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OpenALSoftware introduction
Development of OpenAL:
OpenAL (Open Audio Library) is a cross-platform audio API in the free software industry. OpenAL was originally developed by Loki Software was developed to port Windows commercial games to Linux. After Loki collapsed, the project was continued to be maintained by the free software/open source community.
OpenAL is Open Audio The abbreviation of Library, OPENAL is often used in PC games. OPENAL has a lot of potential, and there are many sound libraries that work on the most basic hardware. But the designers of OPENAL have made her an advanced API through countless tests.
OpenALSoftware features
1. It is specially designed for computer game sound encoding, and its performance is very good.
2. A personal experience gives users the most different listening enjoyment.
3. Make every plant and tree in the game so real and real.
4. The sound effects of characters in the game have been greatly improved.
5. A sound booster that players often turn on when playing games.
OpenALInstallation steps
Run the program, click "OK", and it's done. There is no complicated installation process.
OpenALHow to use
OpenAL is mainly composed of three entities: Listener, Source, and Buffer.
Listener: That’s you. The location of the Listener can be moved.
Sound source Source: similar to a microphone. It makes a sound to the listener. Like Listener, the position of the sound source can also be moved. For example, oalTouch realizes the control of sound distance (near loudness, far softness), which is achieved through the distance between the two pictures of Listener and Source.
Cache Buffer: stores the original sound data, which is the sound you need to play.
There are two important objects: device device and environment context.
A device is the hardware that plays sound.
The environment is the space where the sound source and listeners are located.
What is OpenAL used for?
OpenAL The main functionality is encoding in the source object, sound buffer and listener. The source object contains a pointer to the buffer, the sound's speed, position and direction, and the sound's intensity. The listener object contains the listener's speed, position, and direction, as well as the overall gain of all sounds. The buffer contains Sound effects data in 8 or 16-bit, mono or stereo PCM format, the presentation engine performs all necessary calculations such as distance attenuation, Doppler effect, etc.
Unlike the OpenGL specification, the OpenAL specification contains two API branches; the core consisting of actual OpenAL functions, and the ALC API, ALC Used to manage performance content, resource usage, and seal cross-platform styles within it. There is also the "ALUT" library, which provides high-level "easy-to-use" functions, and its positioning is equivalent to OpenGL's GLUT.
OpenALFAQ
The problem exposed in the entire positioning process of openAl is that the sound cannot be played?
1. The positioning environment is not set up well, and it takes a lot of time to solve the problem every time. (Put the playback sound in the switching scene, and you have to go in first to trigger it every time)
2. The resources to locate the problem should be selected so that the scope of the problem can be narrowed down.
3. The idea of locating the problem is not very divergent. I always think about the code problem and always struggle with the code. The code should be transplanted to a running environment to determine the correctness of the code, and then focus on the lack of resources.
Can OpenAL be uninstalled?
Some software requires the support of this OpenAL function, such as Need for Speed system games, etc., which can be uninstalled, but it does not take up a lot of space and resources, so don't worry about it. If you uninstall it, it will be very difficult to use it when needed. Troublesome.
OpenAL update log
1. Modify user-submitted bugs
2.Add new features
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