor). The web build is bit-identical to native with resampling off. It is not a released product — no authoring GUI, no streaming — but the runtime is tested with 46 measured assertions.