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Plan for Matthew Overlund
Plan for Matthew Overlund
| Name: | Matthew Overlund | ![]() |
|---|---|---|
| Date Posted: | Dec 10, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Matthew Overlund |
Blog post
This Weekend: OpenAL vs Me
I've been having no luck getting workable sound in any of the HEAD versions of T2D, TGE or TSE.
I read thru this forum thread: http://www.garagegames.com/mg/forums/result.thread.php?qt=36879 and I'm going to spend the weekend seeing what kind of progress can be made on the audio abstraction.
I downloaded the latest FMOD SDK which I plan on reviewing to give some bias to the design of the audio abstraction layer. Depending on whether or not I fix all my OpenAL issues in the course of the abstraction development, I may also implement FMOD as an optional audio provider, assuming of course that each developer would have to account for thier own FMOD license if they go to production with it. (It's free to use so long as you dont make any money, so great tool for development testing against OpenAL)
I've read every applicable forum thread I could find regarding OpenAL, which really wasnt a whole lot, other than confirmation that I'm not alone in my audio silence.
If anyone has any input on the abstraction layer design, or would like to send me links to audio API's you think deserve a look at, let me know.
I read thru this forum thread: http://www.garagegames.com/mg/forums/result.thread.php?qt=36879 and I'm going to spend the weekend seeing what kind of progress can be made on the audio abstraction.
I downloaded the latest FMOD SDK which I plan on reviewing to give some bias to the design of the audio abstraction layer. Depending on whether or not I fix all my OpenAL issues in the course of the abstraction development, I may also implement FMOD as an optional audio provider, assuming of course that each developer would have to account for thier own FMOD license if they go to production with it. (It's free to use so long as you dont make any money, so great tool for development testing against OpenAL)
I've read every applicable forum thread I could find regarding OpenAL, which really wasnt a whole lot, other than confirmation that I'm not alone in my audio silence.
If anyone has any input on the abstraction layer design, or would like to send me links to audio API's you think deserve a look at, let me know.
Recent Blog Posts
| List: | 12/13/05 - Plan for Matthew Overlund 12/10/05 - Plan for Matthew Overlund |
|---|
Submit your own resources!| Phil Carlisle (Dec 10, 2005 at 01:40 GMT) |
As for audio API's to support,
FMOD, BASS, PortAudio maybe?
| Joe Rossi (Dec 10, 2005 at 02:09 GMT) |
| Skye Gellmann (Dec 10, 2005 at 14:44 GMT) |
| Vashner (Dec 10, 2005 at 14:54 GMT) |
| David Barr (Dec 10, 2005 at 14:54 GMT) |
| Matthew Overlund (Dec 10, 2005 at 18:27 GMT) |
I cannot get any sound on 4 differently configured WinXP machines that I've tested using the current build of T2D, TGE or TSE. The OpenAL samples run perfectly fine using the same DLL's. I did get sound from Minions of Mirth www.prairiegames.com with no problem, however the MoM demo I downloaded enumerated 1.0 OpenAL devices only. Taking the DLL from the mirth distro and dropping it in current builds had no noticable effect.
My goal isn't to replace OpenAL but more to restructure the current audio sub-engine such that when problems like mine arise, swapping in a viable replacement API is a trivial process, hopefully something that either becomes merged with the head version of the engines or available as a series of resources.
PS - Loved the Worms games btw :)
| James Lupiani (Dec 10, 2005 at 20:41 GMT) |
| Jackie Hayes (Dec 11, 2005 at 05:03 GMT) |
bool OpenALDLLInit()
{
OpenALDLLShutdown();
winState.hinstOpenAL = LoadLibrary( "wrap_oal.dll" ); <<<<<<<<<
if(winState.hinstOpenAL != NULL)
{
// if the DLL loaded bind the OpenAL function pointers
if(bindOpenALFunctions())
{
// if EAX is available bind it's function pointers
bindEAXFunctions();
return(true);
}
// an error occured, shutdown
OpenALDLLShutdown();
}
return(false);
}
Hope this might help.
Also....
FMOD pricing if you want to make any money off your games....
Platform pricing for 1 title, per platform. (US Dollars)
Platform FMOD 3 FMOD Ex
PC WinCE $1,000 n/a
PC Linux * $1,000 $4,000
PC Win32 / Win64 $2,000 $4,000
PC Macintosh $2,000 $4,000
Console PlayStation 2 $4,000 $4,000
Console Xbox $4,000 $4,000
Console GameCube $4,000 $4,000
Console PlayStation Portable $4,000 $4,000
Console Xbox 360 n/a $4,000
Console PlayStation 3 n/a $4,000
* Linux is thrown in for free if purchased with another platform.
By itself it costs the standard license fee advertised above.
A little bit pricey for an Indy.
Edited on Dec 11, 2005 15:52 GMT
| Joe Rossi (Dec 11, 2005 at 21:39 GMT) |
It's still not as cheap as OpenAL of course... but look at the
Shareware, hobbyist agreement
Because some developers are single hobbyist programmers, or sell at an extreme low price-points with no distribution except through a website, and no expectations of high sales that could warrant or recoup the price of a normal product/site license, the 'shareware/budget' license option has been created.
1 product, PC* only. $100
* PC is classified as WinCE, Win32, Linux or Macintosh
As in the full commercial license pricing information above, the multi-platform discount applies, but all platforms are based on the $100 price point across the board. For a site license (unlimited shareware/budget products), the 2.5 multiplier still applies.
* FMOD can of course also be purchased for multiple platforms. To do this simply add the prices of the platforms you require together, then see below for multiple platform discounts!
Discounts for multiple platforms for FMOD Ex.
2 of ANY platform 20% off
3 or more of ANY platform 30% off
If Linux is included free, it does not count towards platform discounts.
Edited on Dec 11, 2005 21:41 GMT
| Matthew Overlund (Dec 12, 2005 at 01:38 GMT) |
FMOD is definitely on my list to be implemented.
I'll post a new .plan tomorrow to cover next week and some more details on my progress as I get deeper into the code, and see how things pan out.
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