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Sound Hardware Compatibility[ We have OpenAL in beta test for the open source game, Alien Arena
(homepage: http://icculus.org/alienarena/rpa/ svn browse: http://svn.icculus.org/alienarena/ ). It uses the crx engine, derived from the Quake 2 engine and runs in Windows and Unix/Linux. So far, the testing is going well. I have several questions, posted today under 3 separate subjects. ] Alien Arena currently is runnable on a wide-range hardware by allowing the user to turn off higher performance features. In our beta test we have already discovered that it is best to disable Doppler by default, since some older hardware did not handle Doppler that well. Currently, we support 2 different Unix/Linux builds; one using OSS sound and the other using SDL sound. So, one question is: is it worthwhile to keep the SDL version? Is it likely that there would be systems that could not run OpenAL-Soft 1.7.411 that would be able to run with SDL sound. We are planning on releasing the Windows version with OpenAL only. So the general question is: What do we need to be watching out for? In looking around the Web, it looks like there is a lot of "noise" about sound hardware and software problems. But, is this just a matter of getting drivers installed correctly or are there real problems? I am trying to decide if we need to have non-OpenAL versions available to fallback to? Jim Bower No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 8.5.339 / Virus Database: 270.12.34/2122 - Release Date: 05/19/09 06:21:00 _______________________________________________ Openal mailing list Openal@... http://opensource.creative.com/mailman/listinfo/openal |
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Re: Sound Hardware CompatibilityHi, Jim, Jim B. wrote: > [ We have OpenAL in beta test for the open source game, Alien Arena > (homepage: http://icculus.org/alienarena/rpa/ > svn browse: http://svn.icculus.org/alienarena/ ). > It uses the crx engine, derived from the Quake 2 engine and runs > in Windows and Unix/Linux. So far, the testing is going well. > I have several questions, posted today under 3 separate > subjects. ] > Sounds like a cool project! > Alien Arena currently is runnable on a wide-range hardware by allowing the > user to turn off higher performance features. In our beta test we have > already discovered that it is best to disable Doppler by default, since some > older hardware did not handle Doppler that well. > Probably not a bad idea, although I think the Doppler issues of the past are fading quickly. > Currently, we support 2 different Unix/Linux builds; one using OSS sound and > the other using SDL sound. So, one question is: is it worthwhile to keep the > SDL version? Is it likely that there would be systems that could not run > OpenAL-Soft 1.7.411 that would be able to run with SDL sound. > I'll let Chris answer this one, as I'm not sure what the current state is. > We are planning on releasing the Windows version with OpenAL only. > > So the general question is: What do we need to be watching out for? In looking > around the Web, it looks like there is a lot of "noise" about sound hardware > and software problems. But, is this just a matter of getting drivers installed > correctly or are there real problems? I am trying to decide if we need to > have non-OpenAL versions available to fallback to? > I've installed a couple of different OpenAL apps on Windows, and I haven't had any issues with them for a while now. The only think I'd advise is that you should make running oalinst.exe automatic, if possible. I don't know what you're using to create your installer package, but it's typically fairly easy to run oalinst as part of the install process. This avoids 90% of the problems you might run into. On Linux, you have to count on the users a bit more, but usually this isn't a big problem. I can't think of any reason you'd need a non-OpenAL fallback, as even the simplest graphics hardware should support the waveOut system, which is one of the back-ends that the Windows implementation can use. --"J" _______________________________________________ Openal mailing list Openal@... http://opensource.creative.com/mailman/listinfo/openal |
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Re: Sound Hardware CompatibilityOn Tuesday 19 May 2009 2:55:39 pm Jason Daly wrote:
> Jim B. wrote: > > Currently, we support 2 different Unix/Linux builds; one using OSS sound > > and the other using SDL sound. So, one question is: is it worthwhile to > > keep the SDL version? Is it likely that there would be systems that > > could not run OpenAL-Soft 1.7.411 that would be able to run with SDL > > sound. > > I'll let Chris answer this one, as I'm not sure what the current state is. I'm not aware of many systems that can use SDL and not OpenAL Soft, at least for systems where OpenAL Soft is the normal OpenAL lib. Not to say there aren't any, but OpenAL Soft should run on a wide range of systems. _______________________________________________ Openal mailing list Openal@... http://opensource.creative.com/mailman/listinfo/openal |
