Re: [osg-users] osgAudio / osgAL

2008-11-30 Thread Sukender
Hi Robert, hi everyone,

 And maybe we should have a look to some other libs too, such as SFML ( 
 http://www.sfml-dev.org )?

 This just adds more dependencies...include OpenAL so I'm not sure it's
 make things any simpler than just integrating with OpenAL ourselves.

Oh, I didn't know. You're right.


 I would also try to keep things decoupled so items like a Manager
 would be something that is implementation dependent, rather that
 something that end user need worry about.

 Sorry I don't understand. Do you mean you're in favor of my second idea 
 (having a kind of priorirty for sounds that the plugin would use to 
 automatically turn on/off sounds to fit the limitation of the number of 
 sources)?

 In my paragraph above I was referring to the desire to keep
 implementation details including any managers that might be written

 I don't have any strong opinions on the topic, others have far more
 experience with using audio in scene graphs, I was hoping that they
 would dive in and comment...

Well, I'd really like if anyone interested in the topic says something...


 Having a separate thread sounds fine to me. CPU is not used enough for 
 audio! Maybe a good occlusion computation would add immersion; so I think a 
 separate thread is better. Should there be audio update and cull/render 
 traverals for the viewer then?

 Having the Viewer manage an audio traversal/and or threads for it
 wouldn't be difficult.  Conceptually you render the audio in a similar
 way to you manage graphics so the the cull/draw for graphics and
 cull/play for audio could sit comfortably side by side.

Great thing then.


 I'm also too busy to work on osgAudio, but I'd like to help as much as I can.

 We'll if neither have the time, and as no one else has dived into this
 topic to volunteer we will just have to be patient.

At this moment I'm trying to use OpenAl-Soft instead of OpenAL for osgAL. I 
think I'll try to work (a little bit) on simplifying the integration/build of 
osgAL and later on osgAutio despite of my work. I'll maybe only write natural 
language ideas (= code nothing) in a first time.


Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] osgAudio / osgAL

2008-11-28 Thread Robert Osfield
Hi Sukender,

On Thu, Nov 27, 2008 at 10:07 PM, Sukender [EMAIL PROTECTED] wrote:
 And maybe we should have a look to some other libs too, such as SFML ( 
 http://www.sfml-dev.org )?

This just adds more dependencies...include OpenAL so I'm not sure it's
make things any simpler than just integrating with OpenAL ourselves.

 I would also try to keep things decoupled so items like a Manager
 would be something that is implementation dependent, rather that
 something that end user need worry about.

 Sorry I don't understand. Do you mean you're in favor of my second idea 
 (having a kind of priorirty for sounds that the plugin would use to 
 automatically turn on/off sounds to fit the limitation of the number of 
 sources)?

In my paragraph above I was referring to the desire to keep
implementation details including any managers that might be written

I don't have any strong opinions on the topic, others have far more
experience with using audio in scene graphs, I was hoping that they
would dive in and comment...


 Having a separate thread sounds fine to me. CPU is not used enough for audio! 
 Maybe a good occlusion computation would add immersion; so I think a separate 
 thread is better. Should there be audio update and cull/render traverals 
 for the viewer then?

Having the Viewer manage an audio traversal/and or threads for it
wouldn't be difficult.  Conceptually you render the audio in a similar
way to you manage graphics so the the cull/draw for graphics and
cull/play for audio could sit comfortably side by side.

 I'm also too busy to work on osgAudio, but I'd like to help as much as I can.

We'll if neither have the time, and as no one else has dived into this
topic to volunteer we will just have to be patient.

Robert.
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Re: [osg-users] osgAudio / osgAL

2008-11-27 Thread Sukender
Hi Robert, hi everyone,

I totally agree that we need an abstraction layer and plugins. So let's say 
osgAudio is that abstraction layer, and that osgAL is a future plugin based 
on the current osgAL work.
- What would be in the osgAudio then?
- Should we (and how could we do to) leave a degree of freedom to plugins so 
that users can access specific features (= not handled in osgAudio)?

