[Openal-devel] Sound Blaster Live! on Linux.
garinh at turkeytrot.dhs.org
Wed Jan 21 11:47:18 PST 2004
> I want to know, if Creative Labs as a company, with all its policies and
> that would agree with this:
> Implement or help with the implementation of OpenAL hardware support for
> Linux, using a framework where:
> - An ALSA driver exports 3D features through the ALSA kcontrol API,
> which accept generic data like coordinates, filter parameters and such
> and program the hardware accordingly.
> - OpenAL uses an extended ALSA backend which takes advantages of those
> ALSA kcontrols described above to manipulate different 3D processing
> - ALSA provides means to upload firmwares to the SB Live! DSP core,
> which could be used if needed.
> I guess, its quite impossible to get an "official" statement, since C.L.
> bosses probably don't bother with mailing list, but i would like to here
> some opinions of Creative Labs peoples at least.
Well -- since nobody else responded and I don't want to leave this
hanging, I'll dive in and try to address this somewhat...
The main issues that I see with this type of proposal are development
resources and management of expectations. Given where we're at now with
support of Creative products under Linux, to embark on such a venture is
unrealistic -- various parties will become excited by the possibilities,
then become disappointed when it doesn't happen, then over time become
more and more bitter. It's better not to be unrealistic in the first
place, in my opinion (before anybody jumps on that saying, "But you've
been unrealistic before!" -- that would be correct, but I don't _try_ to
do things that way.)
Right now, my goals for Linux support of Creative audio products revolve
around getting enough information published to get the card supported for
basic stereo use with products such as XMMS. The existing OpenAL library
will of course run on top of that, although with no "bells and whistles."
Existing driver support allows people to run XMMS and various games (some
using OpenAL such as Orbz, Unreal-engine games, etc.). There are many
cases where I'm failing to meet even this relatively simple goal, so to
try to do more would be a recipe for disappointment.
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