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Thread: OpenAL vs FMOD

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  1. #1
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    Question OpenAL vs FMOD

    I've tried implementing both OpenAL+ogg support and FMOD support. I found that FMOD was a little easier to implement but the main reason I chose FMOD was because FMOD could tell me exactly how many hardware channels actually existed and would compensate in software if I accidentally went overboard. OpenAL, on the other hand, didn't give me any (obvious) way of finding out my limit and had no software fallback. So my question is: Did I miss something? There seem to be a number of indies out there who use OpenAL and don't have this problem.

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    Question

    I also wonder if anybody tried to use latest mikmod builds lately?
    NO MORE SARCASM, JUST STRAIGHT CAPS FACTS.
    this is sparta!!!!

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    yeah But
    OpenAL is Free

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    And you get what you pay for

    That's actually not fair as I've not tried OpenAL, but I'm a devout user of fmod. I started using it as there was a version that runs on pocketpc, but I stayed using it for my desktop stuff as the interface is so damn good. I've still not found a bug in it either.

    FMOD for me...
    Regards,
    Paul Johnson

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    Lightbulb

    We also do use FMOD in some of the projects, however I wanted to hear ANYBODY dealing with mikmod since it has GPL license.
    NO MORE SARCASM, JUST STRAIGHT CAPS FACTS.
    this is sparta!!!!

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    I've settled on using FMOD as it provides a nice cross-platform experience with absolutely no headaches. Currently considering porting a game from PC to XBOX & PS2 and FMOD is going to save a lot of headaches.

    I know that the Torque Game Engine makes use of OpenAL, though of course they have wrapped it in their own code and script to insulate the user.

  7. #7

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    Quote Originally Posted by emuLynx
    I also wonder if anybody tried to use latest mikmod builds lately?
    Quote Originally Posted by RedKnight
    yeah But
    OpenAL is Free
    Does that mean OpenAL can play MOD/S3M/XM and IT files? I'm using Torque 2D, but I thought that MOD/S3M/XM/IT files were outside of my options for music. I'd LOVE to use them.
    Dave Freeman
    Humanahaba

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    For ease of use, performance and capabilities, FMOD wins hands down IMHO. It's worth the $100 bucks for Indy developers.

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    Quote Originally Posted by Sega
    Does that mean OpenAL can play MOD/S3M/XM and IT files?[...]
    OpenAL can play raw pcm. So, if you have some way to get a decoded pcm stream out of fileformat xyz, you can play it with OpenAL.

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    What is the status of OpenAL compatibility on Windoze PC nowadays?

    Also, is OpenAL available for Mac as a standard?

    What about Linux?

    Thanks.
    Greets,
    Fabio

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    Quote Originally Posted by Aggrav8d
    So my question is: Did I miss something? There seem to be a number of indies out there who use OpenAL and don't have this problem.
    Yes:
    Code:
    List sources = new ArrayList(32);
    try {
    for (;;) {
    ALSource source = new ALSource();
    source.create();
    sources.add(source);
    } 
    } catch (OpenALException e) {
    // Ignore - created all sources we can
    }
    Cas

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    I know this is a strange question, but is that safe? It reminds me of the old Borland DOS extender that crashed once computers got fast enough that the speed tests would result in 0, thus creating a divide by zero error. Anyone know what I'm talking about?

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    Quote Originally Posted by soniCron
    I know this is a strange question, but is that safe? It reminds me of the old Borland DOS extender that crashed once computers got fast enough that the speed tests would result in 0, thus creating a divide by zero error. Anyone know what I'm talking about?
    This is the safe and accepted way to do it (although that's Java code there and wrapped up in my library classes, the basic logic is there: create as many sources as you can one at a time until you get an OpenAL error, which OpenAL specifies is what happens when you try to create too many sources).

    Cas

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    I guess what I'm asking is: Shouldn't you put some sort of ceiling in there? What happens if/when a driver will let you create more than a reasonable number of channels, perhaps due to a bug or "feature?" Value sound cards are increasingly software emulated and I wouldn't be surprised if some day a sound card will let you create as many "hardware" channels as the CPU allows. But in this case, you'd overload the system. I know it isn't your fault if that's the case, but isn't it just good programming habit to be respectful of potentially infinite loops or fatal system overloading?

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    Yeah, actually I limit my own games to 16 channels max But the pseudocode there is guaranteed to work because OpenAL sources are always hardware sources and you can bet there's a physical limit on them! They're like texture units in OpenGL.

    Cas

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