[Openal] New member - Compiling OpenAL example on Macintosh

Cara Quinn caraquinn at caraquinn.com
Sat Mar 14 14:09:37 PDT 2009


   Hey Eric, thanks for your note.  Don't worry, :)  I'm not planning  
on trying to use alut functionality.  I didn't mean to suggest that in  
my note.  I'm only curious about why the load / unload functions were  
seemingly renamed.  That's all…  :)

   -And, on the subject, I just looked them up again and it was  
actually in the programmer's guide (not the 1.1 spec) that I saw the  
loadWAVFile() and unloadWAV() functions as opposed to  
alutLoadWAVFile() and alutUnloadWAV() function names.  So not sure  
what's up with that.  :)

   On the subject of the Mac example with XCode, it actually won't  
build, nor will the compiled app run.  -very strange / annoying!…  I'm  
running the latest ver of XCode with OS 10.5.6 (10.6 was a typo!  :)  )

Okay, so now on to my question on your mention of initializing SDL.

   So are you saying I shouldn't init SDL at all, while using OpenAL,  
or that I should initialize it before creating an ALCdevice and  
ALCcontext, and then not disabling it or such while OpenAL is active? 
…  -Just trying to be clear here.

   I'm assuming you simply mean don't initialize it at all, but would  
like to be sure.

   Anyway, I believe that's it for now.  Once again, thanks very much  
for your assist!  YOu've been a great help!…  :)

Have a great weekend!…

Smiles,

Cara  :)
---
View my Online Portfolio at:
http://www.onemodelplace.com/CaraQuinn

On Mar 13, 2009, at 9:18 PM, E. Wing wrote:


On Fri, Mar 13, 2009 at 6:13 PM, Cara Quinn <caraquinn at caraquinn.com>  
wrote:
   Eric, Wow!  Thanks for the wealth of leads / info!  :)

   -am looking at the OpenAL example right now.

   As per my note, you gave me just what I needed!  :)  I simply  
needed the proper type for 'device' so the ALCdevice* pointer was part  
of the missing link that the docs didn't mention and I couldn't seem  
to locate. eek!  -either poor docs or my poor lil blonde head!  lol!

   anyway, the only issue I have now is the loading / unloading as you  
also cover in your note.

   I'm actually wanting to stay cross-platform here so I'm thinking  
I'll use SDL, as the project I'm working on already has SDL support.   
(I'm trying to use OpenAL for a 'proof-of-concept') as we're not  
certain if SDL will ultimately perform the way we'd like.

It is fine to use SDL and OpenAL together in a project. Just don't  
initialize (or disable) the SDL audio subsystem when using OpenAL.  
Then everything should pretty much work.

I like using SDL_sound because it only focuses on sound loading/ 
decoding, not playback, so it can integrate nicely with an SDL+OpenAL  
based project.


   So, just to be clear, you're saying that there is actually no  
current way with the default install of OpenAL on Mac to load / unload  
files using straight OpenAL?…

Correct (not counting the cheat I mention). This is analogous to  
OpenGL and image files. The OpenGL spec is file format agnostic and  
only specifies textures. It is up to you to figure out how to load  
your BMPs. JPEGs, TGAs, PNGs, etc. and get it into an OpenGL texture.  
Same is true for OpenAL and WAVs, MP3s, FLACs, etc. and getting them  
into an alBuffer.


   Anyway, -one more curious question…

   according to the 1.1 spec, the old alutLoadWAVFile() and  
alutUnloadWAV() methods seem to be changed to loadWAVFile() and  
unloadWAV(), respectively.  If Apple really is adhering to 1.1 then  
why in the world aren't these two methods supported?…  :)  It doesn't  
make sense to me.

This one is news to me. As far as I was aware, all of alut and file  
format loading was removed from the spec. Can you point to where in  
the spec you see this?


   Also, are these two methods actually still in the alut.h library,  
even though the names have been changed?…

So again, you shouldn't be trying to #include "alut.h" and using any  
alut funcation as the original alut is dead and the only way to access  
it on Mac is through the cheat I mentioned. If you use the cheat, you  
must use all the names/signatures of what Apple used which was  
different from what Creative/Windows used, and different from what  
Loki/Linux used. So whatever document you found, it is probably wrong  
for you as it probably was not about the Apple version. But this cheat  
shouldn't be done for production code as Apple reserves the right to  
remove the symbols completely at any time.

If you use the new 3rd party reinvented alut, you need to rename  
everything to avoid symbol clashes.

This is probably more confusing than it should be. If you are  
confused, my suggestion is pretend you never heard of alut and that it  
doesn't exist.


-Eric _______________________________________________
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