Comments (3)
You're right, since I haven't used SFBAudioEngine
on iOS I didn't think through the licensing issues. I think it would be best to #ifdef
out the code that uses libsndfile
on iOS in addition to clarifying things in a licensing file.
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I've committed code changes for this in 04ea4c6
I probably won't have time in the next few days to create a robust licensing file so I'm leaving this issue open
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I'm marking this as fixed in fec3a1c. The ACKNOWLEDGMENTS file has all the license information and libsndfile is no longer used on iOS.
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Related Issues (20)
- MAC_SDK_613.zip no longer available. HOT 1
- Build fails, unable to download MAC_SDK_620.zip from Monkey's Audio HOT 1
- SimplePlayer Crashes on iOS HOT 6
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- Errors while uploading app archive to TestFlight HOT 6
- Please clarify the best way to include this project in an app for multiple devs/workstations HOT 2
- Play DSD in DoP mode will heard noise in the sound HOT 13
- mpg123 header includes seemingly using incorrect include type HOT 2
- Issues with building macOS Sample Player HOT 1
- Can't run in physical device HOT 3
- The opus file is seriously distorted, and only one side of the speaker has sound. HOT 3
- When the speex file is playing, only one side of the speaker has sound, and SFBAudioPlayer.totalTime is nil HOT 3
- I keep getting an error when converting to apple native format, like m4a aac HOT 4
- Total frames not calculated for Ogg Speex streams HOT 1
- When encoding to mp3, the bitrate is always 128kbps HOT 5
- LAME encoder settings are confusing HOT 1
- Whatβs the role of SFBFFmpegDecoder HOT 1
- How to set the output sampleRate HOT 1
- OPUS file duration in milliseconds HOT 3
- SFBFLACDecoder - decodeIntoBuffer - not decoding all frames HOT 5
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