[Bf-committers] Audio engine and OpenAL

Alexander Ewering bf-committers@blender.org
Sun, 20 Jul 2003 00:34:24 +0200 (CEST)


I've read a few mails here that talk about my audio
sequencer engine needing OpenAL. That's *not* true.

It only uses functions from SDL, and some aspects
of Blender's Game Engine sound system (for working
with the bSound and bSample data types), yet, it
doesn't use a single OpenAL function anywhere!

I guess it would be possible to figure out which
OpenAL calls to remove to get rid of openal completely
for now.

| alexander ewering           instinctive new media
| ae@instinctive.de       http://www.instinctive.de 
| fon: +49-2393-220558         fax: +49-2393-220559