The Miles Sound System is one of the most popular game-technology libraries ever published. The Miles Sound System is one of the most popular game-technology libraries ever published. It has appeared in over 3,200 games since its first release in 1991!
John Miles first wrote MSS as a hardware driver layer for a handful of sound cards back in the early days of MS-DOS gaming. Today, Miles features a no-compromise API that integrates 2D and 3D digital audio with features like streaming, environmental reverb, multistage DSP filtering, ADPCM decompression, and MP3 decompression.
With Miles, you can add features as diverse as digital audio recording, Red Book (CD audio) support, low-bandwidth Internet voice chat codecs, and 3D technologies like EAX, SRS Circle Surround and Dolby Surround to your game in no time at all. Check out the SDK features page for more details.
Miles's coverage is so extensive that the only way to create a similar set of features would be to combine half a dozen other sound products. You can't go wrong with Miles! Check out some of the good reasons to use Miles here.
In 1998, Game Developer Magazine inducted the Miles Sound System into its Front Line Hall of Fame - the first middleware package ever to receive that honor. Over the years, John Miles and Jeff Roberts have designed and refined the Miles API over the years to be the best possible solution for your game's audio needs.
Miles works like the sound system that you would write yourself. Everyone who uses the DirectSound API begins by writing their own wrapper layer, but most developers use the Miles API directly - it's that easy and convenient!
The Miles Sound System is available for Windows 95, 98, Me, NT, 2000, XP, MacOS 9 and MacOS X (Carbon), and Microsoft Xbox. Versions for PS/2 and
xbox 360 are coming soon.
http://www.radgametools.com/msshist.htm
What's New in This Release:
Added XMA playback to
xbox 360.
Added new demo for
xbox 360.
Switched to dcbt instead of xdcbt on
xbox 360 - no measurable performance difference and it is safer.
Added new demo for Sony PS2.
Added a complete SPU ADPCM voice API for Sony PS2 (now you can drop Multistream completely, if you'd like).
Added the ability to read from and to IOP and SPU memory with RAD_IOP. You can even stream MP3s out of IOP or SPU RAM!
Fixed CPU load-measuring on Sony PS2.
Fixed a bug in the DLS compressed-instrument decompressor.
Added a new DLS sample file.
Tweaked the distance-setting code on Xbox 1 to avoid pointless asserts in the Xbox system library.
MulitFlt.c example now demonstrates how to close a filter/driver binding.
DBTest.c example updated to demonstrate low-level double-buffering of .MP3 files.
FileHndl.c example updated to demonstrate how to stream from an existing file handle.
Fixed a bug that could cause looped streams to reset themselves under certain conditions.
Moved internal low-pass filter to post-resampling stage, for better compatiblity with .FLT filters