Audio was something I hadn't had much experience with. The initial implementation in Molecular was all OpenAL. We used it for the spot effects and for the streaming. The final shipping version used AudioQueues for streaming but continued to use OpenAL for the spot effects. So why did we do this and what did we actually do?
The reason we moved to AudioQueues was because the audio streams were too big, for two audio tracks, about 25 minutes of music was about 30 meg. The solution to that problem...

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