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 Post subject: OpenAL EFX & VOIP
PostPosted: Tue Nov 15, 2011 10:36 pm 
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Location: Corellia
Originally I was going to suggest using Creative's EAX, but then I found out about OpenAL's EFX.

In my opinion, the sounds in Homeworld always seemed like they did nothing more than fade in and out when moving toward and away from sound sources. Canonically speaking sounds shouldn't be able to travel through space due to lack of gases for the phonons to utilize, but I think it would be kinda nice to have a "proper" DSP library like OpenAL/EFX to help enrich the "auditory immersion."


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 Post subject: Re: OpenAL EFX & VOIP
PostPosted: Sun Dec 11, 2011 7:02 pm 
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I think it would be awesome to implement OpenAL into the game.

For those of us with OpenGL experience, this might not be as difficult as I'm currently imagining it would be, but then again, I haven't gotten around to looking at the code, yet.

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 Post subject: Re: OpenAL EFX & VOIP
PostPosted: Mon Dec 12, 2011 9:16 am 
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Sadly OpenAL is not as widely ported as is SDL Audio. I think currently switching is a bad idea.

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 Post subject: Re: OpenAL EFX & VOIP
PostPosted: Sat Apr 14, 2012 9:44 pm 
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LCID Fire wrote:
Sadly OpenAL is not as widely ported as is SDL Audio. I think currently switching is a bad idea.

Hmm, openAL is pretty much widely ported as SDL_Audio, and with openALsoft keeping openAL alive, things are getting better and better.
Lots of games use openAL, both commercial and open source.


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 Post subject: Re: OpenAL EFX & VOIP
PostPosted: Sun Apr 15, 2012 6:00 am 
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I guess the real question is: what issues would this solve, or benefits would we gain?

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 Post subject: Re: OpenAL EFX & VOIP
PostPosted: Sun Apr 15, 2012 8:17 am 
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lmop wrote:
I guess the real question is: what issues would this solve, or benefits would we gain?

AFAIK the 3D Sound aspect may be a major benefit.

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 Post subject: Re: OpenAL EFX & VOIP
PostPosted: Sun Apr 15, 2012 10:31 am 
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LCID Fire wrote:
lmop wrote:
I guess the real question is: what issues would this solve, or benefits would we gain?

AFAIK the 3D Sound aspect may be a major benefit.


Also it would probably be easier to implement 5.1 to 7.1 channel audio.


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 Post subject: Re: OpenAL EFX & VOIP
PostPosted: Sun Apr 15, 2012 1:48 pm 
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Yeah, the biggest gain would be 3D sound sources.
I haven't yet looked at the audio code, but openAL needs a mono source for each channel, so if you want 5.1, you need 6 sources.
I know I have the original CD of homeworld someplace, was that stereo only, or did it support surround sound ?

Still trying to get this beast compiled (via MSVC 10), seems not much has changed from the first time I was looking at the source.

I am using the git repo, not the svn one, so I hope those don't differ by that much.


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 Post subject: Re: OpenAL EFX & VOIP
PostPosted: Sun Apr 15, 2012 2:16 pm 
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BugsMenot wrote:
I am using the git repo, not the svn one, so I hope those don't differ by that much.

I would strongly advice against the git repo because it is mostly used by me for coding only. I don't even check whether svn merges are correct or anything compiles!

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 Post subject: Re: OpenAL EFX & VOIP
PostPosted: Sun Apr 15, 2012 2:52 pm 
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LCID Fire wrote:
BugsMenot wrote:
I am using the git repo, not the svn one, so I hope those don't differ by that much.

I would strongly advice against the git repo because it is mostly used by me for coding only. I don't even check whether svn merges are correct or anything compiles!

Hmm, Ok, thanks for the heads up.
Perhaps that is why the patch I did in viewtopic.php?p=1324#p1324 wasn't applied.
Speaking of that, I lost the URL to the svn repo, can you PM that to me again ?


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