Audio system...
by Mark Storer · in Torque Game Engine · 01/09/2004 (9:16 am) · 4 replies
Is it just me, or is the current audio system designed for Miles, then shoe-horned into OpenAL?
And I take it the EAX stuff is commented out for a reason?
I've seen and heard several different people bag on the audio system, but nothing concrete. What, in specific, is wrong with it?
And I take it the EAX stuff is commented out for a reason?
I've seen and heard several different people bag on the audio system, but nothing concrete. What, in specific, is wrong with it?
About the author
#2
For example, I noticed that there is an array of 16 statically declared sound sources. This strikes me as contradictory to my (very new and limited) understanding of how OpenAL works.
From what I've read, OpenAL can have any number of sources, but only a fixed number of ACTIVE sources... and that number is determined by the underlying audio hardware. 16, 32, whatever.
That brings up a question: Can you query the hardware to find out just how many channels are supported by the implementation?
01/09/2004 (11:58 am)
And has the sound system's design changed? From what I understand, OpenAL is unique in it's take on 3d sound, paralleling OpenGL as it does.For example, I noticed that there is an array of 16 statically declared sound sources. This strikes me as contradictory to my (very new and limited) understanding of how OpenAL works.
From what I've read, OpenAL can have any number of sources, but only a fixed number of ACTIVE sources... and that number is determined by the underlying audio hardware. 16, 32, whatever.
That brings up a question: Can you query the hardware to find out just how many channels are supported by the implementation?
#3
I could be wrong. I don't mean to rag on whoever created the current system. They obviously know quite a bit more about OpenAL and Torque than I do (they've actually WRITTEN CODE! Gasp!).
01/09/2004 (12:01 pm)
Oh, and from www.openal.org, it sounds like there are a number of top-flight games out there using OpenAL. I would therefor expect those sound systems to work flawlessly (more or less), and place the blaim on Torque's current implementation.I could be wrong. I don't mean to rag on whoever created the current system. They obviously know quite a bit more about OpenAL and Torque than I do (they've actually WRITTEN CODE! Gasp!).
#4
For torque. I've written many tens of thousands of lines of code, just not for Torque or OpenAL. Haven't tried to figure out a count lately.
01/12/2004 (2:15 pm)
"they've actually WRITTEN CODE!"For torque. I've written many tens of thousands of lines of code, just not for Torque or OpenAL. Haven't tried to figure out a count lately.
Associate James Urquhart
The original audio system in torque (or rather, tribes 2) was the miles sound system.
The current sound system, openal, is great, but it has a tendancy not to work properly (varying on openal dll's). I do not specifically know why this is (bad implementation in torque or driver implementation issues?).
Either way, i know for certain there can be problems with it.
There is code for EAX in a resource somewhere on GG.