diego1996 / gamekit

Automatically exported from code.google.com/p/gamekit
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Aadd Sound support #27

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?

What version of the product are you using? On what operating system?

Please provide any additional information below.

Original issue reported on code.google.com by jbernalm...@gmail.com on 5 Jan 2010 at 11:11

GoogleCodeExporter commented 9 years ago
Sorry, I had an error with enter key :-).

Following other issues:

Look into open source (MIT/BSD/Zlib licensed) sound libraries and add 
support for this.

CAudio: 
http://deathtouchstudios.com/xoops/modules/smartsection/item.php?itemid=3 is
one candidate. It is c++ wrapper around OpenAL and it supports wav, ogg and mods
formats. Its license is Zlib.

Original comment by jbernalm...@gmail.com on 5 Jan 2010 at 11:14

GoogleCodeExporter commented 9 years ago

Thanks for sharing, that is interesting. 

Are you interested contributing a new test for either IrrKit and/or OgreKit 
with 
CAudio?

Original comment by erwin.coumans on 6 Jan 2010 at 11:59

GoogleCodeExporter commented 9 years ago

I had a brief look at cAudio and it seems to use OpenAL Soft? That project is 
LGPL, 
copyleft.

Also, there is a mention about their license that is different from Zlib:
http://www.gamedev.net/community/forums/topic.asp?topic_id=501384

"
License:
The license is really simple on cAudio. Its free to use for commercial and non 
commercial products. All we ask is that you add the logo to the intro of your 
game 
and credit cAudio in the credits of your app. If your creating a app that isn't 
a 
game simply putting cAudio in the about section would be fine.

If you have a legitimate reason behind needing to use cAudio without crediting 
it 
contact us and we can come up with some sort of agreement.
"

ZLib doesn't have any such requirement. Did they change the license/logo 
requirement?

Thanks,
Erwin

Original comment by erwin.coumans on 7 Jan 2010 at 12:25

GoogleCodeExporter commented 9 years ago
A more recent posting mentions zlib indeed:
http://www.devmaster.net/forums/showthread.php?t=14169

But I wonder about the OpenAL requirements. Does it work with the Creative Labs 
OpenAL 
distribution (ok) rather than OpenAL Soft (LGPL, not ok)?

Also, I wonder about iPhone and other platforms.

Original comment by erwin.coumans on 7 Jan 2010 at 12:28

GoogleCodeExporter commented 9 years ago
The license included into cAudio 1.7.1 (last one) source download is the 
Zlib/png 
one:
"
The zlib/libpng License

Copyright (c) <2008> <DeathTocuhStudios>

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.

Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:

    1. The origin of this software must not be misrepresented; you must not
    claim that you wrote the original software. If you use this software
    in a product, an acknowledgment in the product documentation would be
    appreciated but is not required.

    2. Altered source versions must be plainly marked as such, and must not be
    misrepresented as being the original software.

    3. This notice may not be removed or altered from any source
    distribution.
 "

With respect to OpenAL license, you can compile against the OpenAL 
implementation 
than you use. In these days, MACOSX (own version), iphone (own version), 
Windows 
(Creative one and Openal-soft one) and linux (openal-soft one) have OpenAL libs 
that 
support the Specification 1.1. Therefore, the code will can be cross-compiladed 
without any modifications between these platforms (in theory). I think too that 
it 
exists versions for XBOX and PS3.

Original comment by jbernalm...@gmail.com on 7 Jan 2010 at 8:00

GoogleCodeExporter commented 9 years ago

Thanks, I'll have a look.

By the way, there is this Ogre topic I started to discuss all the audio/sound 
options.
http://www.ogre3d.org/forums/viewtopic.php?f=1&t=54597

And here an OpenAL video:
http://www.youtube.com/profile?user=SoundBlasterXFi

Original comment by erwin.coumans on 8 Jan 2010 at 8:49

GoogleCodeExporter commented 9 years ago
Added a custom OpenAL backend to OgreKit

http://code.google.com/p/gamekit/source/detail?r=449

Original comment by snailr...@gmail.com on 27 Jun 2010 at 5:03

GoogleCodeExporter commented 9 years ago

Original comment by snailr...@gmail.com on 3 Aug 2010 at 10:50

GoogleCodeExporter commented 9 years ago
I was wondering if there was any news about the usage of OpenAL with gamekit?
Does the end release of a game needs a dynamic linking to the compiled library 
for commercial usage (LGPL restriction)?

Thanks in advance!

Original comment by Silverk...@gmail.com on 2 Nov 2010 at 4:31

GoogleCodeExporter commented 9 years ago
OpenAL is only dynamically loaded if found, so gamekit doesn't dynamically link 
against OpenAL directly. On Mac OSX, iPhone/iPad we could statically link 
against OpenAL, it is part of the OS. On Windows, you can download the Creative 
Labs installer.

On Linux you might need to use a LGPL OpenAL.

Is there any other news needed?

Original comment by erwin.coumans on 2 Nov 2010 at 4:46

GoogleCodeExporter commented 9 years ago
No, this seems pretty clear. 
Sorry for disturbing and thanks for the quick answer!

Original comment by Silverk...@gmail.com on 2 Nov 2010 at 5:49