TGEA 1.7.0 Beta 1 Bug - OpenAL not registering as a SFXProvider
by Scott Burns · in Torque Game Engine Advanced · 03/19/2008 (12:12 pm) · 3 replies
I've been digging into the new SFX layer pretty heavily right of the bat and while trying to get a handle on how it works I've realized that OpenAL isn't being registered as a SFXProvider.
Right now sfxGetAvailableDevices (sfxSystem.cpp line 445) is only detecting 3 devices on my system, Null (provider) SFX baseline device (device), DirectSound (provider) Primary Sound Driver (device), DirectSound (provider) SoundMax HD Audio (device).
I thought perhaps there may have been some left over hard coding for a DS test but so far that doesn't appear to be the case, unless I've completely overlooked something. I haven't pinpointed exactly when the Providers are registered so this may be the case. On a hunch I downloaded the latest OpenAL driver, 1.1, and installed it thinking it may not be seeing it on the system, but that didn't seem to do the trick.
Right now sfxGetAvailableDevices (sfxSystem.cpp line 445) is only detecting 3 devices on my system, Null (provider) SFX baseline device (device), DirectSound (provider) Primary Sound Driver (device), DirectSound (provider) SoundMax HD Audio (device).
I thought perhaps there may have been some left over hard coding for a DS test but so far that doesn't appear to be the case, unless I've completely overlooked something. I haven't pinpointed exactly when the Providers are registered so this may be the case. On a hunch I downloaded the latest OpenAL driver, 1.1, and installed it thinking it may not be seeing it on the system, but that didn't seem to do the trick.
#2
I'll take a peek at it if i get some time, but if i don't get to it then read Stephens post again. ;)
03/19/2008 (12:29 pm)
I believe Pat wrote the OpenAL SFX device and i thought he had it working... so its curious why its not showing up.I'll take a peek at it if i get some time, but if i don't get to it then read Stephens post again. ;)
#3
We will look into this and make sure it works before release.
03/19/2008 (2:21 pm)
Don't quote me on this but I am pretty sure i have had OpenAL show up on my available device list (I last worked with that code a couple months ago).We will look into this and make sure it works before release.
Torque 3D Owner Stephen Zepp
The general intent is that DirectSound/FMOD will be primary, with OpenAL support not receiving much focus unless/until the GFX layer for OpenGL is fully functional (that's not a promise by the way guys, it's just us being transparent!).
I could be wrong on this/it may have changed, since this is from memory from a conversation with Matt F. a couple of months ago.