Agreed, maintaing platform independence of Java 3D is very important.
OpenAL which is the native layer used by joal is available on the following platforms.
Macintosh OS 8/9 | Sound Manager | Open Source (LGPL) |
Macintosh OS X | Core Audio | Open Source (LGPL) |
Linux | OSS | Open Source (LGPL) |
Linux | ALSA | Open Source (LGPL) |
BSD | native | Open Source (LGPL) |
Solaris | native | Open Source (LGPL) |
IRIX | native | Open Source (LGPL) |
Windows | MMSYSTEM | Open Source (LGPL) |
DirectSound | Open Source (LGPL) | |
DirectSound3D | Open Source (LGPL) | |
NVIDIA nForce | Open Source (LGPL) | |
Creative Audigy | Creative Labs Inc. | |
Creative Audigy 2 | Creative Labs Inc. | |
CODA | Sensaura | |
Sony PlayStation 2 | CODA | Sensaura |
Microsoft Xbox | CODA | Sensaura |
Nintendo GameCube | CODA | Sensaura |
Michael Pfeiffer wrote:
How about platform independence of this project? I think it would be a
good solution only if it can be realized for as much different systems J3D
is available for too.
On Tue, 13 Apr 2004 09:52:33 -0700, Paul Byrne <[EMAIL PROTECTED]> wrote:
We are investigating an implementation of the Java3D sound renderer on
top of the Joal API. We may have a very early (partial) implementation
in the source code when we release it, but we won't hold up the release
for it.
Regardless this would be an excellent project for someone in the
community to own, if you are interested please let us know.
Rgds
Paul
Paul Gordon wrote:
If you're looking for platform independent 3D audio, try
https://joal.dev.java.net/
Mark McKay wrote:
I've been reading the posts about the buggy sound system on this
mailing
list for a couple of months now. I'm about to add sound to my J3D
project, and am wondering what gotchas to watch out for. I need a pure
Java solution, and have been wondering if it might be best to skip the
Java3D sound and use the java.sound.* classes instead.
What problems does the sound engine have?
Mark McKay
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