OpenAL

OpenAL

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

OpenAL

Post by Argh »

Just a quick note.

I doubt very much if you folks (developers) are going to include OpenAL in the next official Win32 build of Spring, but I just wanted to please ask you not to, if you haven't already decided that.

OpenAL in Win32 builds exhibits all sorts of horrible behaviors, and basically sounds terrible. I suspect y'all know that, but just in case you're all using Linux, where it works fine... I thought I'd let you know...

Otherwise the Mingw build seems to be pretty nice, thus far, now that I know how to use the CSimpleParticleSystem ;)
Krysole
Posts: 9
Joined: 26 Nov 2005, 06:44

Post by Krysole »

Is this a spring specific issue? I'm assuming it is, since there are many commercial games that seem to have overcome this issue (I'd know, since I had to update my Audigy driver which didn't previously support EAX in OpenAL).

Also, afaik there is no intention of removing the existing Direct Sound backend to the audio subsystem. Since its already abstracted to some extent (from what i remember last time i saw that code when porting to MacOS), it doesn't make sense to remove it unless it infact doesn't work as well (perhaps when the OpenAL impl is 'fixed' and contains new features of some sort?).

Cheers,

Lorenz
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I still plan to look if it's easy enough to make the MinGW build link against DirectSound too, just like the MSVC builds. (was just lazy when setting up the buildsystem for MinGW & didn't feel like downloading the DX SDK)

So yes, I/we do know and plan to change it.
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