[Openal] New member - Compiling OpenAL example on Macintosh
E. Wing
ewmailing at gmail.com
Sun Mar 15 03:52:27 PDT 2009
On Sat, Mar 14, 2009 at 2:09 PM, Cara Quinn <caraquinn at caraquinn.com> wrote:
> 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. :)
>
They may just be assuming that the load functions exist for example's sake.
Their implementation details would be outside the direct scope of OpenAL.
> 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! :) )
>
I'm not sure if you are talking about my program or Apple's example. If you
are talking about my program, I'm surprised the pre-built application inside
the DMG doesn't just run. I might expect video driver problems. I've seen
bugs depending on which video card and OS version you happen to run on.
Though generally Leopard has been pretty good (but I haven't tested on Intel
graphics cards).
For not compiling: you must copy all the frameworks in the
3rdPartyFrameworks directory from the DMG to your /Library/Frameworks. My
example depends on OpenSceneGraph which is not a standard component.
Otherwise when you try to build, the compiler will not find the headers nor
be able to link correctly.
If you are talking about Apple's example, I do not have any problem with it,
though it is possible that I am using a modified version. I do recall when
Leopard 10.5.0/Xcode 3.0 first shipped, there was a bug in the example which
happened to be your exact same problem. They had not updated the example for
OpenAL 1.1 so it tried to use alutLoadWAV. But I thought they fixed this
already.
>
> 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.
>
Do not initialize the SDL audio subsystem at all.
-Eric
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