Re: [osg-users] Play audio files
Hello again, I know that is has been long time since the last message about this topic, but I am still facing the same issue. The audio is still delayed in the videos. But now I have found that if I change ulBufferSize = (ulFrequency * bytesPerSample) 2; by this ulBufferSize = (ulFrequency * bytesPerSample) 4; in the AudioSink.h file, the delay disappears in some videos. I don't understand quite well why it disappears and why it is only in some videos. The thing is that in one mpg video, the delay has completely disappeared, while with one flv video the delay has not disappeared, but has been reduced. If I convert that flv video to mpg, the delay remain the same, so I actually don't know if the problem is with the video format, the AduioSink buffer, or if it is about the libraries (osgAudio, openAL, ffmpeg...). I have tested with openAL soft and with openAL and I am getting the same behaviour with both. Anybody has any idea about this problem? Maybe the buffer change can give the clue to solve it. Thank you in advance. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez Sent: viernes, 27 de enero de 2012 12:31 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Play audio files Thank you Chris for your reply. I am still trying to solve the problems. One thing that have helped me is changing this line: AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false), _audioStream(audioStream) {play();} for this line: AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false), _audioStream(audioStream) {} I don't know if there is a logical reason for that, but when deleting the play(), the cutting in the audio seems to disappear. OK, it still makes some cuts, but they are very small and it is possible to hear the audio without problems (with the previous cuts it was impossible to hear the audio). But I am still facing the problem of the delay. The audio starts delayed for some reason that I can't still figure out. Could it be because I am using openAL soft instead of openAL? Maybe that's not the problem, because it is working fine with audio files, but who knows... Best regards -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: jueves, 26 de enero de 2012 18:04 To: OpenSceneGraph Users Subject: Re: [osg-users] Play audio files On 1/26/2012 2:45 AM, Héctor Martínez wrote: Hi Laurens, If anyone can give an idea about the problem, you are welcome. I'd love to help you, but I only wrote the FMOD side of osgAudio -- the openAL/openalpp side was part of osgAL, and I never really worked with it because I couldn't get openAL to work on my Vista box at the time. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
Thank you Chris for your reply. I am still trying to solve the problems. One thing that have helped me is changing this line: AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false), _audioStream(audioStream) {play();} for this line: AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false), _audioStream(audioStream) {} I don't know if there is a logical reason for that, but when deleting the play(), the cutting in the audio seems to disappear. OK, it still makes some cuts, but they are very small and it is possible to hear the audio without problems (with the previous cuts it was impossible to hear the audio). But I am still facing the problem of the delay. The audio starts delayed for some reason that I can't still figure out. Could it be because I am using openAL soft instead of openAL? Maybe that's not the problem, because it is working fine with audio files, but who knows... Best regards -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: jueves, 26 de enero de 2012 18:04 To: OpenSceneGraph Users Subject: Re: [osg-users] Play audio files On 1/26/2012 2:45 AM, Héctor Martínez wrote: Hi Laurens, If anyone can give an idea about the problem, you are welcome. I'd love to help you, but I only wrote the FMOD side of osgAudio -- the openAL/openalpp side was part of osgAL, and I never really worked with it because I couldn't get openAL to work on my Vista box at the time. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
