3d sound source scene node with OpenAL

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Stah
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Post by Stah »

Do i need special hardware (or driver) to use openal ? because this demo do not work (with a common stereo system) : no panning, no fading.
hybrid
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Post by hybrid »

No, it works with common PC equipment, stereo is enough. OpenAL is quite good, the scene node needed some fixes the last time I had a look at it. Check that it is suing getAbsolutePosition instead of getPosition. Furthermore the listener did not care for orientation, thus there are some errors in direction if you turn the camera.
Stah
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Post by Stah »

Ok, thanks. I'll try to make it work.
buhatkj
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hardware differences

Post by buhatkj »

i remember that i had been having problems where it would work well on one of my PC's, but not the other(EXACT same code). I got the same error, where it would just have no panning of the sound, no attenuation at all. it was like the fact that I had 2 different sound cards made a difference. At the time, I had no idea what to do, so I sort of just moved on to other stuff(playing with physics).
sorry :oops:
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xhrit
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...

Post by xhrit »

Not all platforms and devices have a working OpenAL implementation. OpenAL is owned by Creative Labs, so it works better on Creative's sound cards.
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zenaku
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Joined: Tue Jun 07, 2005 11:23 pm

Post by zenaku »

I've downloaded OpenAL runtimes from multiple places and they never worked for me. All test apps would crash with "cannot initialize openal ..." and GPF.

I've downloaded the source and recompiled it along with OpenAL++ using Visual C++ 2005 express.

Click here to download the binaries and a sample app that does actually work.


I have an SB audigy. You'd think Creative's binaries would work for me...



Also, there was a small bug I had to fix in the windows driver,

Add this to the file 'alc_backend_windows.c', line 286 :

Code: Select all


		err = waveOutPrepareHeader(hwo, whdr, sizeof *whdr);

                //fix flags as they get clobbered by prepare header function
		whdr->dwFlags |= WHDR_DONE;

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IrrLua - a Lua binding for Irrlicht
http://irrlua.sourceforge.net/
zenaku
Posts: 212
Joined: Tue Jun 07, 2005 11:23 pm

Re: ...

Post by zenaku »

xhrit wrote:Not all platforms and devices have a working OpenAL implementation. OpenAL is owned by Creative Labs, so it works better on Creative's sound cards.
from OpenAL/src/backends :

Code: Select all

alc_backend.c
alc_backend.h
alc_backend_alsa.c
alc_backend_arts.c
alc_backend_bsd.c
alc_backend_darwin.c
alc_backend_esd.c
alc_backend_irix.c
alc_backend_linux.c
alc_backend_morphos.c
alc_backend_null.c
alc_backend_sdl.c
alc_backend_solaris.c
alc_backend_wave.c
alc_backend_windows.c
13 drivers, 7 OSs + SDL which gives you embedded support. It's pretty hard to beat :)

How can OpenAL be owned by Creative if it's LGPL? It's owned by everybody. They just make money off it through proprietary extensions like EAX.
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http://irrlua.sourceforge.net/
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