I'm currently working on an audiobackend for my application, which runs on Mono/.NET. Therefore I found, that SFML is plattformindependent, so it suits. But there is no mp3 support because of licensing.
So I wanted to add up the mp3 capability for myself in C#. I use SFML.Net 2.1 with Mp3Sharp (http://www.robburke.net/mle/mp3sharp/). At first I tried this:
Mp3Stream stream = new Mp3Stream("D:\\tmp\\test.mp3");
Music music = new Music(stream);
music.play();
But that didn't work. Exception:
AudioCuesheetEditor.AudioBackend.AudioManagerSFML: FATAL | SFML.LoadingFailedException: Failed to load music from memory
at SFML.Audio.Music..ctor(Stream stream)
at AudioCuesheetEditor.AudioBackend.AudioManagerSFML.setMusic() in d:\tmp\AudioCuesheetEditor\src\AudioCuesheetEditor\AudioBackend\AudioManagerSFML.cs
So I thought about doing as it is done in the examples (https://github.com/LaurentGomila/SFML/wiki/Source:-MP3-Player):
I made a class SFMLMp3Stream which extends SoundStream:
public class SFMLMp3Stream : SoundStream
{
    private Mp3Stream stream;
    public SFMLMp3Stream()
    {
        stream = null;
    }
    public Boolean openFromFile(String _filename)
    {
        //TODO:Check file existence
        stream = new Mp3Stream(_filename);
        Initialize((uint)stream.ChannelCount,(uint) stream.Frequency);
        return true;
    }
    #region implemented abstract members of SoundStream
    protected override bool OnGetData(out short[] samples)
    {
        if (stream != null)
        {
            byte[] buffer = new byte[512];
            short[] retVal = new short[512];
            stream.Read(buffer,0,buffer.Length);
            Buffer.BlockCopy(buffer,0,retVal,0,buffer.Length);
            samples = retVal;
            return true;
        }
        else
        {
            samples = null;
            return false;
        }
    }
    protected override void OnSeek(TimeSpan timeOffset)
    {
        if (stream != null)
        {
            stream.Seek((long)timeOffset.TotalMilliseconds, SeekOrigin.Current);
        }
    }
    #endregion
}
When I try now this:
musicStream = new SFMLMp3Stream();
musicStream.openFromFile(this.objProgram.getObjCuesheet().getAudiofilePath(true));
music = new Music(musicStream);
I get the compiler error, that Music can not be initiatet from SFMLMp3Stream (because it is no string and no System.IO.Stream. How can I extend SFML for Mp3 usage? Has anybody done this so far?
Thanks for your help Sven