[Bf-committers] SDL versus OpenAL

Austin Benesh bfdeveloper at gmail.com
Tue Nov 1 01:17:00 CET 2005


Carsten Wartmann wrote:
> Alexander Ewering wrote:
>
>>  - Support for Ogg Vorbis files
>
> A must! Even in times we all (?) have high bandwith internet...
>
>>  - No doppler effect (was this supported in openal?)
>
> Nice for simulations.
>
>>  - No changing of pitch *during* the playing of a sound (was
>>    this supported in openal?)
>
> Thats a big disadvantage for games etc. I think. Changing Pitch is 
> nice for engine sounds etc.
>
>> Sound in the sequencer and game engine are still a totally different
>> story. Game engine sound is asynchronous (event sounds), Animation 
>> system
>> sound is synchronous, so they still cannot live next to each other. But
>> I don't consider that a problem because a project that uses the 
>> sequencer
>> will never use the game engine - and vice versa. I guess I don't need
>> to explain :)
>
> Well, actually I did use both while animation, so if it is not 
> interfering while animating for the GE I am fine with that.
>
> Regards,
> Carsten
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
> http://projects.blender.org/mailman/listinfo/bf-committers
>
I agree that OpenAL should be kept. It seems well developed and mature 
with a lot of functionality. SDL is simply too basic for the things that 
OpenAL can do.


More information about the Bf-committers mailing list