Is OpenAL dead?
#1 Members - Reputation: 176
Posted 19 November 2007 - 05:11 AM
#2 Members - Reputation: 464
Posted 19 November 2007 - 12:32 PM
#3 Moderators - Reputation: 2918
Posted 19 November 2007 - 10:54 PM
If I was starting a new C++ project now and had to pick a sound library, I'd probably choose between IrrKlang and FMOD.
#4 Members - Reputation: 176
Posted 21 November 2007 - 10:16 PM
FMOD is very, very good. It is really as good as they say it is. You can literally get it working in less than an hour. The only downside is the license, the only reason I'm not using it.
Just a few days ago this popped up on the nearly deserted OpenAL-dev mailing list:
http://kcat.strangesoft.net/openal.html
"OpenAL Soft" is a software implementation based on the original source from Creative. I hope this will become an actively developed fork.
The only problem is that the spec won't be updated as long as it is in hands of Creative, but one can add extensions. I wouldn't be surprised if extensions covering EAX/EFX will be added eventually as well, if this thing is picked up by the masses.
I would wonder if Creative would patent-troll against a fork.
#5 Members - Reputation: 579
Posted 21 November 2007 - 10:39 PM
#6 Members - Reputation: 908
Posted 22 November 2007 - 12:30 AM
Only later did I discover that Audiere's developer had created the library because he didn't like the hacky fmod C API :)
One word of warning, though: Audiere is still lacking in some places. It's not as tightly optimized as fmod and it has very limited support for 3D audio. It was the perfect match for me, but depending on what features you need and on whether you can accept a C API with void pointers, you might want to stay with fmod.
-Markus-
#8 Members - Reputation: 189
Posted 22 November 2007 - 04:03 AM
Keeping it short, the license said the following:
* You cant distribute binaries of OpenAL
* You must support only Creative cards
* You must contact a distributer from Creative to distribute your program
* You cant modify OpenAL except for the source of the examples included
* You cant even write an engine that supports OpenAL and license it, they wont accept that
At least that's what i read the last time i was there, and its still the same.
Link
Note: The link points to the OpenAL 1.1 SDK, but it wont start the download unless you accept the license.
So you can see why i also dislike Creative, since they're starting to become yet another developer-unfriendly company lately...
Its sad to see the great ones fall like this.
#9 Members - Reputation: 1149
Posted 22 November 2007 - 04:29 AM
#10 GDNet+ - Reputation: 1080
Posted 22 November 2007 - 04:44 AM
Quote:
Original post by nuno_silva_pt
Keeping it short, the license said the following:
* You cant distribute binaries of OpenAL
* You must support only Creative cards
* You must contact a distributer from Creative to distribute your program
* You cant modify OpenAL except for the source of the examples included
* You cant even write an engine that supports OpenAL and license it, they wont accept that
At least that's what i read the last time i was there, and its still the same.
I believe that only applies to the SDK packaged by Creative, if you compile your own from source, none of that applies, I am even uncertain as to whether it is legal for them to impose those restrictions regardless of how much code they actually contributed.
Related Question: why is it supposed to be version 1.1.0 but the source labels it as 0.0.8?
#11 Members - Reputation: 1772
Posted 22 November 2007 - 05:10 AM
So OpenAL seems me not dead yet, I would say it _is_ under active (although slow?) development. But of course its future depends on its attraction of games/engines, and that is a totally other point. The most standpoints in this thread make clear that OpenAL isn't that popular...
#13 Members - Reputation: 189
Posted 22 November 2007 - 05:15 AM
Kwizatz: 0.0.8 was the last GPL-styled licensed version, new versions seem to be under direct Creative License, it seems. Also, i was talking about the win32 SDK for OpenAL.
