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OpenAL

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Hi, I would be very glad if you guys inform me about the popularity of OpenAL. The best to my knowledge is that it has not been used in any Windows game. So the question is should I stick to DirectSound or move to OpenAL, with its discouraging state? Is it a problem of hardware support? Thanks.

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Guest Anonymous Poster
I use OpenAL. It works great. There isnt any reason not to use it. I have never had any support problems.

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OpenAL is beautiful. It uses the same style as OpenGL, has everything you need for 3D sound positioning such as listener and sound velocity and other tricks, and best of all it is soooo easy to figure out. It took me about an hour to workout how to position sounds and the listener in 3D space, and play around with some of the effects.

The only other sound library I tried to use (and gave up) was DirectSound but OpenAL, in my opinion, is a lot easier to work with.

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I say it depends =)

if your using DX for your graphics input ect then keep on using DirectSound

if your using opengl for graphics, sdl for input, ect then use openAL....

as far as hardware support for openAL I haven''t seen a machine yet that it doesn''t work perfectly on...

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It might have looked like a stupid question,
but If a gamecompany uses OpenAL AND DX, thus ditching DirectSound, it might not be such a bad think to do (e.g. Great Milenko''s words shouldn''t be taken for granted).

zilch_

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quote:
Original post by zilch_
It might have looked like a stupid question,
but If a gamecompany uses OpenAL AND DX, thus ditching DirectSound, it might not be such a bad think to do (e.g. Great Milenko''s words shouldn''t be taken for granted).

Great Milenko presents SDL as a comparable alternative to DirectInput. For many projects it will suffice, but SDL only exposes the lowest common denominator among the platforms it supports. If that isn''t sufficient, then the developer will still elect to use DirectInput.

Not that there''s anything wrong with that. Select platforms/APIs on the basis of merit. Heterogenous environments may be a little more difficult to manage, but sometimes are worth the effort. Besides, most of us will write wrappers to abstract the game framework from the content and interaction management code.

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yes I know SDL is realy lacking with input... what I was sugesting is to use like interfaces... SDL isn''t quit like opengl or al but its more like them than di =)... but like you were saying if you need the extra functionality that di provides then use it...

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