It’s been a few months since our last release, so this is a big one!
New in this release:
- Added new floating-point audio pipeline. The old audio pipeline was entirely fixed-point, which is faster for very old Android devices that lack hardware floating-point support, but is more difficult to maintain and is somewhat slower on modern devices. The new pipeline is entirely floating-point; the old pipeline will be kept around for the time being, though, to be used only by those older Android devices.
- Added support for x86 architecture on Android, and preliminary support for x86_64 and arm64-v8a architectures. (If you need MIPS support, please contact us.)
- Added SSE optimizations for x86 processors. This will speed up audio processing on OS X (including iOS simulators), Windows (including Windows Phone simulators), Linux, and Android x86 devices.
- Added CkStartCapture() and CkStopCapture() to allow capturing of final audio to a file.
- Added CkLockAudio() and CkUnlockAudio() to force API calls to be processed together (e.g. to play multiple sounds in sync).
- Added stutter effect to dsptouch example to show how to implement custom effects.
- Windows version no longer has separate libraries for Windows 7 and Windows 8. At runtime, Cricket Audio loads XAudio2 2.8 on Windows 8.0 or later, and loads XAudio2 2.7 on earlier versions of Windows.
- Added Visual Studio 2013 libraries for Windows Phone 8.
- Removed Visual Studio 2010 libraries for Windows.
- Added some new values to the CkPathType enum.
You can download it now on our downloads page.