Re: [Audyssey] To Developers: Switching from DirectSound to OpenAL Soft

2013-12-14 Thread Cara Quinn
Hi Shaun,

The delay / reverb and other effects are actually system-specific and not a 
part of OpenAL. OpenAL does not have these by default, so it relies on the 
particular system on which it is running to take care of this.

So any issues you may be seeing are not with OpenAL itself but with the way the 
digital signal processing is implemented on the platform / machine it is being 
run on.

HTH

Cara :)
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On Dec 13, 2013, at 2:34 PM, Shaun Everiss  wrote:

No but the people I work with for the deathmatch series do use fsl on purebasic 
which does have open al intigrated.
The environmental and other effects do have a few echo issues, but over all are 
ok.
I am not sure about anything else which is not purebasic.

At 06:20 a.m. 14/12/2013, you wrote:
> Hi developers,
> 
> I recently decided to switch from DirectSound to OpenAL Soft.
> I did this for 2 reasons:
> 1 Because OpenALSoft has built in HRTF support.
> 2 Because OpenAL Soft is cross platform.
> 
> Right after I got the simplest of demo applications playing a simple sound I 
> got terribly sick and have been in bed for the past few days.
> 
> So as I wait until I am well enough to continue working on it I thought I'd 
> ask if any other developers have advice on the subject.
> 
> If you've used both DirectSound and OpenAL Soft you can probably give me the 
> best information about what switching entails.
> But even if you've only used Open AL Soft I think there is a lot I could 
> learn from you.
> 
> Basically any advice about quirks, gotchas, and awesome benefits are 
> appreciated.
> 
> Also, it's my impression that the HRTF support is automatic and I don't need 
> to enable it in code.
> Is this correct?
> Has anyone had real experience with the OpenAL Soft HRTF specifically?  Is it 
> any good?
> 
> Is anyone using the original OpenAL instead of OpenAL Soft for 3D games?
> If so, why?
> 
> OpenAL Soft also suggests installing OpenAL from Creative Labs first and then 
> installing OpenAL Soft side by side to get some possible extra driver 
> benefit.  Does this matter in the real world?
> I heard that Creative Labs stopped updating OpenAL ages ago, which is why I 
> wonder about the actual benefit.
> 
> Again, I'm looking for help from people with actual OpenAL experience.
> Thanks for any help you can give.
> Ian Reed
> Try my free games at http://BlindAudioGames.com
> 
> 
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Re: [Audyssey] To Developers: Switching from DirectSound to OpenAL Soft

2013-12-14 Thread Shaun Everiss
No but the people I work with for the deathmatch series do use fsl on 
purebasic which does have open al intigrated.
The environmental and other effects do have a few echo issues, but 
over all are ok.

I am not sure about anything else which is not purebasic.

At 06:20 a.m. 14/12/2013, you wrote:

Hi developers,

I recently decided to switch from DirectSound to OpenAL Soft.
I did this for 2 reasons:
1 Because OpenALSoft has built in HRTF support.
2 Because OpenAL Soft is cross platform.

Right after I got the simplest of demo applications playing a simple 
sound I got terribly sick and have been in bed for the past few days.


So as I wait until I am well enough to continue working on it I 
thought I'd ask if any other developers have advice on the subject.


If you've used both DirectSound and OpenAL Soft you can probably 
give me the best information about what switching entails.
But even if you've only used Open AL Soft I think there is a lot I 
could learn from you.


Basically any advice about quirks, gotchas, and awesome benefits are 
appreciated.


Also, it's my impression that the HRTF support is automatic and I 
don't need to enable it in code.

Is this correct?
Has anyone had real experience with the OpenAL Soft HRTF 
specifically?  Is it any good?


Is anyone using the original OpenAL instead of OpenAL Soft for 3D games?
If so, why?

OpenAL Soft also suggests installing OpenAL from Creative Labs first 
and then installing OpenAL Soft side by side to get some possible 
extra driver benefit.  Does this matter in the real world?
I heard that Creative Labs stopped updating OpenAL ages ago, which 
is why I wonder about the actual benefit.