Hi Laurens, thank you for your reply. I still have the same problem. I can't figure out why this is happening. With SDL it was working fine (without delays and cuts in the audio). The strange thing is that if the video finishes and starts again, the audio doesn't sound with cuts (until it goes to pause again). On the other hand, I don't get this problem when playing audio files instead of video files. If anyone can give an idea about the problem, you are welcome. Best regards -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Laurens Voerman Sent: martes, 24 de enero de 2012 16:49 To: OpenSceneGraph Users Subject: Re: [osg-users] Play audio files Hi Héctor, I have no solution, our software just calls pause() from osg::ImageStream, and has the same stuttering on restart. Laurens. On 1/24/2012 10:32 AM, Héctor Martínez wrote: Thank you Mattias and Laurens. I am testing the code you (Laurens) have attached and it is working, but the audio is not synchronized and if I pause the audio and then I play again, it seems that it plays some kind of buffered audio and then the audio begins to sound with cuts. I am trying to find the reason of this behavior, but I write it here in case you now the solution. Best regards. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Laurens Voerman Sent: lunes, 23 de enero de 2012 15:12 To: OpenSceneGraph Users Subject: Re: [osg-users] Play audio files Hi All, I have ffmpeg movie audio working with osgAudio, but have been to busy to clean up the code, create an example and submit for inclusion in the osgAudio library. To avoid duplicate work I attach my current code as is. Currently this is working part of our program, running both on linux (AMD64) and win7 (x64) . It compiles and runs on Win32 x86 but is probably never tested. attached is a zipfile with AudioSink.h example should be a variation on osgMovie, but should be in the osgAudio library, because osgAudio depends on osg. Laurens. Quick cut and paste from our program to show how to use this 'audioSink': // includes: #define OV_EXCLUDE_STATIC_CALLBACKS #includeosgAudio/SoundManager.h #includeosgAudio/SoundRoot.h #include AudioSink.h //init osgAudio::SoundManager::instance()-init( 16 ); osgAudio::SoundManager::instance()-getEnvironment()-setDistanceModel (osgAu dio::InverseDistance); osgAudio::SoundManager::instance()-getEnvironment()-setDopplerFactor (1); if (!noAudio) { _sceneRootGroup-addChild(new osgAudio::SoundRoot); } // play movie audio osg::ImageStream::AudioStreams audioStreams = ffstream-getAudioStreams(); if (_playAudio (!audioStreams.empty()) audioStreams[0].valid()) { osg::AudioStream* audioStream = audioStreams[0].get(); osg::notify(osg::NOTICE)AudioStream read [audioStream-getName()]std::endl; osgRCAudio::AudioSink *sink; try { sink = new osgAudio::AudioSink(audioStream); } catch (...) { osg::notify(osg::WARN) new AudioSink failed std::endl; } audioStream-setAudioSink(sink); } // cleanup osgAudio::SoundManager *sndMgr = osgAudio::SoundManager::instance(); if (sndMgr-initialized()) sndMgr-shutdown(); if (osg::Referenced::getDeleteHandler()) { osg::Referenced::getDeleteHandler()-setNumFramesToRetainObjects(0); osg::Referenced::getDeleteHandler()-flushAll(); } On 1/23/2012 11:22 AM, Mattias Helsing wrote: Hello Héctor You need to extend osg::AudioSink with the osgAudio code that you have working. Have a look at the osgmovie exemple. It (optionally) implements the osg::AudioSink interface using SDL. You need to do it using osgAudio (or whatever sound backend you prefer). cheers Mattias 2012/1/23 Héctor Martínezhector.marti...@sensetrix.com: Hi, Now, the following question: is there a straight way to connect the audio from a video to osgAudio? I am using the ffmpeg plugin to read the videos and I get audioStreams as it is done in the osgmovie example. Thank you in advance. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org
Re: [osg-users] Play audio files
On 1/26/2012 2:45 AM, Héctor Martínez wrote: Hi Laurens, If anyone can give an idea about the problem, you are welcome. I'd love to help you, but I only wrote the FMOD side of osgAudio -- the openAL/openalpp side was part of osgAL, and I never really worked with it because I couldn't get openAL to work on my Vista box at the time. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
Thank you Mattias and Laurens. I am testing the code you (Laurens) have attached and it is working, but the audio is not synchronized and if I pause the audio and then I play again, it seems that it plays some kind of buffered audio and then the audio begins to sound with cuts. I am trying to find the reason of this behavior, but I write it here in case you now the solution. Best regards. