3d sound source scene node with OpenAL
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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.
hardware differences
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
sorry
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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.
Core2Duo E8400 3.0ghz - 2048mb DDR2 800 - geForce 9600 - Slackware12.1
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Word-image-symbol programming limits, controls, and imprisons the individual.
Smash the control images, smash the control machine.
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 :
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/
Re: ...
from OpenAL/src/backends :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.
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
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/
IrrLua - a Lua binding for Irrlicht
http://irrlua.sourceforge.net/