[Openal] CVS on MacOS X
ed at udel.edu
Tue Oct 11 07:01:41 PDT 2005
I'm trying to get the CVS version working on MacOS X (10.4.2 with Xcode
2.1 - I think) and I've had some success in building it at least.
Compiling note: I couldn't get CVS to build when I set GCC_VERSION=gcc-3.3
in the project settings (something about a missing file related to a
special compiler switch that doesn't work in 3.3) - is it really necessary
to require gcc 4 to build OpenAL?
What is the proper procedure from installing it so that it can be used by
may app/game (possibly in preference to something already installed on the
I haven't reached the point where I'm trying to compile my actual game
yet, but it's based on the Torque Game Engine so I figured the best start
would be to try to compile the TGE SDK see if I can get the demo app
working. First thing I noticed after installing the TGE SDK is that the
provided demo executable works fine, but with no sound at all. If I build
it from scratch myself, it also works fine except there is no sound. The
SDK demo app *does* detect that OpenAL is present and supposedly working
in "Software" mode and returning a version string of "1.2".
One odd part of TGE is that it tries to load the OpenAL library
dynamically (i.e. LoadLibrary() on Windows, dlopen() on Linux) so it looks
like the Mac-specific version of the code is trying to use either
"GetSharedLibrary" or "LoadFrameworkBundle" to link in OpenAL at run-time,
and then bind all the functions using some stuff that's generated via
screwy pre-processor wizardry.
So, at this point, it might be beneficial just to get a test app that I
can use to verify that I can get OpenAL CVS to play some sound at all,
etc. I didn't notice any test programs that get built via the Mac Xcode
project, so does anyone have suggestions on what I might try?
Ed Phillips <ed at udel.edu> University of Delaware (302) 831-6082
Systems Programmer III, Network and Systems Services
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