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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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blueshogun96

OpenAL on Mac?

5 posts in this topic

I'm an experienced OpenAL programmer/user here, but I'm having one heck of a hard time getting it to work on Mac OSX. I originally wrote my OpenAL code for Windows, very easy. Then I ported it over to iOS with minimal effort and even got it working on my first try. Now I port my code directly over to Mac OSX, nope, doesn't work! I have absolutely no idea why it's not working. I haven't found any tutorials or code on using OpenAL on Mac OSX either, so I don't know whether I missed any steps or not. Do I have to do anything special to the .xib file? That's what I had to do to get OpenGL to work on Mac OSX (and that was also a nightmare), but I honestly have absolutely NO idea why my code works on every other platform except MacOSX. This sucks. Any ideas? Thanks.

EDIT: Attached my entire OpenAL source code files for those who want to see it. It's a bit messy, but it works fine on Windows and iOS.
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Isn't alut depreceated? I recently had no problems on Ubuntu/OSX/Windosw but I used sdl for sound loading. There should be tons of Linux/Unix tutorials, simply grab one.
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ALUT is depreciated, but I'm not using that. I'm using my own .wav reading functions.

I've been searching Google and I haven't seen any Unix based tutorials, and even Windows based tutorials are becoming scarce enough as it is.
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[url="http://www.sfml-dev.org/"]SFML [/url]contains OpenAL cross platform code you might find useful to help with the porting.
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Thanks for your replies. I did manage to find the problem, but it turns out that it's not code related. In order to fix the problem, I had to switch the processer architecture to 32-bit (i386) instead of 64-bit (x86-64). IMO, this might be a bit of a problem for future Mac OSX releases.

I have yet to see any support for OpenAL on 64-bit Mac applications, but I'd rather keep my OpenAL code if possible, but not at the expense of risking future compatibility. Any ideas?
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Try [url="http://kcat.strangesoft.net/openal.html#download"]http://kcat.stranges...l.html#download[/url]

OpenAL Soft. Its not properitary like OpenAL now and can be build with GCC on Linux/Unix and 32 and 64-Bit MacOSX 10.5/10.6./10.7/.10.8
Bit Shared object and on Windows as DLL. Its comes with a CMake buildsystem, so you also can build it easly on a non posix ready platform
like Win32 with Visual C/C++. Its tiny and robust like freeglut and i like a much. You have 3D-Audio and Realtime Sound.

Peter Edited by pmvstrm
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