Hi,

> this is nice but why do you want to integrate it into Woden?
> To me Woden is for 3D graphics.

Woden is actually a game engine. Currently there is even some support for
using bullet physics, but it is actually a bit hard to use because it
requires compiling the bindings.
Of course, using sound will be optional. Integrating sound support is quite
easy. There is only three things that need to be added to woden: Sound
sources, sound listener and sound data.

The hardest part with sound is actually being able  to play a .wav, .mp3.
or a .ogg. Currently I am looking in the PharoSound package for existing
infrastructure for loading or streaming these sound formats. But i think,
that I will have to add the support for Ogg/Vorbis. I don't like using MP3
because of the infamous patents.

Is openAL proprietary now.. ? I guess it was open source and there is a
> fork now.

Well, the  only hardware implementation that I know about is the one by
Creative. I always use the open source implementation OpenAL Soft (
http://kcat.strangesoft.net/openal.html ).
I use OpenAL because it is the only cross platform 3D audio API/library
that I know about, and because it is really to use. I don't have to worry
about multi-threading when using it.

I am not using SDL2 audio support because:
- It uses a callback for filling the sound buffer, which is run in another
operating system thread.
- No 3D audio support.

Greetings,
Ronie


2015-07-11 0:30 GMT-03:00 S Krish <[email protected]>:

>
> Is openAL proprietary now.. ? I guess it was open source and there is a
> fork now.
>
> On Fri, Jul 10, 2015 at 7:21 AM, Ronie Salgado <[email protected]>
> wrote:
>
>> Hello,
>>
>> I made bindings for OpenAL, a 3D audio library.
>>
>> Here I made a quick demo: https://youtu.be/0wqbJrfYmU8
>>
>> Next, I will integrate it into Woden.
>>
>> Greetings,
>> Ronie
>>
>
>

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