I guess osgAudio has to be very simple. Here are some of my ideas:
- As LightSources, there should be AudioSources nodes that we can position 
somewhere.
- AudioSource may be absolute (= heard everywhere = no distance attenuation = 
no culling).
- AudioSource should be attached to a Sound (= AudioData = buffer or stream + 
some parameters like doppler factor, gain, velocity...)
- Sound should be able to read many formats/codecs (PCM, Vorbis...)
- There should be a cache for sounds (for buffers but not for streams I guess!)
- The user may update the Sounds parameters on update traversal (mainly for the 
velocity - For me, the physics will drive this value)
- There should be Listeners, and the main Listener should be by default linked 
with the main camera (Is that easy to do?)
- Sounds may be occuled, but I wonder if it's better to add occulder 
geometries in the world, or set a specific flag on existing geometries to say 
they occult sounds.
Well this looks much like osgAL, but that's normal! However, I'd like to remove 
the presence of the osgAL manager if possible.

About allocation/deallocation of internal sound buffers, I have two ideas:
1. As for lights, the user is limited to a given number and he has to manually 
switch on/off those (s)he wants.
2. This not be the matter of the user. Eventually (s)he could set their number, 
but not much more. The sources are given a base priority, which can be lowered 
if the sound is attenuated (= if listener is far). The 'n' most important 
AudioSources would then be active and the other inactive. Eventually, a 
parameter would have to say if AudioSources may or may not be stopped suring 
playing to leave another one play (= a more imporant one).

Which one do you prefer? The second idea looks a little bit like the 
LightSourcesManager I wrote (that switch on the 8 most important lights), and 
that can easily be generalized. The advantage is simplicity for the user, and 
the drawback is that we then cannot remove the osgAL manager I told before.

I hope this will help to see an osgAudio soon!

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 27 Nov 2008 11:17:01 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:

 Hi Sukender,

 Previously I have looked at merging osgAL into svn/trunk, but on
 review of the code decided that a straight merge was inappropriate.
 For end user build simplicity OpenAL++ and osgAL would be best merged.

 The structure of an audio library for the core OSG are something I
 feel need abstraction from any specific audio implementation.  So in
 my ideal world an osgAudio library would provide the basic glue for
 adding audio into the scene graph, and the base classes that provide
 the hooks into the implementations, then implementations would be
 provided via plugins.   No such library currently exists so it'd have
 to be written.   The need for abstraction is required to ensure that
 future portability to embedded platforms isn't hampered by large extra
 dependencies.

 Robert.

 On Wed, Nov 26, 2008 at 10:40 PM, Sukender [EMAIL PROTECTED] wrote:
 Hi all,

 I'd like to know who's interested in audio for OSG:
 - Who would like to use it?
 - Who would like to see some osgAudio included in OSG?
 - Who would like to develop such a thing?

 Well, actually I use osgAL, that depends on OpenAL and OpenAL++ (and Ogg and 
 Vorbis if needed). It can do interesting things, including spatialized audio.
 I'd really like to see osgAL included in OSG but its author is not that 
 active (he told me!) and I guess there is some work to be done before this. 
 And to begin, the CMake build system for it (Compiling it was not that easy).

 But I also have to say that compiling OpenAL under Win32 was a PAIN (much 
 more than osgAL), because I could not find TWO IDENTICAL libs that were 
 structured the same way. I finally compiled from 
 svn://connect.creativelabs.com/OpenAL/trunk, and I had to tweak the project 
 files to fit my needs:
 - Added 'd' as debug suffix.
 - Added Win32 libs (because I'm using an Express version of VC).
 - Manually deployed the binaries by copying them at the right spot.
 Moreover, OpenAL needs DirectSound under Windows (!!!), so I also needed the 
 DirectX SDK...

 If someone is ready to cleanup/structure/merge into OSG... PLEASE DO IT! :)

 Also feel free to tell anything interesting about audio in OSG. Maybe are 
 there interesting cross-platforms and open-source libs? Thread's started!

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
 

Re: [osg-users] osgAudio / osgAL

2008-11-27 Thread Robert Osfield
Hi Sukender,

Previously I have looked at merging osgAL into svn/trunk, but on
review of the code decided that a straight merge was inappropriate.
For end user build simplicity OpenAL++ and osgAL would be best merged.

