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ic0de

Whats the deal with OpenAL?

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ic0de    1012
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)

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saejox    714
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[url="http://kcat.strangesoft.net/openal.html"] http://kcat.strangesoft.net/openal.html[/url] . it is updated regularly.

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

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Ashaman73    13715
[quote name='saejox' timestamp='1351380039' post='4994574']
Anyone know a permissive licensed (MIT,BSD,zlib,...) 3D audio library?
i would like something like that :)
[/quote]
When developing for windows, why not use XAudio2 (microsoft/windows) ?

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[quote name='Ashaman73' timestamp='1352462771' post='4999243']When developing for windows, why not use XAudio2 (microsoft/windows) ?[/quote]
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.

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kunos    2254
[quote name='samoth' timestamp='1352468183' post='4999275']
[quote name='Ashaman73' timestamp='1352462771' post='4999243']When developing for windows, why not use XAudio2 (microsoft/windows) ?[/quote]
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.
[/quote]

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

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[quote name='kunos' timestamp='1352470073' post='4999287']
[quote name='samoth' timestamp='1352468183' post='4999275']
[quote name='Ashaman73' timestamp='1352462771' post='4999243']When developing for windows, why not use XAudio2 (microsoft/windows) ?[/quote]
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.
[/quote]

XAudio2 (with the 3D positional features) does not require Windows 8.
[/quote]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.

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kunos    2254
[quote name='samoth' timestamp='1352482048' post='4999358']
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.
[/quote]

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.

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[quote name='kunos' timestamp='1352482869' post='4999361'][url="http://msdn.microsoft.com/en-us/library/windows/desktop/ee415714(v=vs.85"]http://msdn.microsof...e415714(v=vs.85[/url]).aspx

[b]X3DAudio [/b]is that they call it, actually it's a couple of function that feed parameters into XAudio2.
[/quote](Link is broken, but regardless...)

X3DAudio is [b]not [/b]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 [url="http://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudioinitialize%28v=vs.85%29.aspx"]X3DAudioInitialize [/url]or [url="http://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudiocalculate%28v=vs.85%29.aspx"]X3DAudioCalculate[/url]: Platform Requirements Windows 8, Windows Phone 8 (XAudio 2.8); DirectX SDK (XAudio 2.7)).

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kunos    2254
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.

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[quote name='Ashaman73' timestamp='1352462771' post='4999243']
[quote name='saejox' timestamp='1351380039' post='4994574']
Anyone know a permissive licensed (MIT,BSD,zlib,...) 3D audio library?
i would like something like that [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
[/quote]
When developing for windows, why not use XAudio2 (microsoft/windows) ?
[/quote]
What do you do when you want to support platforms other than Windows though?

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[quote name='Daaark' timestamp='1352873152' post='5000802']
Wrap the platform specific library up in an interface and then swap out the backend with whatever the official API is for every platform?
[/quote]
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).

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