Again, I'm looking for help from people with actual OpenAL experience.
Thanks for any help you can give.
Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] To Developers: Switching from DirectSound to OpenAL Soft

2013-12-14 Thread Support
Thanks Cara and Willem.

This is very helpful.
It is nice to have a library to look at for parsing sound files.
I'm also quite glad to hear I can play sounds and music non-positionally.
So I can set even a mono sound's source to be stereo and make it 
non-positional, right Cara?

I think OpenAL and OpenAL Soft are 95% the same.
You can even rename the OpenAL Soft dll to OpenAL32.dll and use it as a drop in 
replacement for OpenAL.
The only differences I read about were HRTF support and some extra filter 
support.

If you think of any other useful tidbits, I'm all ears, smile.

Ian Reed

On Dec 13, 2013, at 5:01 PM, Cara Quinn  wrote:

> Hi Ian,
> 
> I use OpenAL rather than OpenAL Soft so hopefully this will help.
> 
> Yes, you can play music in the same context as positional audio simply by 
> defining the source as stereo rather than mono. When you do this, the source 
> automatically becomes non-positional so you can use it to play music etc, 
> along with your positioned mono sources.
> 
> To your second point about positioning stereo sounds, I'm not sure about 
> OpenAL Soft but in OpenAL you would need to play the left and right channels 
> of your sound independently using two sources. This way you can position a 
> stereo sound in 3D space.
> 
> Hope this helps.
> 
> Cara :)
> ---
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> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 
> On Dec 13, 2013, at 9

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Re: [Audyssey] To Developers: Switching from DirectSound to OpenAL Soft

2013-12-13 Thread Cara Quinn
Hi Ian,

I use OpenAL rather than OpenAL Soft so hopefully this will help.

Yes, you can play music in the same context as positional audio simply by 
defining the source as stereo rather than mono. When you do this, the source 
automatically becomes non-positional so you can use it to play music etc, along 
with your positioned mono sources.

To your second point about positioning stereo sounds, I'm not sure about OpenAL 
Soft but in OpenAL you would need to play the left and right channels of your 
sound independently using two sources. This way you can position a stereo sound 
in 3D space.

Hope this helps.

Cara :)
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On Dec 13, 2013, at 9:50 AM, Support  wrote:

> A couple more questions I forgot to ask in the first email:

While my main focus is to play 3D sounds in OpenAL it would also be nice to 
play non-positioned stereo sounds in it as well.
Is this possible?  Do you have to load a second AudioContext with different 
settings to make this work?

In my current setup I use DirectSound for 3D sounds and 
DirectX.AudioVideoPlayback for all other sounds.

It seems that OpenAL leaves parsing the sound files up to the developer.  I do 
have code for parsing a .wav file, but it would also be nice to use mp3 and ogg 
vorbis for the stereo sounds and music.  Is there a recommended library for 
getting this benefit?  I am using C#, but in general popular C libraries have 
C# wrappers that I can use.

Being able to play stereo sounds and music in OpenAL would be one step closer 
to cross platform.

I also saw a comment in one of the text files in OpenAL Soft that indicated 
that it could play 3D mono and multi-channel sounds.

Can it actually play multi-channel audio in 3D space?  Assuming I set the 
position of the left track and the position of the right track in 3D space?
The statement they made could be read as meaning that both mono and 
multi-channel sounds could be played in 3D.
Or maybe the 3D adjective applied only to the mono sounds.

Again, I appreciate any help.
Ian Reed


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Re: [Audyssey] To Developers: Switching from DirectSound to OpenAL Soft

2013-12-13 Thread Willem Venter
Hello Ian. I'm a bit rushed timewise, but I'll mention a few things to
get started. For loading of other formats look at alure. HRTF is
enabled automatically. If you have 3d sound support all you need to do
to pan the sound is change the x coordinate of the source. As far as I
know only mono sounds can be positioned in a 3d world, because a
stereo source contains inherrant positional information which a mono
source does not. Maybe you should ask this question on the developers
list too.