The structure of an audio library for the core OSG are something I
feel need abstraction from any specific audio implementation.  So in
my ideal world an osgAudio library would provide the basic glue for
adding audio into the scene graph, and the base classes that provide
the hooks into the implementations, then implementations would be
provided via plugins.   No such library currently exists so it'd have
to be written.   The need for abstraction is required to ensure that
future portability to embedded platforms isn't hampered by large extra
dependencies.

Robert.

On Wed, Nov 26, 2008 at 10:40 PM, Sukender [EMAIL PROTECTED] wrote:
 Hi all,

 I'd like to know who's interested in audio for OSG:
 - Who would like to use it?
 - Who would like to see some osgAudio included in OSG?
 - Who would like to develop such a thing?

 Well, actually I use osgAL, that depends on OpenAL and OpenAL++ (and Ogg and 
 Vorbis if needed). It can do interesting things, including spatialized audio.
 I'd really like to see osgAL included in OSG but its author is not that 
 active (he told me!) and I guess there is some work to be done before this. 
 And to begin, the CMake build system for it (Compiling it was not that easy).

 But I also have to say that compiling OpenAL under Win32 was a PAIN (much 
 more than osgAL), because I could not find TWO IDENTICAL libs that were 
 structured the same way. I finally compiled from 
 svn://connect.creativelabs.com/OpenAL/trunk, and I had to tweak the project 
 files to fit my needs:
 - Added 'd' as debug suffix.
 - Added Win32 libs (because I'm using an Express version of VC).
 - Manually deployed the binaries by copying them at the right spot.
 Moreover, OpenAL needs DirectSound under Windows (!!!), so I also needed the 
 DirectX SDK...

 If someone is ready to cleanup/structure/merge into OSG... PLEASE DO IT! :)

 Also feel free to tell anything interesting about audio in OSG. Maybe are 
 there interesting cross-platforms and open-source libs? Thread's started!

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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 osg-users@lists.openscenegraph.org
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Re: [osg-users] osgAudio / osgAL

2008-11-27 Thread Robert Osfield
Hi Sukender,

I was to develop osgAudio I would use osgAL/OpenAL as a template,
much in the same way as you seem to be look at the topic.  I'd also
see how SDL audio might map as this has cross platform audio support
that might be reasonable implementation for non spaitialized sound.

I would also try to keep things decoupled so items like a Manager
would be something that is implementation dependent, rather that
something that end user need worry about.  I would have thought that
one might be able to capture the camera position relative to
listener/sound sources by using the existing cull traversal as the way
to extract the required info to pass on to OpenAL.   Threading and
multiple camera traversals might throw this a bit though...  so
perhaps a standard alone audio traversal would be appropriate as one
would only have one audio context.  Perhaps the ideal would be to
allow the viewer to run an audio thread that runs in parallel with the
cull/draw traversal threads.

I am overloaded with my existing work so I can't take on any of this
work myself, I'll happy cheer on from the side lines though.  I
certainly want to see an osgAudio merged into the core OSG.  Perhaps a
feature for OSG-2.10.

Robert.

On Thu, Nov 27, 2008 at 1:37 PM, Sukender [EMAIL PROTECTED] wrote:
 Hi Robert, hi everyone,

 I totally agree that we need an abstraction layer and plugins. So let's say 
 osgAudio is that abstraction layer, and that osgAL is a future plugin 
 based on the current osgAL work.
 - What would be in the osgAudio then?
 - Should we (and how could we do to) leave a degree of freedom to plugins so 
 that users can access specific features (= not handled in osgAudio)?

 I guess osgAudio has to be very simple. Here are some of my ideas:
 - As LightSources, there should be AudioSources nodes that we can position 
 somewhere.
 - AudioSource may be absolute (= heard everywhere = no distance attenuation = 
 no culling).
 - AudioSource should be attached to a Sound (= AudioData = buffer or stream + 
 some parameters like doppler factor, gain, velocity...)
 - Sound should be able to read many formats/codecs (PCM, Vorbis...)
 - There should be a cache for sounds (for buffers but not for streams I 
 guess!)
 - The user may update the Sounds parameters on update traversal (mainly for 
 the velocity - For me, the physics will drive this value)
 - There should be Listeners, and the main Listener should be by default 
 linked with the main camera (Is that easy to do?)
 - Sounds may be occuled, but I wonder if it's better to add occulder 
 geometries in the world, or set a specific flag on existing geometries to 
 say they occult sounds.
 Well this looks much like osgAL, but that's normal! However, I'd like to 
 remove the presence of the osgAL manager if possible.