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Laurens Voerman Sent: lunes, 23 de enero de 2012 15:12 To: OpenSceneGraph Users Subject: Re: [osg-users] Play audio files Hi All, I have ffmpeg movie audio working with osgAudio, but have been to busy to clean up the code, create an example and submit for inclusion in the osgAudio library. To avoid duplicate work I attach my current code as is. Currently this is working part of our program, running both on linux (AMD64) and win7 (x64) . It compiles and runs on Win32 x86 but is probably never tested. attached is a zipfile with AudioSink.h example should be a variation on osgMovie, but should be in the osgAudio library, because osgAudio depends on osg. Laurens. Quick cut and paste from our program to show how to use this 'audioSink': // includes: #define OV_EXCLUDE_STATIC_CALLBACKS #include osgAudio/SoundManager.h #include osgAudio/SoundRoot.h #include AudioSink.h //init osgAudio::SoundManager::instance()-init( 16 ); osgAudio::SoundManager::instance()-getEnvironment()-setDistanceModel(osgAu dio::InverseDistance); osgAudio::SoundManager::instance()-getEnvironment()-setDopplerFactor(1); if (!noAudio) { _sceneRootGroup-addChild(new osgAudio::SoundRoot); } // play movie audio osg::ImageStream::AudioStreams audioStreams = ffstream-getAudioStreams(); if (_playAudio (!audioStreams.empty()) audioStreams[0].valid()) { osg::AudioStream* audioStream = audioStreams[0].get(); osg::notify(osg::NOTICE)AudioStream read [audioStream-getName()]std::endl; osgRCAudio::AudioSink *sink; try { sink = new osgAudio::AudioSink(audioStream); } catch (...) { osg::notify(osg::WARN) new AudioSink failed std::endl; } audioStream-setAudioSink(sink); } // cleanup osgAudio::SoundManager *sndMgr = osgAudio::SoundManager::instance(); if (sndMgr-initialized()) sndMgr-shutdown(); if (osg::Referenced::getDeleteHandler()) { osg::Referenced::getDeleteHandler()-setNumFramesToRetainObjects(0); osg::Referenced::getDeleteHandler()-flushAll(); } On 1/23/2012 11:22 AM, Mattias Helsing wrote: Hello Héctor You need to extend osg::AudioSink with the osgAudio code that you have working. Have a look at the osgmovie exemple. It (optionally) implements the osg::AudioSink interface using SDL. You need to do it using osgAudio (or whatever sound backend you prefer). cheers Mattias 2012/1/23 Héctor Martínezhector.marti...@sensetrix.com: Hi, Now, the following question: is there a straight way to connect the audio from a video to osgAudio? I am using the ffmpeg plugin to read the videos and I get audioStreams as it is done in the osgmovie example. Thank you in advance. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
Hi Héctor, I have no solution, our software just calls pause() from osg::ImageStream, and has the same stuttering on restart. Laurens. On 1/24/2012 10:32 AM, Héctor Martínez wrote: Thank you Mattias and Laurens. I am testing the code you (Laurens) have attached and it is working, but the audio is not synchronized and if I pause the audio and then I play again, it seems that it plays some kind of buffered audio and then the audio begins to sound with cuts. I am trying to find the reason of this behavior, but I write it here in case you now the solution. Best regards. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Laurens Voerman Sent: lunes, 23 de enero de 2012 15:12 To: OpenSceneGraph Users Subject: Re: [osg-users] Play audio files Hi All, I have ffmpeg movie audio working with osgAudio, but have been to busy to clean up the code, create an example and submit for inclusion in the osgAudio library. To avoid duplicate work I attach my current code as is. Currently this is working part of our program, running both on linux (AMD64) and win7 (x64) . It compiles and runs on Win32 x86 but is probably never tested. attached is a zipfile with AudioSink.h example should be a variation on osgMovie, but should be in the osgAudio library, because osgAudio depends on osg. Laurens. Quick cut and paste from our program to show how to use this 'audioSink': // includes: #define OV_EXCLUDE_STATIC_CALLBACKS #includeosgAudio/SoundManager.h #includeosgAudio/SoundRoot.h #include AudioSink.h //init osgAudio::SoundManager::instance()-init( 16 ); osgAudio::SoundManager::instance()-getEnvironment()-setDistanceModel(osgAu dio::InverseDistance); osgAudio::SoundManager::instance()-getEnvironment()-setDopplerFactor(1); if (!noAudio) { _sceneRootGroup-addChild(new osgAudio::SoundRoot); } // play movie audio osg::ImageStream::AudioStreams audioStreams = ffstream-getAudioStreams(); if (_playAudio (!audioStreams.empty()) audioStreams[0].valid()) { osg::AudioStream* audioStream = audioStreams[0].get(); osg::notify(osg::NOTICE)AudioStream read [audioStream-getName()]std::endl; osgRCAudio::AudioSink *sink; try { sink = new osgAudio::AudioSink(audioStream); } catch (...) { osg::notify(osg::WARN) new AudioSink failed std::endl; } audioStream-setAudioSink(sink); } // cleanup osgAudio::SoundManager *sndMgr = osgAudio::SoundManager::instance(); if (sndMgr-initialized()) sndMgr-shutdown(); if (osg::Referenced::getDeleteHandler()) { osg::Referenced::getDeleteHandler()-setNumFramesToRetainObjects(0); osg::Referenced::getDeleteHandler()-flushAll(); } On 1/23/2012 11:22 AM, Mattias Helsing wrote: Hello Héctor You need to extend osg::AudioSink with the osgAudio code that you have working. Have a look at the osgmovie exemple. It (optionally) implements the osg::AudioSink interface using SDL. You need to do it using osgAudio (or whatever sound backend you prefer). cheers Mattias 2012/1/23 Héctor Martínezhector.marti...