On 12/13/13, Support  wrote:
>> A couple more questions I forgot to ask in the first email:
>
> While my main focus is to play 3D sounds in OpenAL it would also be nice to
> play non-positioned stereo sounds in it as well.
> Is this possible?  Do you have to load a second AudioContext with different
> settings to make this work?
>
> In my current setup I use DirectSound for 3D sounds and
> DirectX.AudioVideoPlayback for all other sounds.
>
> It seems that OpenAL leaves parsing the sound files up to the developer.  I
> do have code for parsing a .wav file, but it would also be nice to use mp3
> and ogg vorbis for the stereo sounds and music.  Is there a recommended
> library for getting this benefit?  I am using C#, but in general popular C
> libraries have C# wrappers that I can use.
>
> Being able to play stereo sounds and music in OpenAL would be one step
> closer to cross platform.
>
> I also saw a comment in one of the text files in OpenAL Soft that indicated
> that it could play 3D mono and multi-channel sounds.
>
> Can it actually play multi-channel audio in 3D space?  Assuming I set the
> position of the left track and the position of the right track in 3D space?
> The statement they made could be read as meaning that both mono and
> multi-channel sounds could be played in 3D.
> Or maybe the 3D adjective applied only to the mono sounds.
>
> Again, I appreciate any help.
> Ian Reed
>
>
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Re: [Audyssey] To Developers: Switching from DirectSound to OpenAL Soft

2013-12-13 Thread Support
> A couple more questions I forgot to ask in the first email:

While my main focus is to play 3D sounds in OpenAL it would also be nice to 
play non-positioned stereo sounds in it as well.
Is this possible?  Do you have to load a second AudioContext with different 
settings to make this work?

In my current setup I use DirectSound for 3D sounds and 
DirectX.AudioVideoPlayback for all other sounds.

It seems that OpenAL leaves parsing the sound files up to the developer.  I do 
have code for parsing a .wav file, but it would also be nice to use mp3 and ogg 
vorbis for the stereo sounds and music.  Is there a recommended library for 
getting this benefit?  I am using C#, but in general popular C libraries have 
C# wrappers that I can use.

Being able to play stereo sounds and music in OpenAL would be one step closer 
to cross platform.

I also saw a comment in one of the text files in OpenAL Soft that indicated 
that it could play 3D mono and multi-channel sounds.

Can it actually play multi-channel audio in 3D space?  Assuming I set the 
position of the left track and the position of the right track in 3D space?
The statement they made could be read as meaning that both mono and 
multi-channel sounds could be played in 3D.
Or maybe the 3D adjective applied only to the mono sounds.

Again, I appreciate any help.
Ian Reed


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[Audyssey] To Developers: Switching from DirectSound to OpenAL Soft

2013-12-13 Thread Support
Hi developers,

I recently decided to switch from DirectSound to OpenAL Soft.
I did this for 2 reasons:
1 Because OpenALSoft has built in HRTF support.
2 Because OpenAL Soft is cross platform.

Right after I got the simplest of demo applications playing a simple sound I 
got terribly sick and have been in bed for the past few days.

So as I wait until I am well enough to continue working on it I thought I'd ask 
if any other developers have advice on the subject.

If you've used both DirectSound and OpenAL Soft you can probably give me the 
best information about what switching entails.
But even if you've only used Open AL Soft I think there is a lot I could learn 
from you.

Basically any advice about quirks, gotchas, and awesome benefits are 
appreciated.

Also, it's my impression that the HRTF support is automatic and I don't need to 
enable it in code.
Is this correct?
Has anyone had real experience with the OpenAL Soft HRTF specifically?  Is it 
any good?

Is anyone using the original OpenAL instead of OpenAL Soft for 3D games?
If so, why?

OpenAL Soft also suggests installing OpenAL from Creative Labs first and then 
installing OpenAL Soft side by side to get some possible extra driver benefit.  
Does this matter in the real world?
I heard that Creative Labs stopped updating OpenAL ages ago, which is why I 
wonder about the actual benefit.

Again, I'm looking for help from people with actual OpenAL experience.
Thanks for any help you can give.
Ian Reed
Try my free games at http://BlindAudioGames.com


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