[Plib-devel] OpenAL/plib
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sjbaker
From: Alexander R. <a_r...@in...> - 2000-08-26 00:04:33
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Hi, Steve Baker wrote: > > I wrote SL on a 66MHz 486 - three sounds mixed, with dynamic pitch AND > volume envelopes seemed like a reasonable limit back then. > > On a modern machine, we could easily wipe out the 3 sound limit - and > increase it to (say) 32 simultaneous sounds. You should do that - there are many people owning a very faster computer now. But you should also care, that the end-user can run it on his old 486 as well - maybe by telling plibsl something like export PLIBSL_MAX_VOICES=3 to hear only the 3 loudest sounds. > You *could* also hook into direct sound - or other sound API's - but there > doesn't seem much point in doing that unless you want some of the REALLY > fancy features like 3D sound. If you are interested in that stuff then > I recommend that you look at OpenAL instead of SL. > > I'm somewhat tempted to abandon the current SL - re-implementing it as > a thin layer on top of OpenAL just to allow continued support of existing > applications. Then we could do cool things like embedding OpenAL sound > sources as nodes in the SSG scene graph. Then you'd get automatically > positioned 3D sound...but I just don't have the time these days. You mentioned OpenAL before, I didn't have time to look at it, but some day I've got to go to get a better Soundsystem for my game (I really need full 2D/3D here). In my game, every object is (will be) one or more sound sources, the sound- handler knows about the positions of sound source and hearer in space and can therefore be calctulated, how loud the sound is and the balance between left/right (in 2D) or even more loudspeakers. I intended to call an update routine like update_sound(soundobject,soundobject_position,hearer_position) every frame, that sets balance and volume new, but including that in a ssg node would 'come more natural'. That would be really clever. Well - if not someone gives me a better soundsystem I can use, I have do it for myself, getting OpenAL and using that in my game - but after that, I probably know enough about OpenAL to put it into plib - if someone helps me, if not someone other does it before. But it will probably take some months until I want to do on the Sound-System. Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://kobayashimaru.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |