[Bf-committers] Re: Sound System cleanup, using SDL
Ton Roosendaal
ton at blender.org
Sun Mar 11 15:31:15 CET 2007
Hi,
Just reported in tracker: wav files written with linux crash osx
Blender:
http://projects.blender.org/tracker/?
func=detail&atid=264&aid=6198&group_id=9
It's in fact an old issue. OpenAL has proven to be instable and not
realiable.
If you ask me, kick it out completely. The OpenAL "3d rendering" and
"doppler" features for the game engine are probably just simple effects
we can code ourselves.
Csaba: if you like to refactor audio, please go ahead.
- keep using the API in blender's Soundsystem library
- kill openAL
- make it all using SDL, but using wrapper (so we can move to other
soundsystem too)
It would also help if you log your work in wiki, and regularly report
here or in irc. Makes it more realistic that we will include the code
in official releases.
Thanks,
-Ton-
On 11 Mar, 2007, at 14:24, Alexander Ewering wrote:
>
> On Sun, 11 Mar 2007, Peter Schlaile wrote:
>
>> Hi,
>>
>>> Is the Project Openings list up to date?
>>> Especially the Sound System cleanup task.
>>> I am famailiar with SDL and I want to the cleanup work.
>>
>> can anyone explain to me, why we don't just use one of the two?
>> (Open AL _or_ SDL)?
>>
>> If I understand it correctly, one probably should use OpenAL all over
>> the
>> place because of it's 3D-sound features.
>>
>> Or is there anything Open-AL can't do, what SDL can do?
>
> Back when I implemented sound for the sequencer, SDL was the easiest
> and
> obvious option for me, and it started as an in-house feature anyway.
>
> I also looked at OpenAL because it was already in Blender, but frankly,
> OpenAL appeared so low-quality (very bad docs, very instable (didn't
> even
> work here in the Game engine)) that I used SDL instead (which I was
> already
> familiar with).
>
> Of course, if OpenAL supports the two crucial features for sound in
> animation (querying the current sample buffer position and low
> latency),
> then it should replace SDL.
>
> I also wrote an entire 3d soundsystem of my own, which uses SDL for
> output,
> so in fact, instinctive-blender completely dropped OpenAL and uses SDL
> for
> both the gameengine and the sequencer (which is the other way around
> from
> what you suggest). I think the sources are up...
>
> | alexander ewering instinctive mediaworks
> | xx-mail.com/instinctive http://www.instinctive.de
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
> http://projects.blender.org/mailman/listinfo/bf-committers
>
>
>
------------------------------------------------------------------------
--
Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
More information about the Bf-committers
mailing list