Miles Sound System

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 5,200 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 toolset that integrates high-level sound authoring with 2D and 3D digital audio, featuring streaming, environmental reverb, multistage DSP filtering, and multichannel mixing, and highly-optimized audio decoders (MP3, Ogg and Bink Audio).

New! Miles 9!

Miles 9, with all new high-level audio tools, is now shipping!

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.

You should check out what our customers think, or you can read more about the Miles SDK itself. Finally, you can check out the Miles version history, if you are looking for something specific.

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 9 now has a completely redesigned high level audio toolset! Designed around iteration and soundscape debugging, your sound designers can capture a game's sound event stream and replay it as many times as they want. All adjustment and sound setup can be done on the PC, with intuitive editing for audio presets, events, environments, filters, and mixing! Design on Windows and deploy for multiple console platforms!
  • Miles 9.2 now introduces busses! With busses you can group samples, apply limiters, and side-chain compress for ducking!
  • Miles 9 also now can hot load assets from the tool, to your game. This allows you to pause the game, edit the soundscape, and resume with the updated assets! No more waiting for your game's load times to iterate on audio.
  • Miles also contains our Bink Audio decoder plug-in. Bink Audio is close to MP3 and Ogg in compression size, but uses around 30% less CPU than either, and with far less memory! We expect most customers to use this format - it's perfect for games! This is the same audio codec that we've had available in Bink for many years. Thousands of games have used it, and now its included in Miles!
  • Miles includes full SPU support! Bink Audio, MP3 and ADPCM decompression, along with DSP, reverb, and all mixing takes place on the SPU - no PPU overhead!
  • Miles has the best digital audio features. Miles supports multi-channel input and output, on-the-fly mixing and format conversion, decompression (Bink Audio, Ogg, MP3, ADPCM and voice chat codecs), powerful streaming, more than a dozen DSP filters, 3D spatial positioning, software reverb, recording support and more.
  • Miles includes the Fraunhofer and Thomson patent rights to use MP3 as part of the Miles Sound System. You don't need to go elsewhere for more licensing costs to obtain them. MP3 patent rights remain somewhat murky, but it is generally believed that Fraunhofer/Thomson have legal control of the MP3 format.
  • Miles includes a clean-room Ogg Vorbis decoder that is the world's fastest decoder - it's up to 40% faster than libVorbis.
  • 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 of the best optimizers in the business (Mike Abrash, Terje Mathison, 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 (virtually no PPU cycles!), VMX on Xbox360, SSE 2 on x86, VU0 optimizations on PS2, etc. Even better, you use the same API and data files on all the different platforms.
  • 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.

The best way to learn about Miles is to try it - email us to get an evaluation SDK!