Sounds do not update according to camera movement (in demos)

Frenetic

04-07-2008 13:07:26

I just compiled OgreAL and tried the demos.

The sounds play, but their "positions" don't seem to update. In the basic demo, the roaring noise only changes position or volume when I stop and re-start the sound.

The doppler demo seems to work, but the camera doesn't move so I can't test it to see if the position of the car's noise sounds correct.

The directional demo doesn't work correctly either. Even stopping and starting the noise doesn't seem to update things.

I have no idea what's going on in the many-sources demo.

No errors are reported in Ogre.log. I am using the latest SVN of OgreAL, Ogre 1.4.4, and OpenAL 1.1.

Any help would be appreciated.

stickymango

07-07-2008 09:31:43

Theres definitely something strange with the demos, they're not a reliable showcase of the capabilities.

I also get update issues but only with the directional sound demo, the multi-channel demo has random crash issues but the basic demo has been fine.

We've been doing extensive testing/debugging of OgreAL and the demos and come across a number of problems with both. As yet we don't have a fully reliable working version yet but we have narrowed down the bugs to the threaded section. Unfortunately we aren't threading guru's so haven't found a solution to the problem yet :(

IMO, don't rely on the demos to be working properly.

Frenetic

11-07-2008 04:53:58

Woah, hey! Thanks for the reply! :) I honestly wasn't expecting to be lucky enough to get one. Things look pretty dead around here.

Anyways, um... if all the demos are broken, how do I figure out how to use OgreAL? Or is OgreAL not really in a usable state right now?

Thanks again.

stickymango

11-07-2008 10:55:47

TBH its not that far off being stable, I think we came across only a couple of tweaks and then the un-threaded version was fine. The threaded version is another story!

If you don't mind the limitation of being unable to update streaming buffers during a load or long application pause then the un-threaded version should be fine, (you could always use a static buffer, that would cure the problem).

IMO, this still seems to be the most complete, free wrapper for OpenAL with the benefit of seemless OGRE integration, it just needs the community to pick up, use and provide minimal maintenance to finish it off. :cry:

Frenetic

15-07-2008 00:59:25

If you don't mind the limitation of being unable to update streaming buffers during a load or long application pause then the un-threaded version should be fine, (you could always use a static buffer, that would cure the problem).

AFAIK I didn't compile the threaded version. I removed the reference to boost from the project settings (I don't have it installed), and I didn't change any macro definitions, so...

Anyways, I don't exactly have a lot of time on my hands and I need something that Just Works (including streaming), so I'm just going to have to settle with Audiere for now.

But, I'll try and abstract my audio code so I can drop in OgreAL later if it improves.

Good luck! :)

kungfoomasta

15-07-2008 01:07:21

Frenetic, this is probably worth looking into:

http://www.ogre3d.org/phpBB2/viewtopic.php?t=42726

I haven't used it, but the source is tiny, and useage is straightforward. No seemless integration with Ogre though.