Hi all.
I've been doing a captcha script lately and was rather successful with it. However I want to create another script that creates a sound which can be used with the captcha.
E.g. the captcha script generates A2B1FD - and the sound script must be able to read out A, 2, B, 1, F, D. How do I go about doing this?
I know it's somethi...
Hey folks,
I'm building an app that has a requirement for really accurate positional audio, down to the level of modelling inter-aural time difference (ITD), the slight delay difference between stereo channels that varies with a sound's position relative to a listener. Unfortunately, the iPhone's implementation of OpenAL doesn't have th...
Hi !
I use alutLoadMemoryFromFileImage to convert a wav file that lies in memory to data that can be used in OpenAL. The docu says, the returned data is only malloced and can simply be freed afterwards, but when I try that, my application crashes.
Can someone explain this to me or show me an example of how to use alutLoadMemoryFromFile...
Hi there! I'm nearing the end of a big iPhone project and whilst checking for memory leaks stumbled on this huge one. I implemented the sound following this tutorial:
http://www.gehacktes.net/2009/03/iphone-programming-part-6-multiple-sounds-with-openal/
Works a charm, a lot of people use it but I get a huge leak a start of the project...
I'm making an opengl game for iPhone. And I'm about to start adding sound effects to the app. I wonder what's the best framework for this purpose.
Is AV foundation my best option? Any others I'm missing, like Open AL perhaps?
...
hi all
i need your help again in programing the openal
i am new in programing in general >>and start to learn openal by vc++ 6
and i am learning it from the doc that attachment with sdk1.1
and have this program
#include <conio.h>
#include <stdlib.h>
#include <stdio.h>
#include <al.h>
#include <alc.h>
#include <alut.h>
#pragma commen...
I'm following a tutorial about playing sound with OpenAL. Now everything works fine except I can't make the sound looping. I believe that I've used AL_LOOPING for the source. Now it can only play once and when it finishes playing, the app will block(doesn't response to my tap on the play button). Any ideas about what's wrong with the cod...
I want to change the pitch of my audio and I know that AV Foundation is not the place to look for that, but I don't want to learn Open AL because it is to low level, does anyone know what I would use as an alternative?
...
Hi,
I have a small level based iPhone app. I need to load and release sound files for each level.
Everything works fine with my openAL SoundManager except releasing sounds.
At first, when I remove a sound, it seems to do what it is meant to do – it removes the sound and I can’t access it again unless I reload it. BUT, when I test my ap...
I'm working on a cocoa-touch app using OpenAL, but I'm willing to switch to another framework if I'm forced (I don't really need the 3d stuff).
I've been searching for a way to play a sound backwards but I've only found (very complicated) examples using Audio Unit. Is there anyway to perhaps store a buffer in reverse so I can play it b...
I'm making an iphone game, currently using openAL for SFX, we want to keep the game under 10 meg.
iphone (through openAL atleast) only natively plays uncompressed PCM.
what would be the most strait forward way of getting music from some sort of good compressed format (mp3, aac, ogg ect) into my game?
is there some sort of decoder api?...
I'm using OpenAL via the LWJGL bindings http://www.lwjgl.org/javadoc/.
I need to know the maximum possible gain for my volume setting function.
Unfortunately AL10.alGetSourcef(sources.get(0), AL10.AL_MAX_GAIN) always returns 0F, whether or not an AL instance is open. If I set the gain with alSourcef to some other value, that becomes the ...
i'm attempting to add my own continuous pitch modulation (vibrato) to my OpenAL object by assigning the sound's pitch to the path of a sine wave. this is my callback method, which is repeating every 1/30 of a second, as well as the getter and setter for the pitch.
#define kMaximumAplitude 0.025
#define kVibratoDegreeIncrements is 45
#d...
Hi,
I have an OpenAl sound engine on my iPhone app. When I play a sound that I have loaded, I can control it's pitch.
In OpenAl a pitch set to 1.0 has no effect. If you double it to 2.0, it plays the note 1 octave higher(12 semitones). If you halve it, to 0.5, it will be an octave lower (12 semitones).
So, my original sample is playi...
The OpenAL API states that an setting an offset still causes the sound to loop back to zero for looping sources. But is there a way to loop and still have an offset somehow?
I have an mp3, and since it contains headers with information at the start of the file, there's a small, but noticable, delay in looping when it rewinds.
If not,...
I'm using the SoundEngine provided with Apple's crash landing example.
After an interruption such as an incoming phone call or an alarm I call to applicationWillResignActive: inside my delegate, in order to pause the game and save the state of it. After the interruption ends I return to my game but the sound is gone. Even if i reinitial...
I am using OpenAL to pitch shift a note. e.g.
alSourcef(source, AL_PITCH, aPitch);
I am noticing however an audible click when I do this. Other than that the pitch is perfect, correct pitch etc.
Any ideas what might be causing this?
...
I am trying to figure out how to render a waveform from an audio file. Can I do that using OpenGL+OpenAL?
The main idea is that I need to draw a 3D scene (like a rollercoaster) based on audio data.
...
My audio clips sound perfect when I upload them to the iPhone via iTunes. And I am pretty sure it is because the iPod has a maximum playback level, so the audio doesn't sound overdriven. In my app, I include the same audio files, and when I play them [myAudio play]; the levels are so high that the audio becomes indiscernible.
I foun...
Hi,
I am integrating OpenAL in my iPhone game from code I found in this post, but the compiler gave me an error on this line of code:
unsigned char *outData = malloc(fileSize);,
so I changed it to this:
unsigned char *outData = (unsigned char*) malloc(fileSize);.
This got rid of the compiler errors, but seems to have thrown up two lea...