onsdag 25 juli 2007

A Treasure Hunt with Sound

Now I’m back from my holiday, and can start working on this project for real.

The most of the most important parts in the game has been started on already, 3D,2D, animation etc. but we still don’t have any audio prepared for the game, so that would be my task for a while ahead. The library I has thought to use is called OpenAL, a library that, if you believe the description on OpenAL’s homepage, seems really interesting and should be very useful.

"The library models a collection of audio sources moving in a 3D space that are heard by a single listener somewhere in that space. The basic OpenAL objects are a Listener, a Source, and a Buffer. There can be a large number of Buffers, which contain audio data. Each buffer can be attached to one or more Sources, which represent points in 3D space which are emitting audio. There is always one Listener object (per audio context), which represents the position where the sources are heard -- rendering is done from the perspective of the Listener."

To have OpenAL to work together with Ogre without any issues, thankfully the add-on OgreAL exists. Today I have spent a long time finding the correct header files that OgreAL required. These would seem to have disappeared without a trace, but after a visit among the header files in an old version of Ogre this mystery was solved. But, unfortunately, I haven’t been able to build it successfully yet, but I hope this won’t take to much time getting working. But now it’s time for a break and a good night’s sleep.

Goodnight!

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