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Thread: OpenAL priority "Intelligent Source Manager"

  1. #11

    OpenAL priority "Intelligent Source Manager"

    alright, i have almost 100% success in my demo program, which swaps a single sound in and out of the "barrier", it works with loops as well - that means if you swap the sound at certain point and swap it back the stream position will get adjusted, so it will seem like the sound was still playing when outside of openal

    i also noticed a slight error in the documentation, sometimes there are references to AL_MSEC_OFFSET, but there is only AL_SEC_OFFSET, which is float, it returns a float with 2 digits precision after the decimal separator.

    i also noticed, that i can set AL_PITCH to anything between 0.01 to 4.5, according to documentation it says it should be from 0.5 to 2.0, interesting indeed.. can someone with hardware openal check how far this can go and if it differs on different implementations?

    i think, if i get this wrapped into a decent sound manager package, it would make openal much more suitable for indie projects, than other packages like fmod, which are not free. also, when vista comes, the only hardware accelerated audio will be supported thru openal, directsound is no longer hardware accelerated in windows vista!!
    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. #12

    OpenAL priority "Intelligent Source Manager"

    But.. doesn't OpenAL already wrap over Directsound?

    Edit: Ah i got it. Just read the article on Openal.org
    Peregrinus, expectavi pedes meos in cymbalis
    Nullus norvegicorum sole urinat

  3. #13

    OpenAL priority "Intelligent Source Manager"

    Quote Originally Posted by JSoftware
    But.. doesn't OpenAL already wrap over Directsound?

    Edit: Ah i got it. Just read the article on Openal.org
    yeah, by default you can choose directsound, mmsystem, etc.. devices, but on nvidia (ac97) integrated audio and creative hardware you can use openal with hardware accelerator.
    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

  4. #14

    OpenAL priority "Intelligent Source Manager"

    This is the first test version of the library, if i enforce it to use just 1 openal source it seems to do the job properly, i haven't tried it in real game environment yet, but it should be easy to integrate into any game, feel free to improve the code and use in any project you want, there is room for improvement, bateries not included.

    https://github.com/JernejL/VirtualOpenAL

    to compile it, replace sys_calc and accompanying vector math calls with your favorite vector library!
    Last edited by JernejL; 21-05-2018 at 07:12 AM.
    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. #15

    OpenAL priority "Intelligent Source Manager"

    Hello Delfi, we better join forces. Have a look at http://www.noeska.com/doal .
    http://3das.noeska.com - create adventure games without programming

  6. #16

    OpenAL priority "Intelligent Source Manager"

    Quote Originally Posted by noeska
    Hello Delfi, we better join forces. Have a look at http://www.noeska.com/doal .
    i am familiar with your work, and it was the starting point for all my openal related works, but i didn't find anything like this on your website, this unit is not just a source manager, but a complete sound system, with sources management which automaticly turns on sources near listener and off sources away from listener, to compensate to get around the 30 sources limit.

    it isn't complete yet, but when it is, i'd appreciate if you host a copy of it on your website
    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. #17

    OpenAL priority "Intelligent Source Manager"

    Ok let me know.
    http://3das.noeska.com - create adventure games without programming

  8. #18

    OpenAL priority "Intelligent Source Manager"

    This is now improved version, i added full audio system pause (!) fixed sorting (also now uses bidirectional bubble sort, but something better should be used like quicksort? )

    I added audio buffer loading and searching (no unloading but you can do it manually yourself)

    The source-swaping works well, i just tested it in my game with 50 cars in same scene, and it performs as expected. distant sounds are swaped-out and near sounds are swaped-in to get smoothly around the openal 30 playing sounds limit.

    Link:
    https://github.com/JernejL/VirtualOpenAL

    This source code is free for any use. i would especialy like to see someone add it to glscene, which currently only supports fmod and bass, which are both commercial products.
    Last edited by JernejL; 21-05-2018 at 07:12 AM.
    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

  9. #19

    OpenAL priority "Intelligent Source Manager"

    I just found and updated a minor bug in deletion callback routines.

    EDIT: updated - fixed 16 bit stereo wav file format calculation bug...
    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

  10. #20

    OpenAL priority "Intelligent Source Manager"

    I tried the test application for your lib, its says no audio devices found?

    I have a SB Audigy 2 ?

    Ian

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