View Full Version : the differences between dx and al

09-11-2003, 03:39 PM
whats the best sound engine for a 3d game? dx sound or openal.

i need 3d positioned sound. software/hardware buffers (for those without good cards). good pitch levels for the engine. ease of use and some tutorials.

i dont need multi OS just windows.

im using direct x for gfx (along side opengl) and controllers so should i use the sound?

09-11-2003, 10:22 PM
I'm guessing they're more or less equally as good but I've seen more tutorials on DirectSound than on OpenAL.

Well, that's all I had to say... :roll:

09-11-2003, 10:42 PM
i havnt seen that many delphi direct sound tutorials

10-11-2003, 09:11 AM
OpenAL seems pretty straightforward judging by Noeska's tutorials. DirectSound seems... clunky. I know that it does what you want, but it just seems such an ugly way of doing it! However, DSound may fit better with your requirements since it's integrated into DirectX.

11-11-2003, 12:56 AM
First of all I was talking about C++ tutorials. However the code is more or less the same whatever language you use.

On the other hand one of the reasons why I've found more tutorials on DirectSound on OpenAL might be that I've looked a bit more at DirectSound than on OpenAL. :wink: But I still think there are more on DirectSound though I could be wrong.

Anyway if your interested:
DirectSound with C++ (http://www.gamedev.net/reference/list.asp?categoryid=24#55) some OpenAL in C++ (http://www.gamedev.net/reference/list.asp?categoryid=34).

11-11-2003, 01:32 AM
i might grab the dx9 sdk (again!) and take a look at the examples. it seems u have to do a lot of lines just to play a sound in dx. but in only 10-15 for openal. but openal looks a bit limited :(