rafaelcaricio/qoa-c — explained in plain English
Analysis updated 2026-07-18 · repo last pushed 2023-04-13
Compress game audio to reduce file size while keeping decoding fast for real-time playback.
Drop the single-header library into a C or C++ project without pulling in complex third-party dependencies.
Stream decent-quality audio in a retro game engine or embedded system with limited storage.
Build a lightweight audio tool that needs speed and simplicity over studio-grade fidelity.
| rafaelcaricio/qoa-c | 0verflowme/alarm-clock | 0verflowme/seclists | |
|---|---|---|---|
| Language | — | CSS | — |
| Last pushed | 2023-04-13 | 2022-10-03 | 2020-05-03 |
| Maintenance | Dormant | Dormant | Dormant |
| Setup difficulty | easy | easy | easy |
| Complexity | 2/5 | 2/5 | 1/5 |
| Audience | developer | vibe coder | ops devops |
Figures from each repo's GitHub metadata at analysis time.
Format is still under active development and may change, not thoroughly tested against untrusted or corrupted input.
A single-file C/C++ library implementing QOA, a fast, lightweight audio compression format like JPEG for sound, built for games and real-time apps that need small, quick-to-decode audio.
Dormant — no commits in 2+ years (last push 2023-04-13).
License is not stated in the available content.
Setup difficulty is rated easy, with roughly 5min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
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