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Disclaimer and setting expectations
OpenAL Soft information
Getting OpenAL Soft
Generating OpenAL Soft project files with CMake
Creating and setting up an OpenAL game test project (includes, libraries, dlls, etc)
Creating folders for OpenAL library and moving files
Configuring project include and linker settings
Set up library directory location
Set up linker
What is OpenAL and how to load audio files
Setting up AudioFile (GPL) file loading library (I suggest using dr_lib instead, see end of video but this part should be watched to help understand what dr_lib is doing)
Fixing Audio file warnings
What is PCM data and how do I get it from a file?
Extracting PCM data by modifying AudioFile library
OpenAL error checking
getting OpenAL device and setting up context on the device
mono vs stereo files for OpenAL buffers
load an audio file with AudioFile.h
load sound pcm data into OpenAL buffer
playing a sound source and waiting for it to finish
cleaning up resources
getting the project from the video
getting dr_lib (dr_wav) - a free audio file loading library that is public domain (less restrictive than gpl)
using dr_wav loaded data with OpenAL
Host OpenAL (Sens_oal.dll) software EAX emulation on the X-Fi XtremeGamer card. Yes, that's right, you can install HOAL even if you're already running a Creative card, it will work! And it even has a higher priority than the hardware-accelerated implementation (move Sens_oal.dll from system32/syswow64 to get back to the native implementation). Due to being software, the quality should be exactly the same as when it was running on the Realtek card.
Creative OpenAL (ct_oal.dll) hardware EAX on the X-Fi XtremeGamer card, like last time, but this time EAX volume has been set to 0 dB, so it does not add any additional volume to EAX effects and makes reverb more subtle. Whether that sounds better is a matter of preference.
OpenAL Soft (soft_oal.dll) open-source software implementation on the X-Fi XtremeGamer card. It does not support EAX, therefore there is no reverb, and ambient occlusion is close to nonexistent. It also needed an environment variable to be set to work with Unreal II properly, but the next release should have that issue fixed. In the future it may have EAX support, too.