@sensetrix.com: Hi, Now, the following question: is there a straight way to connect the audio from a video to osgAudio? I am using the ffmpeg plugin to read the videos and I get audioStreams as it is done in the osgmovie example. Thank you in advance. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
Hi, thank you for your reply. I tried to use the code in the simple.cpp file before posting here and it didn't work for me. As you have said that this is the way to do it, I have given a second try to that code and, after some changes and tests, I have managed to make it work, so thank you! :) Now, the following question: is there a straight way to connect the audio from a video to osgAudio? I am using the ffmpeg plugin to read the videos and I get audioStreams as it is done in the osgmovie example. Thank you in advance. Best regards. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: viernes, 20 de enero de 2012 18:29 To: OpenSceneGraph Users Subject: Re: [osg-users] Play audio files On 1/20/2012 6:42 AM, Héctor Martínez wrote: I have downloaded and compiled osgAudio. Now I want to integrate it in my own OSG-based program. So, how can I just open an audio file and play it? I mean the simplest way, no need for complicated features right now. Something like: open(myAudio.wav); playAudio(); See examples/openal-lowlevel/simple.cpp. osgAudio::AudioEnvironment::instance()-init(); osg::ref_ptrSource bgsound = new Source; bgsound-stop(); osg::ref_ptrSample sample = new Sample(myAudio.wav); bgsound-setSound(sample.get()); bgsound-setGain(0.6f); // Lower gain (volume) bgsound-setLooping(); bgsound-setAmbient(); // Make sound ambient (i.e. not attenuated) bgsound-play(); // Start playing -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
Hello Héctor You need to extend osg::AudioSink with the osgAudio code that you have working. Have a look at the osgmovie exemple. It (optionally) implements the osg::AudioSink interface using SDL. You need to do it using osgAudio (or whatever sound backend you prefer). cheers Mattias 2012/1/23 Héctor Martínez hector.marti...@sensetrix.com: Hi, Now, the following question: is there a straight way to connect the audio from a video to osgAudio? I am using the ffmpeg plugin to read the videos and I get audioStreams as it is done in the osgmovie example. Thank you in advance. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
Hi, thank you for your reply, it has been very clear and it has solved all my doubts. I have downloaded and compiled osgAudio. Now I want to integrate it in my own OSG-based program. So, how can I just open an audio file and play it? I mean the simplest way, no need for complicated features right now. Something like: open(myAudio.wav); playAudio(); Of course I understand that it is not so easy, but you can get an idea of what I need at the moment. Thank you in advance. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: jueves, 19 de enero de 2012 18:26 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Play audio files On 1/19/2012 2:17 AM, Héctor Martínez wrote: I am currently using SDLaudio for playing the sound of the videos I am using, but when trying to load 2 or more videos at the same time, it only plays one of them (and not always). I have read that SDL only allows one audio channel, so I think I have to start using something else. I want also to play other audio files (mp3, ogg, wav, whatever). So, which is the best option right now? I have read about osgAL and openAL. I dont know which one is better with the version I am using (OSG 3.0.1) or if there is a better solution to these two. Another thing to consider is that I would like to work with LGPL (or similar) licenses if possible. I think those libraries are LGPL, but as they depend on additional libraries I am not sure if I can use them as LGPL or not. As the creator of osgAudio, I can answer this. osgAudio is the literal and philosophical child of osgAL. We started