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  1. Apr 29, 2024 · OpenAL. OpenAL, standing for Open Audio Library, is a game-changer in the realm of audio development. It functions as a cross-platform API (Application Programming Interface) that empowers ...

  2. Explore a wide range of music videos and songs on YouTube, the popular video-sharing platform.

    • 25 min
    • 28.4K
    • Code, Tech, and Tutorials
    • History of Openal
    • What Do I Need to Code with OpenAL?
    • Overview of The Openal API
    • Detecting Openal Errors
    • Loading .Wav Files
    • Initialisation and Destruction
    • Playing Your First Sound
    • What’s Next?

    I’ll keep this short. As I said, it was originally designed to mimic OpenGL’s API, and for good reason. It was and is a nice API that people were familiar with and if Graphics are one side of the game-engine-coin then Audio must be the other. Originally, OpenAL was supposed to be open-source, but some things happened… Basically, people simply don’t...

    You’ll need to build OpenAL Soft with your toolchain of choice. It’s a very straightforward process which you can follow here under Source Install. I’ve never had a problem, but if you do comment below and I’ll try and help or message the OpenAL Soft mailing list. The next thing you’ll need is some audio files and a way to load them. Loading audio ...

    As mentioned several times, it’s similar to the OpenGL API. It’s similar in the sense that it’s state-based and you interact with handles/identifiers, rather than objects directly. There are some differences in the API convention between OpenGL and OpenAL, but they’re minor. In OpenGL you need to make Operating System specific calls to generate a r...

    There’s an article here on making OpenAL error detection easier, but I’ll reiterate it for the sake of a complete guide. There are two typesof OpenAL API calls, there’s the normal ones and the context ones. Context calls start with alc are are like the OpenGL win32 calls to get a rendering context, or the equivalent in Linux. Audio is simple enough...

    You can either load them yourself or use a library. Here’s an open-source implementation for loading .wav files. I do this myself, because I’m crazy like that: You might notice that I’m not 100% across loading .wav files :). I won’t take you through this code because it’s a little outside the scope of what we’re doing; but it’s super obvious if you...

    You need to first initialise OpenAL and then like any good programmer, you’ll shut it down when you’re finished with it. Initialisation makes use of an ALCdevice (note it’s ALC not AL) which basically represents something on your computer to play back music, and makes use of an ALCcontext. The ALCdevice is like choosing which graphics card your Ope...

    Enough of all this, let’s play a sound. First, you’re going to need a sound file to play, obviously. Here’s one from a game that I will one day finish. So, open up your IDE and use the following code. Don’t forget to link against OpenAL Soft and include your wav file loading code and our error checking code above. Compile! Link! Execute! I am the p...

    With everything I’ve given you here, it’s enough to make a small game! Try making Pong, or one of the other classics, they really don’t need much more than this. But be warned! These buffers are only good for short sounds, maybe a few seconds in length. If you want music, or voice-overs, you’re going to need to stream your audio data into OpenAL. T...

  3. Here is the example with alut: ALsizei size, freq;ALenum format;ALvoid*data;ALboolean loop = AL_FALSE;alutLoadWAVFile("test.wav",&format,&data,&size,&freq,&loop);// check for errors. That’s very simple but it is a deprecated API, so here is the replacement using libaudio in case you want to do it the hard way:

  4. www.openal.org › documentation › OpenAL_ProgrammersOpenAL Programmers Guide

    OpenAL is a cross-platform three-dimensional audio API. The API’s primary purpose is to allow an application to position audio sources in a three-dimensional space around a listener, producing reasonable spatialization of the sources for the audio system (headphones, 2.1 speaker output, 5.1 speaker output, etc.)

  5. www.youtube.comYouTube

    Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

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  7. Oct 23, 2003 · Here is a quick explanation of each - Sources: A source in OpenAL is exactly what it sounds like, a source of a sound in the world. A source is linked to one or more buffers, and then asked to play them. They have position and orientation in the world, as well as velocity, for doppler effects. Listener: A listener is (simply put) the ears of ...

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