Hi there ! I'm new to Gideros. I've been searching the forums and reading the API and only found few options for working with sound: playback, volume and position (playback) . I would like to know how much of OpenAL's API is exposed. It seems to me that using a 3D audio engine it would only make sense if more features, such as emitters and listeners, are accessible.
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I don't know OpenAL, but with Gideros Studio, using the Lua C API, you have access to all of iOS functionality.
71squared did a Sound Manager class for iOS (disclaimer - I've only looked at this for a few minutes, but 71squared are great people):
http://www.71squared.com/2010/01/latest-sound-manager-class/
Theoretically (I haven't tried this), you could create a plugin that instantiates that sound manager class, and from Lua call C/C++ functions in the plugin that call methods in that class.
How much iOS experience do you have?
If you have a look at the forum plugins category here:
http://www.giderosmobile.com/forum/categories/plugins
and also the plugins section in the Ultimate Guide (link at the top of this page) it might help.
https://docs.google.com/document/pub?id=149g_P1YlE4_6v_hHbFx3YAaYpdU0HoM70XJSLTE38ww#h.t9trkrnm2jgk
I think your primary need is 3d audio but as a side note panning is also not supported by OpenAL. OpenAL documentation states that:
OpenAL is foremost a means to generate audio in a simulated three-dimensional space. Consequently, legacy audio concepts such as panning and left/right channels are not directly supported.
http://blog.anscamobile.com/2011/07/the-secretundocumented-audio-apis-in-corona-sdk/
Why Gideros can't ? It'll be a great addition !
http://playcontrol.net/opensource/ALmixer/
You could use that too for your plugin and get the same results. (I don't know how hard it would be, because I know nothing about audio.)
Explanation of why it's mono, not stereo:
http://developer.anscamobile.com/code/super-audio
At the moment i'm using C****a for developing my game, but i'v planned on porting it over to a different SDK for some time now. Gideros definitely suits me better since it seems like you focus more on the core functionality and have a way better focus on graphics features, rather than just updating useless libraries, as C****a has been doing since i first bought it around 8 month ago.
So, the only thing that makes me doubt about porting the game, is that the soundlibrary seems a little too simple.
Is there any plans on implementing OpenAL in Gideros?
/ Joel
Likes: SinisterSoft
Check it out: The Mini Beatnik Audio Engine https://github.com/heyigor/miniBAE
It compiles fine under iOS, although there needs to be some additional work done on the MP3 decoder for wavetable samples, since it's not bundled within the engine (licensing issues.) So occasionally, some of the song samples will crash the demo iPad app because it's using a codec which is missing in the source.
BAE is very CPU lean and powerful, in terms of programmability. Plays MIDI, RMF, samples and has tempo, panning control and the whole gamut of MIDI controllers. It was the core audio engine used by Java back in the day and used in a number of Shockwave, Flash and Director games + bazillion Nokia phones etc. A number of Beatnik engineers now work at Apple on Core Audio... Makes me all nostalgic running the miniBAE on my iPad (;
Some choice words from the github repo: - Ian
Likes: phongtt
@ianchia That looks great. I'm already planning to defer OpenAL initialization http://bugs.giderosmobile.com/issues/112 and after that it's possible to create a plugin for Beatnik. Do you have any estimation about performance comparison of OpenAL Soft (which we're using on Android) and BAE?