Hey guys, Im writing a new game from the ground up and im using SDL_mixer for sound. So far it seems perfectly fine. I have my project compiling well simultaneously on Mac and Linux (haven't gotten to Windows yet, but soon!... I'm installing Mingw and msysgit today, so we'll see).
So I'm wondering what your experiences have been using SDL_mixer? -- Can it pull off the task of being a complete audio mixer solution for a game? (Albeit, a small indie game, not super huge by any means). And by that, I mean, always playing music, w/ fade-ins, fade-outs, and switching tracks, while simultaneously blasting dozens, if not hundreds of various pre-loaded SFX? My concerns are basically latency. I remember I hacked something up with it in about 2006 that was buggy, lagged and didn't entirely work right, (but that could've been SDL_sound too, which is another thing, not sure).
I'm not sure if it'll pull off a whole game. I mean, it seems like it can, but I have my doubts, and I'd rather just know now so I can budget in the time for writing mixer code, or if I can just rely on it and focus on other things. But at the same time, multi-system compatibility rates way high up on my list of desired features, so writing my own could prove to be... ughhh.
So... What are your guys' experiences?