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OpenAL - Source doesn't start playing

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Hi, I've tested OpenAL a little, but in the beginning I found some strange behavior. When I start playing a looped sound like this:
alSourcePlay(Source);
It starts to play only very rarely. But when I tried this, it worked pretty well:
alSourcePlay(Source);
SDL_Delay(100); // important as well
alSourcef (Source, AL_GAIN,     0.5      );
alSourcef (Source, AL_PITCH,     0.5      );
SDL_Delay(100);
alSourcef (Source, AL_GAIN,     1.0      );
alSourcef (Source, AL_PITCH,     1.0      );
Do you have an explanation for this? I can't get it. Thanks. PS: I'm amazed with OpenAL despite I started with it only a few moments now. It's so high-level that I must ask if it is not for a price of speed. And how about licensing under Windows and Linux? Lets say when using it in commercial development? I didn't bother studying the whole Creative Labs license when installing the SDK, so if you dont' mind answering this as well... This is my initialization (pseudo)code (taken almost directly from a tutorial):
alutInit(NULL, 0);
alGetError();


// Position of the source sound.
ALfloat SourcePos[] = { 0.0, 0.0, 0.0 };

// Velocity of the source sound.
ALfloat SourceVel[] = { 0.0, 0.0, 0.0 };


// Position of the Listener.
ALfloat ListenerPos[] = { 0.0, 0.0, 0.0 };

// Velocity of the Listener.
ALfloat ListenerVel[] = { 0.0, 0.0, 0.0 };

// Orientation of the Listener. (first 3 elements are "at", second 3 are "up")
// Also note that these should be units of '1'.
ALfloat ListenerOri[] = { 0.0, 0.0, -1.0,  0.0, 1.0, 0.0 };

Buffer = alutCreateBufferFromFile ("somewav.wav");

// Bind the buffer with the source.

alGenSources(1, &Source);

alSourcei (Source, AL_BUFFER,   Buffer   );
alSourcef (Source, AL_PITCH,    1.0      );
alSourcef (Source, AL_GAIN,     1.0      );
alSourcefv(Source, AL_POSITION, SourcePos);
alSourcefv(Source, AL_VELOCITY, SourceVel);

alSourcei (Source, AL_LOOPING,  1     );

alListenerfv(AL_POSITION,    ListenerPos);
alListenerfv(AL_VELOCITY,    ListenerVel);
alListenerfv(AL_ORIENTATION, ListenerOri);

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My looping sounds start with no problems, so I looked for differences in your code as compared to mine. A difference I found was the code used to load a wav.

Although alutLoadWAVFile() is considered deprecated, it works great for me.


unsigned int Source;
char* alBuffer;
long alBufferLen;
ALsizei alFreqBuffer;
ALboolean loop;
ALenum alFormatBuffer;
unsigned int alSampleSet;

alutLoadWAVFile("somewav.wav",&alFormatBuffer,&alBuffer,&alBufferLen,&alFreqBuffer,&loop);
alGenSources(1, &Source);
alGenBuffers(1, &alSampleSet);
alBufferData(alSampleSet, alFormatBuffer, alBuffer, alBufferLen, alFreqBuffer);
alSourcei(Source, AL_BUFFER, alSampleSet);
alutUnloadWAV(alFormatBuffer, alBuffer, alBufferLen, alFreqBuffer);

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