Audio manager *cAudio*

Discuss the future of Warzone 2100 with us.
wildicv
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Audio manager *cAudio*

Post by wildicv »

I was reading around and i noticed you guys mentioning the need for a new audio manager. Well i created cAudio * a advance wrapper around openal* that sounds like it would be perfect for the job ive coded it to be easy to use. It uses openal on its back end. I believe it would serve your purposes nicely with the need to find listening positions. Its free to use.

http://www.deathtouchstudios.com

This is not spam if you have any questions please post them ehre and ill answer what ever i can. Im offering it to wz2100 without the need to credit it.
Per
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Re: Audio manager *cAudio*

Post by Per »

Free only as in "free beer", though. Since Warzone is GPL, we cannot depend on such libraries.

If you were to offer a GPL licensed version of it, with source code, we could at least look at it.
Chojun
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Re: Audio manager *cAudio*

Post by Chojun »

Free as in barf. I could give you some for free but you don't want it.
wildicv
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Re: Audio manager *cAudio*

Post by wildicv »

hmm i could do that. Heres the best way to do it... haha download a copy of cAudio and just call it cAudio gpl XD and its now under the gpl license *that one version which is for you guys XD* I'm the sole creator so i can give you that license on the newly created cAudio gpl for you guys. I'm not to big on the license of cAudio i just like to see it being used.
Per
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Re: Audio manager *cAudio*

Post by Per »

But ... then there's still no source code.
wildicv
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Re: Audio manager *cAudio*

Post by wildicv »

Lol come on now. Just download the source to 1.6.1 and call it cAudio gpl :/ not hard like i said just want to see it being used.
EvilGuru
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Re: Audio manager *cAudio*

Post by EvilGuru »

wildicv wrote:Lol come on now. Just download the source to 1.6.1 and call it cAudio gpl :/ not hard like i said just want to see it being used.
That is something only you can do. If you release the source under the GPL (and provide a LICENSE file to that effect in the source distribution) then yes, we can consider using it.

But, because we do not own the copyright to the code we are not legally allowed to re-license it under the GPL.

However, we would be more than happy to look over it if you would be willing to license it under a GPL-compatible license. Furthermore, one can not just license cAudio under the GPL for us. If it is under the GPL then any GPL project can use it. (The GPL, however, does not allow for commercial projects to use your code without your permission or a special license.)

Regards, Freddie.
wildicv
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Re: Audio manager *cAudio*

Post by wildicv »

I am more then willing to re license cAudio under gpl. Im a huge fan of warzone and id love to have contributed in some way to the resurrection project. If you would check out the code and try it out and you find it what you need. Ill re license the code. Btw would the lgpl license also be acceptable?
Kamaze
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Re: Audio manager *cAudio*

Post by Kamaze »

EvilGuru wrote:(The GPL, however, does not allow for commercial projects to use your code without your permission or a special license.)
[Weisenheimer-Mode]Commercial projects can use it too, but under the terms of the GPL.[/Weisenheimer-Mode]
We all have the same heaven, but not the same horizon.
EvilGuru
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Re: Audio manager *cAudio*

Post by EvilGuru »

wildicv wrote:I am more then willing to re license cAudio under gpl. Im a huge fan of warzone and id love to have contributed in some way to the resurrection project. If you would check out the code and try it out and you find it what you need. Ill re license the code. Btw would the lgpl license also be acceptable?
The LGPL is what's known as GPL-compatible. This means that projects using the GPL can make use of it. Therefore it is perfectly acceptable (and may even earn you some brownie points with those who feel the GPL is too restrictive, as it is somewhat more liberal in what it allows developers to do with your code/library).

Giel or Per are probably the best people to speak to with regards to the sound manager — they helped write the proposal for the current one and both know a reasonable amount about the code. (My knowledge in that area is little more than a working overview.)

Regards, Freddie.
lubos
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Re: Audio manager *cAudio*

Post by lubos »

Look at this:
http://dev.ryzom.com/repositories/brows ... /src/sound
It is a little more advanced manager.
EvilGuru
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Re: Audio manager *cAudio*

Post by EvilGuru »

It is worth pointing out that Warzone is written in plain (mostly ANSI-complaint) C code. Not C++. Although there have been many proposals to switch to C++ none have ever gained much momentum. It is likely that Warzone will remain in C for the foreseeable future.

Hence, any replacement audio API would need to provide a plain C interface. (Giel actually worked on a C++ audio manager using BOOST a while back which can be found in SVN under its own branch — however it never took off.)

Regards, Freddie.
Per
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Re: Audio manager *cAudio*

Post by Per »

At this point I am mostly interested in reading the API and code of existing sound managers to see how they do things. So C++ or C is less important than a good design.

I did not see the cAudio source code last time I visited the web page. Now that I found it, I am mostly disappointed by the total lack of source code comments, documentation, tests and examples.

The other link posted (at ryzom.com) does not really seem to work when I try it.
wildicv
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Re: Audio manager *cAudio*

Post by wildicv »

you must forgive me on the source code comments i planned to add them but college has taken up all of my time recently. There our doxygen documentation available on the site as well. As for example apps you must also forgive me on that yet again time was against me. If you look on the site there is two tutorials that i have created.
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Buginator
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Re: Audio manager *cAudio*

Post by Buginator »

Unless I am missing something, it doesn't seem like this would fit well in this project.

What we need is a way to keep track of all the sources, and have a priority queue of those sources, and then have a nice way to handle all sounds.
So, for us, when we go above 256 sources, we would need to find the source with the lowest priority, kill it off, then have a new one take its place.
(Vastly simplified version--since we have callbacks to deal with as well, and other stuff.)
and it ends here.