OpenAL and freealut is also needed for the build. FreeALUT is a library similar to GLUT, that initializes the OpenAL hardware and load standard wav/aiff fileformats.
So the dependency list of osgAL is:
- OSG_OT_P (OpenSceneGraph/OpenThreads/Producer)
- OpenAL http://www.openal.org/downloads.html
- Freealut http://www.openal.org/downloads.html
- Oggvorbis http://www.vorbis.com/setup/
There is a very odd thing with the OpenAL binary release from creative under windows though, for some reason they have moved the header-files from <AL/al.h> to <al.h>
Currently the osgAL code in the repository will assume <AL/al.h> is used, which probably means that one have to make a <AL> directory and move the header files over there, I will probably add a #ifdef WIN32 macro for this.
The problem is that there are other OpenAL releases available (one from NVIDIA) I'm not sure which path they have taken, probably the standard one...
To make things even worse, in the cvs version of OpenAL, they use the <AL/al.h> version, so someone at Creative took a creative decision somewhere in time ;-)
On 10/6/06, Anders Backman <[EMAIL PROTECTED]> wrote:
Sure there is.
There is osgAL. OpenSceneGraph Audio Library.
Its available from sourceforge.
Im actually working on it right now, it use to be two separate libraries, OpenAL++ (a C++ abstraction on top of OpenAL, which is an portable open source 3D sound C api), and osgAL (integration of OpenAL++ into OSG).
Im now migrating these two into one, for simpler build/download process.
I can only verify the Windows platform right now, but I will start work on testing the linux platform too (we have been using it under both windows and linux for years, but not since the migration).
Right now, the "new" version is only available through svn.
SO do a svn checkout from the http://sourceforge.net/projects/osgal, download the ogg-vorbis precompiled libraries and build the osgAL\visualStudio\osgal.sln (in the case of windows).
If you are running linux, well, do the same thing and do a ./configure;make
but I cant ensure you that it will work without some effort.
osgAL/OpenAL++ can load .wav, .aiff soundfiles and attach them to SoundNodes in the scenegraph.
You can also use .ogg files, although, thats what Im spending time on right now, to get it to work better than before...
There is still some work to do.
There are examples in the osgAL/examples directory, both for osgAL as well as OpenAL++.
One of the examples demonstrates a VERY simple occlusion example using rays to examine if there is geometry blocking the path between a soundsource and the listener.
Cheers, Anders--On 10/5/06, Philip Taylor < [EMAIL PROTECTED]> wrote:
Hi Neil,
Sound is a bit more complex that just getting louder as you approach the
sound source, eg Doppler effects, surface reflections, directional sound,
attentuation due to terrain features, etc. I implemented a system based on
DirectX (DirectSound) that supported attenuation with distance, Doppler and
directional sound and it was very realistic. The trick was not just good
code but good (mono) sound samples. The open equivalent to DirectSound is
OpenAL. I don't know if there is such a thing as OSGAL, but you could always
start the ball rolling......
regards
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of
[EMAIL PROTECTED]
Sent: 05 October 2006 22:18
To: [email protected]
Subject: [osg-users] Sound...
Hi All,
Sorry if this is a bit of a strange question, but is there any support for
sound within OSG. On first pass I would have thought not as the scenegraph
is concerned with visuals, however a colleague of mine pointed out that you
get 3D Sound - the nearer you are, the louder it is etc. Any thoughts ?
Neil.
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________________________________________________________________
Anders Backman Email: [EMAIL PROTECTED]
HPC2N/VRlab Phone: +46 (0)90-786 9936
Umea university Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax: +46 90-786 6126
http://www.cs.umu.se/~andersb
--
________________________________________________________________
Anders Backman Email: [EMAIL PROTECTED]
HPC2N/VRlab Phone: +46 (0)90-786 9936
Umea university Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax: +46 90-786 6126
http://www.cs.umu.se/~andersb
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