Hey !
We're using our own engine based on openGL. For now using some part of the STL the engine creates a 700ko executable. I tried to find a C/C++ lightweight audio lib, but I failed (too big or I can't make it work). Any advice ?
700kb? That seems small enough to run game code beside it.
You could also write your own audio buffer system which is (relatively) easy in C++ if you just do something for single voice tones. Like something where you just go "AudioGenLib::GenSine(hertz, volume, duration);".
This could help you in writing that.
https://stackoverflow.com/questions/9137297/generating-sounds-without-a-library
Im using SDL too, and for the audio Im using SDL basic audio callback system. Its very raw but if you need code to load a WAV file and play it I can send it to you.
Btw, if instead of linking against the dynamic DLL you link against the static LIB you will reduce the EXE size. I also use this EXE compressor:
https://www.un4seen.com/petite/
and I managed to create my SDL/OpenGL app that weights less than 300KBs
Thanks for the tips ! After a lot of research, after having compiled a bunch of libraries, the best solution I found is to directly use the windows API (Direct sound) that is installed on all windows in system 32 (dsound.dll). Kinda old and obscure, but it works... I tried OpenAL and other audio libraries based on OpenAL but they are too large, DLL only (no stripping possible) and I don't want to use any exe compressor. So the win32 api was for me the only solution (#include <dsound.h>)