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Thread: OpenAL priority "Intelligent Source Manager"

  1. #21

    OpenAL priority "Intelligent Source Manager"

    you will need to install creative's openal lib, i packed wrong openal32.dll, the new one should work (re-uploaded):

    but there's an offical installer for openal you can use:
    http://developer.creative.com/articl...&top=38&aid=46

    edit: i discovered that sometimes openal will not work unless initialized with VirtualOpenDevice('Generic Hardware');
    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. #22

    OpenAL priority "Intelligent Source Manager"

    I have fixed the last bug that prevented the lib from initializing properly sometimes, i also added a minimal vector library to the little demo app, and the whole thing works great now

    download link:

    http://www.gtatools.com/temp/virtual%20openal.rar

    edit: lol, it took me a whole month to post this fix ops:

    edit 2: you can now set the MaxSourceDistance variable, it will cull out all sounds more distant than 10 units, very useful, since this is actually not just an ordinary openal wrapper, but a whole game sound manager!
    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. #23
    Co-Founder / PGD Elder WILL's Avatar
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    OpenAL priority "Intelligent Source Manager"

    Hey nice work Delfi!

    I may look into this for a few of my titles. Just to clairify though, the packaged openal32.dll now is in fact the creative one?

    I'm unsure of which one I have been using here, but I know it works with Noeska's wrappers.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  4. #24

    OpenAL priority "Intelligent Source Manager"

    Quote Originally Posted by WILL
    Hey nice work Delfi!

    I may look into this for a few of my titles. Just to clairify though, the packaged openal32.dll now is in fact the creative one?

    I'm unsure of which one I have been using here, but I know it works with Noeska's wrappers.
    yes, it is creative's actual d3d/dsound/mmsystem openal implementation lib, and not the wrapper which loads actual nvopenal and other hardware al libs.

    but the lib should work 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

  5. #25

    OpenAL priority "Intelligent Source Manager"

    Hmm, very interesting..!

    Since my programmingskills arent so high, I didn't really get the point of this engine. But, I did get it working, played sounds, etc. It's gooo-ood. Plays them just well :)

    But.. so.. emm. This code, which was found in the example;

    Code:
      VirtualOpenDevice(nil);
      VirtualInitialize;
    
      setlength(WaveBuffers, length(WaveBuffers) +1);
      with WaveBuffers[high(WaveBuffers)] do begin
        ID:= indexx;
        XALLoadWave(buffer, pchar(sound));
      end;
    
    VirtualModifyListener(makevector(0.0, 0.0, 0.0), makevector(0.0, 0.0, 0.0), virtualopenal.ListenerOrientationarray);
    SourceCreate(WaveBuffers[FindBuffer(indexx)].buffer, makevector(0, 0, 0), true , nil            , nil);
    
    VirtualSwapInSwapOut;
    
    dofunstuff:= true;

    ..what it exactly does? Did I got it right: it creates a source of a sound? So, it wont just play a single sound, but it kinda creates a trigger which plays some sound, from a certain position? I should tell it where it is and where the listener is -> it calculates the volyme of sound..? Or am I dump? :D

    Seems very good, I'm really looking forward to get this working properly..!
    Making ultimate rpg with thousands of years and every time new random history, people, world....

  6. #26

    OpenAL priority "Intelligent Source Manager"

    [quote="Rojekti"]Hmm, very interesting..!

    Since my programmingskills arent so high, I didn't really get the point of this engine. But, I did get it working, played sounds, etc. It's gooo-ood. Plays them just well

    But.. so.. emm. This code, which was found in the example;

    Code:
    // this initializes sound
      VirtualOpenDevice(nil);
      VirtualInitialize;
    
    // this loads a SINGLE wave file into a wave buffer, you can load many sounds and have them shared by the sources (one loaded wav file can be played back several times at the same time)
      setlength(WaveBuffers, length(WaveBuffers) +1);
      with WaveBuffers[high(WaveBuffers)] do begin
        ID:= indexx;
        XALLoadWave(buffer, pchar(sound));
      end;
    
    // this sets up the listener's position (the player's location in the world)
    VirtualModifyListener(makevector(0.0, 0.0, 0.0), makevector(0.0, 0.0, 0.0), virtualopenal.ListenerOrientationarray);
    
    // this creates a single source
    SourceCreate(WaveBuffers[FindBuffer(indexx)].buffer, makevector(0, 0, 0), true , nil            , nil);
    
    // this handles swapping sources in and out if there are too small amout of them in hardware to use all at the same time
    VirtualSwapInSwapOut;
    
    dofunstuff:= true; // fun variable :)
    i commented what the pieces of code do ^^^^

    ..what it exactly does? Did I got it right: it creates a source of a sound? So, it wont just play a single sound, but it kinda creates a trigger which plays some sound, from a certain position? I should tell it where it is and where the listener is -> it calculates the volyme of sound..? Or am I dump?
    well yeah, you load wav files into buffers, and you can pick a buffer and play it back in many places and many times, you can also set volume, pitch, velocity (doppler effect) and so on...
    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. #27

    OpenAL priority "Intelligent Source Manager"

    Yarr, great. So I could load first all sounds to the engine and then play them via their index.. well this is great! Great job, Delfi ^^

    Can this be used freely in a shareware game? Name to credits.. \o.
    Making ultimate rpg with thousands of years and every time new random history, people, world....

  8. #28

    OpenAL priority "Intelligent Source Manager"

    Quote Originally Posted by Rojekti
    Yarr, great. So I could load first all sounds to the engine and then play them via their index.. well this is great! Great job, Delfi ^^

    Can this be used freely in a shareware game? Name to credits.. \o.
    yeah, but please do give credit, ok? and a free copy of the game would be nice
    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. #29

    OpenAL priority "Intelligent Source Manager"

    Of course you get credit! And a free copy too ;> Right now the game isn't in english but it'll be translated, language packs will be avaivable etc.

    Thanks! This is great system. Excellenttttt.
    Making ultimate rpg with thousands of years and every time new random history, people, world....

  10. #30

    OpenAL priority "Intelligent Source Manager"

    Hi!

    Does OpenAL support Ogg files and more than just stereospeakers?

    Thanks,
    Firle

    PS: I found this site from an other topic.
    It seems both OGG and EAX are supported, I'll have a look at the tuts there.

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