
Radar check
What we found when we opened it. Every bar is one fact, with its date.
Last code pushed 21 Oct 2026, 4 days before this check.
No releases published on GitHub; the code date above is the one to trust.
Public since August 2021, a little over 5 years.
81 stars and 8 forks.
294 commits and 0 new issues in the last 90 days.
3 contributors. 6 pull requests merged in 90 days. A small team carries it.
No security policy file says how to report a problem. No published security advisories.
How the bars are scored
- Alive. Days since the last code push: a week or less 100, a month 90, three months 70, six months 50, a year 30, eighteen months 15, older 0.
- Releases. Age of the latest GitHub release, on a similar scale; no bar when the project publishes no releases.
- Maturity. Age of the project: eight years 100, five 90, three 70, two 55, one 40, six months 25, younger 10.
- Adoption. Stars on a log scale: 100,000 stars is 100, 10,000 is 80, 1,000 is 60, 100 is 40.
- Activity. Commits in the last 90 days: 300 or more 100, 100 85, 30 65, 10 45, any 25.
- Community. People who have contributed: 100 or more 100, 30 80, 10 60, 5 40, 2 25, one 10.
- Security. A published security policy 80, none 40; published advisories are listed, not scored.
Checked by Repo Radar on 26 Oct 2026 from the repository on GitHub.
In simple English
This tool is a sound engine for games and multimedia projects. It plays background music and sound effects that sound like they come from specific spots in a 3D world. You write simple configuration files to tell it what sounds to play and when. It does not cost any money to use, but you need to know how to program in C++ to hook it into your game. There are no official pre-built versions yet, so you must compile the code yourself.
What it is
Amplitude Audio SDK (a software development kit, which is a collection of code and tools that helps programmers build features into their apps) is a cross-platform audio engine written in C++ (a programming language used for fast software and games). It handles sound mixing, 3D spatial positioning, sound effects, and audio buses through a data-driven setup.
What it is good for
Solo game developers who want an open alternative to commercial audio middleware for managing complex sound effects and music in their custom games.
- Plays sounds in 3D space so players can hear where things are around them.
- Uses text configuration files to manage sound behavior without rewriting code.
- Works across Windows, Linux, macOS, iOS, and Android.
- Requires C++ programming knowledge to integrate into a project.
- There are no official binary releases yet, so you must build it from source.
- Active development means APIs may change or require careful tracking of the repository.
Wwise or FMOD
Godot
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git clone https://github.com/AmplitudeAudio/sdk.git cd sdk cmake -B build cmake --build build