Developing Games with OpenAL?
AciDive asks: "I am currently working on developing a game and I want to use OpenAL for the sound. I have downloaded the SDK and currently have it working with Dev-C++. The reference documentation that comes with the SDK is good but it leaves something to be desired. What I would like to know is has anyone here on Slashdot ever done any sound programming with OpenAL and if so what resources did you use to get yourself started?"
I use LibSDL because I want to do more than just sound in a cross-platform application. Did you consider using SDL for sound before you chose OpenAL?
More than enough BS
I have a friend who, I think, was developing some stuff with OpenAL, and he said he wasn't that impressed with it. I can't really remember for sure, as I haven't looked at it at all. Maybe he'll respond here and be able to actually give you information.
Subscribe to the mailing list . Try #openal on irc.freenode.net. You can read a brief introduction to it in Game Programming Gems 4 as well, but as always the most up to date references are online.
If you want your comments to be credible, do what the parent poster does, and refer to 'friends' as he, not she.
No one is going to believe any slash-dotter who says they have a female friend, and although you are looking for things to flag your posts as trolls to the cognoscenti, a 'she' is just way too blatant.
Having said that, a '-1, offtopic' score for a totally ontopic post is as impressive as '+5, interesting' in this case.
I'm using OpenAL right now in my own little game project. It's kind of a cross between Robotron 2084 and Asteroids. It represents upwards of 20 hours of work and it shows (meh). As does my utter lack of artistic ability. The particle effects aren't bad though.
I'm not doing a whole lot with OpenAL, but I *am* using it. Positional audio, which is the only sound I have in game. No music (yet).
My project, "Bubble Cruiser", is using OpenAL on top of the default sound engine (DirectX I believe). I had some initial trouble but have massaged it into something pretty decent.
Advice: Start from their sample code. The Creative SDK comes with a couple samples that will get you started.
I tried writing the code from scratch at first but ran home to the samples almost immediately.
And I wasn't terribly impressed with the docs either. Typical. But between the API reference and the sample code, you'll do fine.
Fooz Meister
I'm using it on a SF project (no sound code committed to CVS yet; hence no link) and in addition to the developer docs included with the SDK, I took a look at some DevMaster tutorials on the web. They cover the basics and also some more advanced topics. It was a good start for me, even though, depending on what you want to do with it, you might have to make up some of your own stuff on the way. At least, that's what I did.
For awhile, I thought OpenAL was going to die a silent death (no pun intended). Therefore, I have been pleasantly surprised lately, with both Creative (one of the initiators of the standard) and NVIDIA releasing Windows drivers with hardware-accelerated suport for the OpenAL API.
Unfortunately, there is still not a single audio solution available, which offers hardware-accelerated support in Linux.
The only promising development I've heard of recently was news a while ago from a group of people who somehow managed to obtain full specs for Vortex sound cards, originally developed by Aureal, which was bought by Creative when bankrupcy was imminent. Apparently, the specs are complete enough for the group to develop Linux drivers that can expose hardware-accelerated 3d audio through the OpenAL API.
Does anyone else have any news on this? As well as news on future hardware OpenAL support in Linux by Creative (which promised this years ago and sofar hasn't delivered on this) or NVIDIA?
What can the fine ALSA developers tell us about this?
"Oooh, does that mean we get to kick some puffy white mad zionist butt?"