irrKlang for your Mac App Store projects

Posted on:March 30 2011

If you are planning to publish a game on the Mac App Store, you obviously need some code to play sounds and music. I have some software on there as well, and I know that the Apple review team can get a bit picky and might decide to reject your app if something isn't as they want it to be. So if you are looking for a software library to play sound and music, irrKlang also might be an option for you. There are now three games using that library on the App Store, so it looks like it works. Nice. :)


Oops, pressed return by accident above - seems blank comments are allowed ;)

Do you know of any games using irrKlang on iOS yet? Do you plan any support for that?
2011-03-30 11:21:00

irrKlang doesn't run on iOS, but since every once in a while this is asked for, I think about adding support for it.
2011-03-30 12:03:00

Thanks, it would certainly influence my decision! Currently going with OpenAL because of this (FMOD is too expensive) even though I know it can be a PITA.
2011-03-31 12:37:00

hi, we try to put our game into Mac App Store, but Apple reject it becuase of irrKlang. They said: "Missing framework is: /usr/local/lib/libirrklang.dylib". Thats all, what they said, not much, not much.

We basicly relocate this dylib path by this tool in the game:
shellScript = "install_name_tool -change /usr/local/lib/libirrklang.dylib @executable_path/libirrklang.dylib \"$TARGET_BUILD_DIR/$$PRODUCT_NAME\"";

So, there is no missing framework, everything just fine :)

I don't know what should we do?
Any suggestion? How the others put their game into App Store with irrKlang?
Krisztian Tefner
2011-04-17 20:41:00

See the FAQ for this. Try the following:

install_name_tool -id @executable_path/../Frameworks/libirrklang.dylib "$TARGET_BUILD_DIR/$"

BTW: the blog comment system is not a good system for doing support requests... :)
2011-04-18 09:07:00

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