openal supports any sound stream, so if you use it with ogg/vorbis, such as with vorbisfile.dll it should work just fine. however my wrapper doesn't yet have any ogg / streaming support, but i'm planning one.
openal supports any sound stream, so if you use it with ogg/vorbis, such as with vorbisfile.dll it should work just fine. however my wrapper doesn't yet have any ogg / streaming support, but i'm planning one.
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
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
What do you mean? You don't have to use streams in OpenAL. You can keep a list of sounds and then create sources where a specific sound will playOriginally Posted by Firlefanz
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I believe the Creative SDK DLLs will give you EAX hardware support. As for the setting call, I'm not sure what you'd have to set, but I'm almost sure that their libs will have the support.
See you're getting 3D sound either way, it's just enabling/disabling the hardware that will give you the EAX acceleration option in your games.
At least this is my best interpretation of how EAX & OpenAL works.
Of course you can always read more about it in one of Noeska's tutorials. Lesson 12 EAX Enviroment You can probably tell but he has done extensive work with OpenAL already.
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.Originally Posted by Firlefanz
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
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
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.
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
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.
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
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