Whither OpenAL? 103
delYsid asks: "About a year ago, Slashdot had a story about the OpenAL project by Loki and Creative. There was much hype around it. But if you check their website now, the last changelog entry appears to be from December of 1999! Does anyone know of a good (preferable platform independent) library for 3D audio? The only answer I get when I ask professionals in this field is DirectX. I'd love to have my app under Linux instead of having to move to Win again. Any pointer or hints about the current status of OpenAL? Are there any alternatives?" Update: 09/18 15:33 PM GMT by C :Corrected the link which referred to Slashdot's previous story on OpenAL.
I forwarded this question on to Loki, and here's the response from Scott Draeker, president of Loki Games:
As you can imagine, everyone is pretty busy right now, especially as we had some folks out on vacation the last couple of weeks. So I'm sorry about the slow response.
In answer to your question, work on OpenAL continues. Creative has already added EAX and hardware acceleration to the Mac and Windows versions, and are working on adding both to the Linux implementation as well. Work is also continuing on an OS X port as well as other OSes. OpenAL continues to be the sound API which Loki uses in all of its products, and many other companies are either using or evaluating OpenAL for their products as well.
Hope that helps.
So there you have it, straight from the source. Development is progressing, although it's likely to be a bit slow at present. Here's hoping we'll hear more updates on the progress of OpenAL, over the next 6 months. Thanks a bunch for taking the time to answer, Scott!
alternative media api: OpenML (Score:2, Interesting)
Why OpenAL sucks (Score:5, Interesting)
http://maccentral.macworld.com/storyforum/forum
The relevant portions read
PLIB isn't that good (Score:2, Interesting)
I tried plib about a year ago, and OH MY GOD, it was BAD!!!
It supported (get ready):
- 3 simultaneous voices
- 8 bit mono (only)
- not even 3D sound
Does anyone know if it has gotten better in the last year? Maybe I just missed why it is "so good"?
subatomic -
http://www.mp3.com/subatomicglue [mp3.com]
Re:OSS/3D (Score:1, Interesting)
How the hell is that "100% cross platform"? To be "100% cross platform", wouldn't it have to support every platform available?
Supporting Windows & *nix certainly makes it cross platform, yes. It doesn't make it "100%" cross platform though, does it?
Re:Yes, but (Score:2, Interesting)
Avoiding preemptive multitasking in high performance single-processor programming is a good idea, period.
Both Quake III [quake3arena.com] and Quadra [sourceforge.net] use single-threaded, non-preemptive sound output with great success, so why are so many Linux/others game developers so stubborn on the idea of putting the sound in its own thread?
Personally, I blame the original Doom port, which everyone duplicated, even though at the time it had big problems of latency compared to the single-threaded DOS version because of latencies in the scheduling of the sound process.
No, threads don't avoid this problem. Thank you for trying, but sorry.
Re:Yes, but (Score:2, Interesting)
Why?
Both Quake III [quake3arena.com] and Quadra [sourceforge.net] use single-threaded, non-preemptive sound output with great success, so why are so many Linux/others game developers so stubborn on the idea of putting the sound in its own thread?
Because so Q3A's sound sucks compared to other games (such as Rune and UnrealTournament) which use OpenAL under Linux, perhaps?
Dinivin