The Miles Sound System
The Miles Sound System is one of the most popular pieces of middleware ever released. It has been licensed for over 4,800 games on 14 different platforms!
John Miles first released MSS in 1991 in the early days of PC gaming. Today, Miles features a no-compromise API that integrates 2D and 3D digital audio with features like streaming, environmental reverb, multistage DSP filtering, and multichannel mixing, and highly-optimized audio decoders.
Miles is the most sophisticated, most robust, and most fully featured sound system available for your games. Both your programmers and your sound designers will love Miles.
Game Developer Magazine inducted the Miles Sound System into its Front Line Hall of Fame the very first year - the first middleware package ever to receive that honor. Over the years, John Miles and Jeff Roberts have designed and refined the Miles API to be the best possible solution for your game's audio needs.
Next we'll briefly talk about some of the awesome Miles features, but remember, the fastest way to learn about Miles is just to email us and set up an evaluation!
Why Miles is right for your game:
- Miles has the best digital audio features. Miles supports multi-channel input and output, on-the-fly mixing and format conversion, decompression (Ogg, MP3, ADPCM and voice chat codecs), powerful streaming, more than a dozen DSP filters, 3D spatial positioning, software reverb, recording support and more.
- The Miles SDK is simple and powerful. Miles has been refined over 15 years of development. Most game developers directly use the Miles API because it is so clean - they don't even bother wrapping it!
- Miles is used in more games than any other sound system - this has allowed us to interate on the Miles code base endlessly. When we discover a workaround for some weird piece of audio hardware, all of our licensees benefit!
- Miles is super, super fast. It contains optimized code by some ot the best optimizers in the business (Mike Abrash, Terje Matheson, Jeff Roberts and John Miles).
- Miles uses as little memory as possible. Miles decodes all compressed data on-the-fly, so your sound footprint will drop in size drastically.
- Miles runs on every platform. You can use the same API and data files on 15 different platforms.
- Miles runs on every game platform and is customized to take advantage of each one. It uses SPUs on PS3, VMX on Xbox360, SSE 2 on x86, VU0 optimizations on PS2, etc.
- Miles is super robust. Since we ship in so many games, Miles just gets better and better - it just doesn't crash. Miles is also designed to tolerate bad input data - it just keeps cranking along until the input data gets better again.
- Miles has powerful MIDI features for interactive music applications including a built-in MIDI synthesizer with DLS instrument support.
The best way to learn about Miles is to try it! Download the Miles Tools and demos to see what it can do. Email us to get an evaluation SDK.
You can also check out what our customers think, or you can read more about the Miles SDK. Finally, you can check out the Miles version history, if you are looking for something specific.
Thanks - you are going to love Miles!