[Bf-committers] Re: Sound System cleanup, using SDL

Csaba Hruska csaba.hruska at gmail.com
Sun Mar 11 15:33:46 CET 2007


ok

2007/3/11, Ton Roosendaal <ton at blender.org>:
>
> 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
> > _______________________________________________
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> > 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
>
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