Quoting OpenAL.org download page, svn section:
"There are various tagged and branched versions of OpenAL available in openal/tags and openal/branches. These are some of the most relevant:
* Linux_Spec1-0 for the last Linux code before the transition towards OpenAL 1.1 began
* MacOSX1-1_Spec1-0 for the last MacOS X code before the transition towards OpenAL 1.1 began
* Win1-1-2_Spec1-0 for the last Windows code before the transition towards OpenAL 1.1 began"
Doesnt that seem like they want us to download only the code before 1.1? That's why i think 1.1 and such is no longer "valid" as open-source, according to Creative, at least.
#14 GDNet+ - Reputation: 1080
Posted 23 November 2007 - 09:04 AM
Quote:
Original post by nuno_silva_pt
Kwizatz: 0.0.8 was the last GPL-styled licensed version, new versions seem to be under direct Creative License, it seems. Also, i was talking about the win32 SDK for OpenAL.
I took a look at the SVN, seems like you could compile your own under Windows as well (uses CMake now).
Now, I may be wrong, but you just can't take a LGPL piece of software and decide to release it under a different license unless you own the IP of said piece of software, which in the case of OpenAL should still belong to Loki or whoever Loki appointed as the holder of rights (its not Creative or is it?).
haegarr's explanation makes more sense in that regard, I know libtool's versioning is closely related to the library's API.
I think it would be interesting to finally find out how well the LGPL/GPL stands in court though.
#15 Members - Reputation: 325
Posted 24 November 2007 - 04:59 PM
#16 Members - Reputation: 176
Posted 25 November 2007 - 09:23 AM
Quote:
I hope OpenAL isn't dead yet. SFML uses OpenAL internally.
Well, lots of high profile developers use OpenAL as well, but that is irrelevant.
What is relevant is that, AFAIK, Creative holds the spec and they are not updating it to the industry's demands.
Quote:
At least as long as I'm using a wrapper, the wrapper's author can reimplement the wrapper functions with OpenSL (Open Sound Library) when it comes out. OpenSL is managed by the Khronos group which is the same group that manages OpenGL.
Does 'OpenSL' exist? I'm aware of 'OpenSL ES', but not of the non-mobile equivalent (zero hits on Google?). If Khronos adopts OpenAL, or really creates an 'OpenSL', that would be awesome.
#18 Members - Reputation: 176
Posted 25 November 2007 - 09:31 AM
Quote:The EAX/EFX feature set (rooms, occlusion etc). They are available on Creative hardware, but locked out of the OpenAL API with the intention of IP-whoring. Unlike with OpenGL, extensions will not be adopted as native API features.
Out of intrest, what demands are these?
How about 2d panning? This comes up on the mailing list almost every week.
But admittedly, the biggest issue is that there are few reliable implementations. I'd say the problem with OpenAL is Creative.
#19 Moderators - Reputation: 3962
Posted 25 November 2007 - 11:59 AM
- no one else makes an implimentation apart from Creative
- Creative won't give away their IP for EAX
- The above some how stops others from implimenting their own EFX solution
- This is all Creative's fault despite the spec being public and there being source code out there for people to build on (even if it doesn't include Creative's IP)
The 2D thing might well be a valid issue, although I dare say the rational for not including it is that you can do the same with the 3D system in place just on 2 axis instead of 3. (I've not tried yet, maybe when I do I'll moan about it, we'll see).
However, based on my short list above, and despite having their hardware I'm no Creative fan (the hardware is great, the drivers are often lacking, although I've been pleased thus far with the recent 2 Vista drivers), your complaints seem... lacking.
- No one else doing it is hardly Creative's fault.
- Who gives away IP? Generally no one; GPUs, case and point.
- I've not seen anything in the EFX docs saying 'lulz, Creative only, no else use' which would stop anyone implimenting the interface.
- The stuff is out there, it's free, it's hardly Creative's fault that apart from them no one else bothers with implimenting it.
#20 Moderators - Reputation: 2918
Posted 25 November 2007 - 11:19 PM
Personally I wish people would use other sound cards and abandon OpenAL. Giving one company control over both most of the hardware and the supposed 'open' standard for sound means progress is going to stay stagnant. Sound has barely improved since the 90s, because Creative were allowed to kill off their leading competitor and have never needed to innovate since then.