 About allocation/deallocation of internal sound buffers, I have two ideas:
 1. As for lights, the user is limited to a given number and he has to 
 manually switch on/off those (s)he wants.
 2. This not be the matter of the user. Eventually (s)he could set their 
 number, but not much more. The sources are given a base priority, which can 
 be lowered if the sound is attenuated (= if listener is far). The 'n' most 
 important AudioSources would then be active and the other inactive. 
 Eventually, a parameter would have to say if AudioSources may or may not be 
 stopped suring playing to leave another one play (= a more imporant one).

 Which one do you prefer? The second idea looks a little bit like the 
 LightSourcesManager I wrote (that switch on the 8 most important lights), and 
 that can easily be generalized. The advantage is simplicity for the user, and 
 the drawback is that we then cannot remove the osgAL manager I told before.

 I hope this will help to see an osgAudio soon!

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


 Le Thu, 27 Nov 2008 11:17:01 +0100, Robert Osfield [EMAIL PROTECTED] a 
 écrit:

 Hi Sukender,

 Previously I have looked at merging osgAL into svn/trunk, but on
 review of the code decided that a straight merge was inappropriate.
 For end user build simplicity OpenAL++ and osgAL would be best merged.

 The structure of an audio library for the core OSG are something I
 feel need abstraction from any specific audio implementation.  So in
 my ideal world an osgAudio library would provide the basic glue for
 adding audio into the scene graph, and the base classes that provide
 the hooks into the implementations, then implementations would be
 provided via plugins.   No such library currently exists so it'd have
 to be written.   The need for abstraction is required to ensure that
 future portability to embedded platforms isn't hampered by large extra
 dependencies.

 Robert.

 On Wed, Nov 26, 2008 at 10:40 PM, Sukender [EMAIL PROTECTED] wrote:
 Hi all,

 I'd like to know who's interested in audio for OSG:
 - Who would like to use it?
 - Who would like to see some osgAudio included in OSG?
 - Who 

Re: [osg-users] osgAudio / osgAL

2008-11-27 Thread Jean-Sébastien Guay

Hi Robert,


I am overloaded with my existing work so I can't take on any of this
work myself, I'll happy cheer on from the side lines though.


I've never met you personally, but I just can't picture you as a 
cheerleader with pom-pons and such... ;-)


J-S
--
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http://whitestar02.webhop.org/
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Re: [osg-users] osgAudio / osgAL

2008-11-27 Thread Sukender
Hi Robert,

 I was to develop osgAudio I would use osgAL/OpenAL as a template,
 much in the same way as you seem to be look at the topic.  I'd also
 see how SDL audio might map as this has cross platform audio support
 that might be reasonable implementation for non spaitialized sound.

And maybe we should have a look to some other libs too, such as SFML ( 
http://www.sfml-dev.org )?

 I would also try to keep things decoupled so items like a Manager
 would be something that is implementation dependent, rather that
 something that end user need worry about.

Sorry I don't understand. Do you mean you're in favor of my second idea (having 
a kind of priorirty for sounds that the plugin would use to automatically turn 
on/off sounds to fit the limitation of the number of sources)?

 I would have thought that
 one might be able to capture the camera position relative to
 listener/sound sources by using the existing cull traversal as the way
 to extract the required info to pass on to OpenAL.   Threading and
 multiple camera traversals might throw this a bit though...  so
 perhaps a standard alone audio traversal would be appropriate as one
 would only have one audio context.  Perhaps the ideal would be to
 allow the viewer to run an audio thread that runs in parallel with the
 cull/draw traversal threads.

Having a separate thread sounds fine to me. CPU is not used enough for audio! 
Maybe a good occlusion computation would add immersion; so I think a separate 
thread is better. Should there be audio update and cull/render traverals for 
the viewer then?

 I am overloaded with my existing work so I can't take on any of this
 work myself, I'll happy cheer on from the side lines though.  I
 certainly want to see an osgAudio merged into the core OSG.  Perhaps a
 feature for OSG-2.10.

 Robert.

