Closed GoogleCodeExporter closed 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
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
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
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
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
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
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
Original comment by snailr...@gmail.com
on 3 Aug 2010 at 10:50
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
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
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
Original issue reported on code.google.com by
jbernalm...@gmail.com
on 5 Jan 2010 at 11:11