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Thread: OpenAL priority "Intelligent Source Manager"

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  1. #1

    OpenAL priority "Intelligent Source Manager"

    Quote Originally Posted by Firlefanz
    Will the wrapper also get EAX support?

    OpenAl itself looks a bit difficult to use for a game (I have one music and lots of SFX (in a list) loaded always).

    Firle
    you can implement that easily with openal extensions, it's not depending on the wrapper at all. and the wrapper works with any openal dll.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  2. #2
    Updated / fixed download link.

    Is anyone still interested in this or uses it? i added some improvements and fixes to it since the last update here.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  3. #3
    Yes I'm intersted. I use openAL in my engine and would like to add a bit more intelligence to it, if that can be achieved easily.

    What kind of license do you use? I might want to use (some of) your code in my engine in the future.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  4. #4
    No license.. kinda like BSD but more like do as you please
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  5. #5
    Great! Thank you.

    If I use it, I will probably refactor it so that it fits my object-oriented style of coding. I'm planning on releasing my engine under LGPL as soon as it's worth releasing.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  6. #6
    The main thing of intelligent source manager is to swap-in and swap-out sources while simulating as if the source was still playing during the time it wasn't in the active sources pool, you can easily reuse this logic from my code which is the most important part and use a object oriented design of your own. I plan to do the same and port this code out of the procedural world, but it simply isn't high on priority currently.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  7. #7
    Here says:

    Invalid Floating Point Operation

    What do I do?

    Break here :
    // calculate how much time would whole sound take to play at current pitch.
    one_frame_ms := buffsize / bits / freq; // 44100 <----------------------------------
    one_frame_ms := one_frame_ms / VirtualSource.Pitch;

    0.o

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