[Openal-devel] Porting OpenAL Implementation on Mac

Richard Furse rf015d9821 at blueyonder.co.uk
Fri May 30 03:56:01 PDT 2008


Hi there - I started porting some of my code to Apple Mac yesterday (which
is proving quite enjoyable - I've never worked on a Mac before).

Is there a decent document on the Mac/OpenAL interaction around somewhere?
In particular, I'm wondering:
*	Where will I drop my new shiny OpenAL implementation so that it can
be picked up by the system and/or selected? [Complete tangent - should we be
reworking the router component on this list?]
*	Are there any build flags I should know about?
*	Can someone recommend a Mac test application?
*	What's the EFX situation? At first glance, Apple doesn't seem to
support EFX, but provides a bunch of Apple effects instead - I'm guessing
games will be using these? Does this mean that I need to support this
interface too to make my effects available?

I know this is completely off-topic, but I do have to ask:
*	The Mac Mini appeared to support any old keyboard out-of-the-box.
Apparently not true for a standard PC keyboard in the UK. Unless I'm missing
something? Is it really necessary to install non-standard key mappings on
day one???
*	Anyone know how to get rid of the "visibility" consistency warnings
that occur in Xcode 3.0 when trying to link a project assembled as a mix of
static libraries and local code?

Apologies for the "scatter-gun" approach with the questions - any answers
much appreciated!

Cheers,

--Richard
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