I'm also too busy to work on osgAudio, but I'd like to help as much as I can.


Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/



 On Thu, Nov 27, 2008 at 1:37 PM, Sukender [EMAIL PROTECTED] wrote:
 Hi Robert, hi everyone,

 I totally agree that we need an abstraction layer and plugins. So let's say 
 osgAudio is that abstraction layer, and that osgAL is a future plugin 
 based on the current osgAL work.
 - What would be in the osgAudio then?
 - Should we (and how could we do to) leave a degree of freedom to plugins so 
 that users can access specific features (= not handled in osgAudio)?

 I guess osgAudio has to be very simple. Here are some of my ideas:
 - As LightSources, there should be AudioSources nodes that we can position 
 somewhere.
 - AudioSource may be absolute (= heard everywhere = no distance attenuation 
 = no culling).
 - AudioSource should be attached to a Sound (= AudioData = buffer or stream 
 + some parameters like doppler factor, gain, velocity...)
 - Sound should be able to read many formats/codecs (PCM, Vorbis...)
 - There should be a cache for sounds (for buffers but not for streams I 
 guess!)
 - The user may update the Sounds parameters on update traversal (mainly for 
 the velocity - For me, the physics will drive this value)
 - There should be Listeners, and the main Listener should be by default 
 linked with the main camera (Is that easy to do?)
 - Sounds may be occuled, but I wonder if it's better to add occulder 
 geometries in the world, or set a specific flag on existing geometries to 
 say they occult sounds.
 Well this looks much like osgAL, but that's normal! However, I'd like to 
 remove the presence of the osgAL manager if possible.

 About allocation/deallocation of internal sound buffers, I have two ideas:
 1. As for lights, the user is limited to a given number and he has to 
 manually switch on/off those (s)he wants.
 2. This not be the matter of the user. Eventually (s)he could set their 
 number, but not much more. The sources are given a base priority, which can 
 be lowered if the sound is attenuated (= if listener is far). The 'n' most 
 important AudioSources would then be active and the other inactive. 
 Eventually, a parameter would have to say if AudioSources may or may not be 
 stopped suring playing to leave another one play (= a more imporant one).

 Which one do you prefer? The second idea looks a little bit like the 
 LightSourcesManager I wrote (that switch on the 8 most important lights), 
 and that can easily be generalized. The advantage is simplicity for the 
 user, and the drawback is that we then cannot remove the osgAL manager I 
 told before.

 I hope this will help to see an osgAudio soon!

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


 Le Thu, 27 Nov 2008 11:17:01 +0100, Robert Osfield [EMAIL PROTECTED] a 
 écrit:

 Hi Sukender,

 Previously I have looked at merging osgAL into svn/trunk, but on
 review of the code decided that a straight merge was inappropriate.
 For end user build simplicity OpenAL++ and osgAL would be best merged.

 The structure of an audio library for 

[osg-users] osgAudio / osgAL

2008-11-26 Thread Sukender
Hi all,

I'd like to know who's interested in audio for OSG:
- Who would like to use it?
- Who would like to see some osgAudio included in OSG?
- Who would like to develop such a thing?

Well, actually I use osgAL, that depends on OpenAL and OpenAL++ (and Ogg and 
Vorbis if needed). It can do interesting things, including spatialized audio.
I'd really like to see osgAL included in OSG but its author is not that active 
(he told me!) and I guess there is some work to be done before this. And to 
begin, the CMake build system for it (Compiling it was not that easy).

But I also have to say that compiling OpenAL under Win32 was a PAIN (much more 
than osgAL), because I could not find TWO IDENTICAL libs that were structured 
the same way. I finally compiled from 
svn://connect.creativelabs.com/OpenAL/trunk, and I had to tweak the project 
files to fit my needs:
- Added 'd' as debug suffix.
- Added Win32 libs (because I'm using an Express version of VC).
- Manually deployed the binaries by copying them at the right spot.
Moreover, OpenAL needs DirectSound under Windows (!!!), so I also needed the 
DirectX SDK...

If someone is ready to cleanup/structure/merge into OSG... PLEASE DO IT! :)

Also feel free to tell anything interesting about audio in OSG. Maybe are there 
interesting cross-platforms and open-source libs? Thread's started!

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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