I\'m using OpenAL in my iPhone project to create sounds that attenuate when farther away from the listener.
I am trying to stream a file on the iphone using OpenAL. Most of this code is based on the excellent tutorial by Ben Britten; however, I have tried to store the data in a custom class within a diction
I\'m new to OpenAL. I managed to get a soundmanager code that wraps OpenAL for iPhone, so I can load sounds and play them.
I have an abstract class that initializes Finch to the global variable Finch *engine in the awakeFromNib method as follows:
I\'m trying to find the best way to play a seamless loop of audio, that the user can switch out for another at the shorte开发者_C百科st possible notice, with a decent number (30-150) of very short loo
I need to play sounds (~5 seconds each) throughout my iphone application. When they\'re triggered, they need to play immediately.
my sources change in volume nicely between the reference distance and the maximum distance. however - all sources beyond the maximum distance i can hear too - theyr volume is low but they\'re not comp
Closed. This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this
I made an iphone application which uses OpenAL to play many sounds. These sounds are in mp3, quite heavy (more than 1mn)and I stream them (2 buffers per sound) in order to use less memory.
I\'m in the process of porting an application from Windows to Mac OS X. It is using OpenAL for handling the sound, but I\'m getting a strange behavior in the initialization of the sound engine on Mac