@c_xong, thanks for your interest, I’ve just uploaded a video showing a bit of Wyrmsun (first game that implements OAML and actually the game that I used to develop the library).
Youtube link:
https://youtu.be/RSGi2eDQJjkI’ll record and upload later as well the two demos on the OAML git repo (msnake and the unity demo).
Regarding ELIAS, I’m not an expert with this one but for what I’ve seen when I’ve used it the main difference with OAML is that with OAML you can have way more control of what happens with the music. The main idea in ELIAS is to use music loops and change them as the levels progress, but you must always use the same bpm, chord progression and bars length, so musically speaking that’s pretty limited (or maybe I didn’t get right ELIAS :P). What it is better in ELIAS is the use of stems which I haven’t implemented yet.
With OAML you can use music loops and have different loops when events happen in-game, for example you can have different music for day and night, or a different music when a battle starts. Also you can use different speeds for the loops, I’ve used this on the msnake game so when the snake gets bigger and bigger music gets faster and faster.
@eugeneloza, you can think of OAML as a “music engine” which handles previously composed music, if the problem in your game is actually the lack of corresponding music this can’t help you, for OAML you must compose music specially for it, or else you’ll probably lack lots of its features.