osgAudio using the osgAL source, fixed a number of design and implementation issues, added compile-time selection of audio backend (openAL or FMOD) and polished it up. Thus, osgAudio. Even openAL's creator agrees that you should probably use osgAudio now, since it has newer fixes. OpenAL was LGPL, now proprietary (Creative Labs): http://en.wikipedia.org/wiki/OpenAL You'll have to interpret their licensing yourself. There is also OpenAL Soft: http://en.wikipedia.org/wiki/OpenAL#OpenAL_Soft OpenAL Soft is an LGPL-licensed, cross-platform, software implementation FMOD is proprietary but has a non-commercial license: http://en.wikipedia.org/wiki/FMOD FMOD is available under multiple license schemes: FMOD Non-Commercial License, which allows software not intended for commercial distribution to use FMOD for free. You could fairly easily add support for other backends to osgAudio if you wished, but I'm not aware of too many other 3d spatial audio toolkits. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
On 1/20/2012 6:42 AM, Héctor Martínez wrote: I have downloaded and compiled osgAudio. Now I want to integrate it in my own OSG-based program. So, how can I just open an audio file and play it? I mean the simplest way, no need for complicated features right now. Something like: open(myAudio.wav); playAudio(); See examples/openal-lowlevel/simple.cpp. osgAudio::AudioEnvironment::instance()-init(); osg::ref_ptrSource bgsound = new Source; bgsound-stop(); osg::ref_ptrSample sample = new Sample(myAudio.wav); bgsound-setSound(sample.get()); bgsound-setGain(0.6f); // Lower gain (volume) bgsound-setLooping(); bgsound-setAmbient(); // Make sound ambient (i.e. not attenuated) bgsound-play(); // Start playing -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Play audio files
Hi, I am currently using SDLaudio for playing the sound of the videos I am using, but when trying to load 2 or more videos at the same time, it only plays one of them (and not always). I have read that SDL only allows one audio channel, so I think I have to start using something else. I want also to play other audio files (mp3, ogg, wav, whatever). So, which is the best option right now? I have read about osgAL and openAL. I dont know which one is better with the version I am using (OSG 3.0.1) or if there is a better solution to these two. Another thing to consider is that I would like to work with LGPL (or similar) licenses if possible. I think those libraries are LGPL, but as they depend on additional libraries I am not sure if I can use them as LGPL or not. Thank you in advance. Best regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
On 1/19/2012 2:17 AM, Héctor Martínez wrote: I am currently using SDLaudio for playing the sound of the videos I am using, but when trying to load 2 or more videos at the same time, it only plays one of them (and not always). I have read that SDL only allows one audio channel, so I think I have to start using something else. I want also to play other audio files (mp3, ogg, wav, whatever). So, which is the best option right now? I have read about osgAL and openAL. I don’t know which one is better with the version I am using (OSG 3.0.1) or if there is a better solution to these two. Another thing to consider is that I would like to work with LGPL (or similar) licenses if possible. I think those libraries are LGPL, but as they depend on additional libraries I am not sure if I can use them as LGPL or not. As the creator of osgAudio, I can answer this. osgAudio is the literal and philosophical child of osgAL. We started osgAudio using the osgAL source, fixed a number of design and implementation issues, added compile-time selection of audio backend (openAL or FMOD) and polished it up. Thus, osgAudio. Even openAL's creator agrees that you should probably use osgAudio now, since it has newer fixes. OpenAL was LGPL, now proprietary (Creative Labs): http://en.wikipedia.org/wiki/OpenAL You'll have to interpret their licensing yourself. There is also OpenAL Soft: http://en.wikipedia.org/wiki/OpenAL#OpenAL_Soft OpenAL Soft is an LGPL-licensed, cross-platform, software implementation FMOD is proprietary but has a non-commercial license: http://en.wikipedia.org/wiki/FMOD FMOD is available under multiple license schemes: FMOD Non-Commercial License, which allows software not intended for commercial distribution to use FMOD for free. You could fairly easily add support for other backends to osgAudio if you wished, but I'm not aware of too many other 3d spatial audio toolkits. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org