No Sound
by Raymond Delrosario · in Torque Game Engine · 01/19/2005 (4:32 pm) · 7 replies
After re ranlib of vorbis and recompile still has no sound.
No errors after ranlib just a bunch of warning. (still need to look at those xcode warnings).
searching the forums here, seems like there are some who are having audio problem. Downloaded open AL (not the latest version) from a link on one of the threads but I have not installed it yet.
Just wondering, Is open AL an issue with mac?
Anyone out here who has some permanent fix?
After the fix, how did it work after apple updates their OS?
Thanks a lot,
Ray
No errors after ranlib just a bunch of warning. (still need to look at those xcode warnings).
searching the forums here, seems like there are some who are having audio problem. Downloaded open AL (not the latest version) from a link on one of the threads but I have not installed it yet.
Just wondering, Is open AL an issue with mac?
Anyone out here who has some permanent fix?
After the fix, how did it work after apple updates their OS?
Thanks a lot,
Ray
About the author
#2
Next release, cool.
I'll worry about this mac audio issue later and just focus on TGE.
01/20/2005 (2:57 pm)
No FFMPEGX.Next release, cool.
I'll worry about this mac audio issue later and just focus on TGE.
#3
I must say that I'm impressed with how well Torque compiles and runs on MacOS: It took me 5 Minutes to set up my brand new Mac Mini, then 20 minutes to download CVS, install XCode and checkout the module. 10 minutes later I had my self-compiled Torque binary ready and working like a charm, including the synapse lighting pack and my own engine additions. Windowed performance stinks, but fullscreen rendering speed is absolutely perfect. Compared to what I went through with the first Windows and Linux steps in Torque, this was really a pleasurable experience. I never got something as complex as Torque to run on a platform that is so new for me without *any* problem whatsoever. I'm seriously impressed!
02/03/2005 (2:20 pm)
Raymondo: All you need is to run "ranlib libogg.a libvorbis.a" prior to compiling. For getting OpenAL to work on the Mac, just download the OpenAL Mac installer from creative, or the mirrored installer from my server here: http://hoxdna.org/yimu3d/files/OpenAL_Installer_OSX.dmgI must say that I'm impressed with how well Torque compiles and runs on MacOS: It took me 5 Minutes to set up my brand new Mac Mini, then 20 minutes to download CVS, install XCode and checkout the module. 10 minutes later I had my self-compiled Torque binary ready and working like a charm, including the synapse lighting pack and my own engine additions. Windowed performance stinks, but fullscreen rendering speed is absolutely perfect. Compared to what I went through with the first Windows and Linux steps in Torque, this was really a pleasurable experience. I never got something as complex as Torque to run on a platform that is so new for me without *any* problem whatsoever. I'm seriously impressed!
#4
Many Thanks
03/08/2005 (5:23 am)
I have run "ranlib libogg.a libvorbis.a" and compiled, but still no sound. OpenAL is installed, but when looking through the startup console stuff, I see the message "Unable to locate audio profile 'audio startup'. Could this be the problem. If so how can I create it.Many Thanks
#5
03/09/2005 (4:39 pm)
I'm having the same problem. Did the ranlib, installed the OpenAL framework from the installer. No sound in the demo, same issue with AudioStartup profile.
#6
03/11/2005 (8:58 am)
I'm also getting no sound under OS X. I've got the OpenAL drivers installed, as far as I know I shouldn't have anything else interfering. It sounds like this is a known issue so should I just go ahead and ignore it for now, or should I dig in a figure out where the failure is? Sorry if I come across a little anxious, but not having to write a sound and music system was one of the reasons I just switched from my own engine to this one. :-B
#7
Would there be any workaround?
03/12/2005 (12:44 pm)
I do have the same problem under OS X for both, the compiled example that comes with the engine code and the demo App demonstrating the torque capabilities. Seems to be a problem with interacting with the system not with compiling/binding. Is it?Would there be any workaround?
Torque Owner Josh Williams
Default Studio Name
Regardless, the next release of Torque should fix this problem on OSX. We have been trying to take the Apple-recommended approach to frameworks like OpenAL, but we're getting hurt by it. So, we'll go on our way (safe way) in the next release of TGE.