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Re: Sound Hardware CompatibilityHi Jim, I definitely agree with Jason and Garin ... if possible try to ship the OpenAL run-time installer ( oalinst.exe ) with your application and run it as part of the installation process. See Garin's email for details about running the installer in silent mode. The "Generic Software" device runs on just about every soundcard as it does everything in software and outputs the final mix to DirectSound or MMSYSTEM if DirectSound is not available or is only available in emulation mode. There can be some issues with the "Generic Hardware" device on some soundcards - mostly due to faulty DirectSound3D drivers or false claims of EAX support. The "Generic Hardware" device is only available on Windows XP and older O/S as it requires hardware acceleration. The <native> OpenAL devices are always shipped with soundcard drivers, so a general comment advising a user to have up-to-date drivers installed is a good idea. Ideally we recommend that a game use the device enumeration extension, and allow the user to select an OpenAL device from a list of available devices. You can default to "Generic Software" in this situation to have the broadest compatibility, and rely on the user to select a better device if they have one. Dan Creative Labs (UK) Ltd. Notice The information in this message is confidential and may be legally privileged. It is intended solely for the addressee. Access to this message by anyone else is unauthorized. If you are not the intended recipient, any disclosure, copying or distribution of the message, or any action taken by you in reliance on it, is prohibited and may be unlawful. If you have received this message in error, please delete it and contact the sender immediately. Thank you. Creative Labs UK Ltd company number 2658256 registered in England and Wales at Belmont Road, Belmont Place, Maidenhead, Berkshire, SL6 6TB Jason Daly <jdaly@... u> To Sent by: "Jim B." <dfblogic-str@...> openal-bounces@op cc ensource.creative "openal@..." .com <openal@...> Subject Re: [Openal] Sound Hardware 05/19/2009 10:55 Compatibility PM Hi, Jim, Jim B. wrote: > [ We have OpenAL in beta test for the open source game, Alien Arena > (homepage: http://icculus.org/alienarena/rpa/ > svn browse: http://svn.icculus.org/alienarena/ ). > It uses the crx engine, derived from the Quake 2 engine and runs > in Windows and Unix/Linux. So far, the testing is going well. > I have several questions, posted today under 3 separate > subjects. ] > Sounds like a cool project! > Alien Arena currently is runnable on a wide-range hardware by allowing the > user to turn off higher performance features. In our beta test we have > already discovered that it is best to disable Doppler by default, since some > older hardware did not handle Doppler that well. > Probably not a bad idea, although I think the Doppler issues of the past are fading quickly. > Currently, we support 2 different Unix/Linux builds; one using OSS sound and > the other using SDL sound. So, one question is: is it worthwhile to keep the > SDL version? Is it likely that there would be systems that could not run > OpenAL-Soft 1.7.411 that would be able to run with SDL sound. > I'll let Chris answer this one, as I'm not sure what the current state is. > We are planning on releasing the Windows version with OpenAL only. > > So the general question is: What do we need to be watching out for? In looking > around the Web, it looks like there is a lot of "noise" about sound hardware > and software problems. But, is this just a matter of getting drivers installed > correctly or are there real problems? I am trying to decide if we need to > have non-OpenAL versions available to fallback to? > I've installed a couple of different OpenAL apps on Windows, and I haven't had any issues with them for a while now. The only think I'd advise is that you should make running oalinst.exe automatic, if possible. I don't know what you're using to create your installer package, but it's typically fairly easy to run oalinst as part of the install process. This avoids 90% of the problems you might run into. On Linux, you have to count on the users a bit more, but usually this isn't a big problem. I can't think of any reason you'd need a non-OpenAL fallback, as even the simplest graphics hardware should support the waveOut system, which is one of the back-ends that the Windows implementation can use. --"J" _______________________________________________ Openal mailing list Openal@... http://opensource.creative.com/mailman/listinfo/openal ForwardSourceID:NT0006C686 _______________________________________________ Openal mailing list Openal@... http://opensource.creative.com/mailman/listinfo/openal |
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