The GiganticAudio engine provides a set of extensible C++ building blocks that can be assembled in unlimited ways. Because samples, streams, and effects all share the same base classes, they can be started, stopped, and interconnected using the same functions.
GiganticAudio was written with multicore DSP in mind. It runs extremely efficiently on multicore game machines with strict cache sizes, such as the Xbox 360 and PS3. GiganticAudio's memory and file system interfaces can be easily overriden to integrate GiganticAudio into existing game engines. A simplified Manager class permits programmers to initialize and use all this functionality in only a few lines of code.
GiganticAudio provides a set of fast cross-platform C++ objects for any real-time audio processing: volume control, pitch, 3-D positioning, mixing, sample playback, stream playback, randomization, envelope control, and reverberation.
GiganticAudio's reverberation algorithm is optimized specifically for next-generation console targets. The Xbox 360 and PS3 targets support high-quality custom 5.1 and 7.1 reverberators respectively.
The GiganticAudio engine is highly scriptable. All the major engine features can be accessed from within the Lua scripting language. Dynamic dialog generation, cross-fades, and interactive music sequences can all be managed efficiently via Lua script interfaces. Script can be interactively changed and reloaded on demand without restarting the entire game.
