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Whats the deal with OpenAL?


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#1 ic0de   Members   -  Reputation: 909

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Posted 27 October 2012 - 04:19 PM

So OpenAL used to be LGPL but is now proprietary. I don't get how they can just change the licence like that. Is OpenAL still free to use? There appear to be other compatible implementations that are open source, is it just Creative's implementation of OpenAL that's closed source or is it the whole standard? Should I use one of these open source implementations, should I use an earlier version? (I'm not an opensource freak but I don't like it when other companies control parts of my game)

you know you program too much when you start ending sentences with semicolons;


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#2 saejox   Members   -  Reputation: 714

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Posted 27 October 2012 - 05:20 PM

once a project is open sourced it is forever but open source, but this does not apply updates and new versions. 1.1 latest LGPL version you can get.
When Creative bought OpenAL they essentially killed the project by not contributing anything.

you can use old OpenAL. There is also a populer fork openAL Soft http://kcat.strangesoft.net/openal.html . it is updated regularly.

Anyone know a permissive licensed (MIT,BSD,zlib,...) 3D audio library?
i would like something like that :)

#3 Ashaman73   Crossbones+   -  Reputation: 8001

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Posted 09 November 2012 - 06:06 AM

Anyone know a permissive licensed (MIT,BSD,zlib,...) 3D audio library?
i would like something like that :)

When developing for windows, why not use XAudio2 (microsoft/windows) ?

#4 samoth   Crossbones+   -  Reputation: 5037

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Posted 09 November 2012 - 07:36 AM

When developing for windows, why not use XAudio2 (microsoft/windows) ?

You probably meant to say X3DAudio. The main hindrance for me would be that it's Windows 8 only.

Yes, XAudio2 runs from Windows XP upwards, but that's just not the same as OpenAL. XAudio2 is mixing voices, DSP, ADPCM and such, but it is nothing like "sound coming from a point in 3D space".

That said, I believe remembering that there were plans (or at least a discussion/consideration) of providing an XAudio2 backend for OpenAL-Soft at some point.

#5 kunos   Crossbones+   -  Reputation: 2207

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Posted 09 November 2012 - 08:07 AM

When developing for windows, why not use XAudio2 (microsoft/windows) ?

You probably meant to say X3DAudio. The main hindrance for me would be that it's Windows 8 only.

Yes, XAudio2 runs from Windows XP upwards, but that's just not the same as OpenAL. XAudio2 is mixing voices, DSP, ADPCM and such, but it is nothing like "sound coming from a point in 3D space".

That said, I believe remembering that there were plans (or at least a discussion/consideration) of providing an XAudio2 backend for OpenAL-Soft at some point.


XAudio2 (with the 3D positional features) does not require Windows 8.
Stefano Casillo
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TWITTER: @KunosStefano
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#6 samoth   Crossbones+   -  Reputation: 5037

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Posted 09 November 2012 - 11:27 AM


When developing for windows, why not use XAudio2 (microsoft/windows) ?

You probably meant to say X3DAudio. The main hindrance for me would be that it's Windows 8 only.

Yes, XAudio2 runs from Windows XP upwards, but that's just not the same as OpenAL. XAudio2 is mixing voices, DSP, ADPCM and such, but it is nothing like "sound coming from a point in 3D space".

That said, I believe remembering that there were plans (or at least a discussion/consideration) of providing an XAudio2 backend for OpenAL-Soft at some point.


XAudio2 (with the 3D positional features) does not require Windows 8.

Could you provide a reference to MSDN of a 3D positional function in XAudio2, please? I'm aware of functions to add reverb and to change pitch, sampling rate, and volume, but I am not aware of any function that relates to 3D positional information.

#7 kunos   Crossbones+   -  Reputation: 2207

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Posted 09 November 2012 - 11:41 AM

Could you provide a reference to MSDN of a 3D positional function in XAudio2, please? I'm aware of functions to add reverb and to change pitch, sampling rate, and volume, but I am not aware of any function that relates to 3D positional information.


http://msdn.microsoft.com/en-us/library/windows/desktop/ee415714(v=vs.85).aspx

X3DAudio is that they call it, actually it's a couple of function that feed parameters into XAudio2.
Stefano Casillo
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AssettoCorsa - netKar PRO - Kunos Simulazioni

#8 samoth   Crossbones+   -  Reputation: 5037

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Posted 09 November 2012 - 01:24 PM

http://msdn.microsof...e415714(v=vs.85).aspx

X3DAudio is that they call it, actually it's a couple of function that feed parameters into XAudio2.

(Link is broken, but regardless...)

X3DAudio is not XAudio2, and it is, not (at least not according to MSDN) available under Windows versions prior to Windows 8 (see for example at the bottom of X3DAudioInitialize or X3DAudioCalculate: Platform Requirements Windows 8, Windows Phone 8 (XAudio 2.8); DirectX SDK (XAudio 2.7)).

#9 kunos   Crossbones+   -  Reputation: 2207

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Posted 09 November 2012 - 01:30 PM

X3DAudio has been available in DirectX SDK for ages now. I have a shipped game out using it and it was shipped before Windows 8 was even announced.
Stefano Casillo
Lead Programmer
TWITTER: @KunosStefano
AssettoCorsa - netKar PRO - Kunos Simulazioni

#10 samoth   Crossbones+   -  Reputation: 5037

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Posted 09 November 2012 - 04:07 PM

I see, so both are in some way correct, you only need to bundle the DirectX redistributable then for non-Win8. Thank you for the clarification :)

#11 Sik_the_hedgehog   Crossbones+   -  Reputation: 1834

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Posted 13 November 2012 - 11:21 PM


Anyone know a permissive licensed (MIT,BSD,zlib,...) 3D audio library?
i would like something like that Posted Image

When developing for windows, why not use XAudio2 (microsoft/windows) ?

What do you do when you want to support platforms other than Windows though?
Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.

#12 MrDaaark   Members   -  Reputation: 3555

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Posted 14 November 2012 - 12:05 AM

Wrap the platform specific library up in an interface and then swap out the backend with whatever the official API is for every platform?

#13 Ed Welch   Members   -  Reputation: 489

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Posted 14 November 2012 - 02:57 PM

What's wrong with OpenAL anyway? The implementation is propriety, so what? XAudio2 is propriety as well.

#14 Sik_the_hedgehog   Crossbones+   -  Reputation: 1834

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Posted 16 November 2012 - 01:14 PM

Wrap the platform specific library up in an interface and then swap out the backend with whatever the official API is for every platform?

I think the whole point of what he's asking for is so he doesn't have to do that for starters (also if Linux ever gets in the mix you can forget any sanity when it comes to audio APIs).
Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.




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