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Author Topic: OpenAL Audio in Dev Builds  (Read 3923 times)

Offline andyr2005

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OpenAL Audio in Dev Builds
« on: February 22, 2010, 12:03:57 am »
I've noticed that the 2.3 dev builds have the OpenAL library packaged with them.

Is it possible to get UFO:AI to use this as the sound renderer on Windows.

I see that from the log and configuration files that the sound driver is currently set to dsound, but DS has issues including mostly being emultated to WSAPI etc.

Offline geever

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Re: OpenAL Audio in Dev Builds
« Reply #1 on: February 22, 2010, 12:47:22 pm »
I've noticed that the 2.3 dev builds have the OpenAL library packaged with them.

Is it possible to get UFO:AI to use this as the sound renderer on Windows.

I see that from the log and configuration files that the sound driver is currently set to dsound, but DS has issues including mostly being emultated to WSAPI etc.

openAL is used(?) in uforadiant (mapeditor) only ATM.

-geever

Offline andyr2005

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Re: OpenAL Audio in Dev Builds
« Reply #2 on: February 22, 2010, 02:22:19 pm »
Hi,

Thanks, much appreciated for the response, awaiting use of OpenAL in-game :P.

Offline geever

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Re: OpenAL Audio in Dev Builds
« Reply #3 on: February 22, 2010, 02:49:31 pm »
Hi,

Thanks, much appreciated for the response, awaiting use of OpenAL in-game :P.

Not sure if it's planned though...

-geever

Offline andyr2005

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Re: OpenAL Audio in Dev Builds
« Reply #4 on: February 22, 2010, 08:11:03 pm »
Hmmm,

It would seem a bit strange to only implement it in the map editor though right?

I mean, would there be any reason to just change the audio engine in the map editor only?

Offline geever

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Re: OpenAL Audio in Dev Builds
« Reply #5 on: February 22, 2010, 08:16:52 pm »
It would seem a bit strange to only implement it in the map editor though right?

I mean, would there be any reason to just change the audio engine in the map editor only?

It was merged from other radiant implementation if I'm right..

-geever