Game Development Community

OpenAL - Anybody get it working?

by JeffH · in Torque 3D Professional · 03/06/2014 (1:28 pm) · 15 replies

Hey all,

has anybody gotten openAL to work with T3D MIT 3.5? I thought openAL was a default for T3D as it was for the older Torque engines and T2D, but all I have in my selection of libraries are the Microsoft based DirectSound libraries and stuff in the options menu.

Thanks

Jeff

#1
03/06/2014 (1:32 pm)
I got it working on linux and mac which required code changes. On windows if I remember correctly, it works but it sucks because its using regular openal. It should really be replaced with openal soft on windows to get better quality. You should not have to change anything but the openal it links with. We use xaudio2 cause of this as it sounds the best out of the free options.
#2
03/06/2014 (1:42 pm)
Ya we have it working on our mac build, was wanting it for windows. Hmm so maybe I should stay with xAudio2? What version of AL were you using on windows, the older version or the newest?
#3
03/06/2014 (2:28 pm)
whatever comes with torque. I recommended openal soft cause it works much better on windows. OpenAL Soft is an openal wrapper around another sound engine. So its likely wrapping xaudio anyway :)
#4
03/07/2014 (4:12 am)
OpenAL works perfectly here using default T3D on windows.
#5
03/07/2014 (8:58 am)
I haven't had an issue with it on Win7 x64, Win8 x64 or Win8.1 x64. Note that OpenAL relies on driver features that manufacturers aren't required to provide - such as pausing an audio buffer. Found that out working on 3SS....
#6
04/15/2014 (5:45 pm)
Still haven't gotten this to work. Even in beamNG.drive all i have is the xAudio and DirectSound. OpenAL is working fine in Torque2D though.

And I have other games running openAL too like Marble Blast/Think Tanks Demo.
#7
04/15/2014 (5:55 pm)
Which version of openal are you using? The old creative one or openal-soft?
#8
04/15/2014 (6:12 pm)
whatever torque3d was suppose to support by "Default"
#9
04/15/2014 (7:13 pm)
T3D doesn't link against any specific version, it manually loads the entry points itself from the user supplied dll.

Either compile openal-soft yourself or search for creative's old sdk and install it.
#10
04/15/2014 (7:17 pm)
I feel like an idiot. I don't even know what I was thinking. lol thanks tim, srsly I feel dumb :P
#11
04/15/2014 (7:19 pm)
T3D actually ships with the headers from creative for the win32 version but they don't supply the dll. You don't even need the full creative sdk, just the oalinst.exe, that installs the required runtime for it.
#12
04/15/2014 (7:30 pm)
I could be wrong but from memory the creative OpenAL will wrap the "generic software" device through DirectSound anyway.
#13
04/15/2014 (7:32 pm)
also the AL soft implementation is LGPL right. To make sure this wont interfere with the license agreement with torque as long as one does not modify the library code, and just uses it as a dll file to call methods. Correct?
#14
04/15/2014 (7:36 pm)
While i ain't a lawyer that is my understanding of a LGPL library yes.
#15
04/16/2014 (6:57 am)
Seriously odd - I've never had this not working (except for the known "pause" issue).

Creative seems to have mothballed OpenAL a few years back - I still have the source around somewhere....

And I think the version that is packaged with T2D is newer than the version packaged with T3D.