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Showing results for tags 'openal'.
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Is there a way to publish a game as a standalone without having to have OpenAL installed on the computer running the game? I want to submit a game to a game contest my school has, but it needs to be able to run just with the standard windows applications (like I send a .zip folder and they can just run the .exe file)
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Help! My game won't launch. Whenever I launch it, a pop-up window appears and says "Failed to initialize sound device. Is OpenAL installed?" I've narrowed it down to two things. 1, OpenAL is installed and won't load the game, or B, OpenAL isn't installed. if option A, what do I do, and if option 2, what do I do BACKGROUND: I've been able to use this before (like a lot... more than I feel is good for me...). It never has had any problems. I've also downloaded games for leadwerks, where it makes me install OpenAL, and have installed OpenAL before. But I have a timeline and need to finish my game for a school competition and now am feeling super rushed. PLEASE HELP ME!
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Hey guys! I'm experiencing an issue when I try to switch maps: "OpenAL: AL_INVALID_OPERATION". I have many small audio samples loaded as a Source in one map (each 1 second long), each being played whenever the player triggers them through interaction. I've noticed that if none of the samples are played the map will switch just fine, but if one or more are played the map switch will fail with the above error. I've tried explicitly telling each sample to stop playing right before the map switch, just to make sure, but this didn't work. I've also combined this with releasing each Source, again with no luck. What could this invalid operation be, and how do I solve it? Many thanks in advance!
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I'm trying to tap the OpenAL raw audio data to see if it can be processed with an FFT window to build a live stream of the spectrum or amplitude of a playing audio file. This is quite simple in FMOD since it ships with a getSpectrum function. However, we are evaluating the feasibility of bringing our automated lip sync solution, originally built for Unity on top of FMOD, to Leadwerks, and after speaking with Josh, including FMOD as a built in option for Leadwerks users isn't an option at this time. Personally, we would love to see an asset store for Leadwerks as we think Unity has proven it's a good source of income for the host company, encourages developer involvement, and makes it easier for new developers. It is popular enough to convince Unreal Engine to get on board and open their own asset store. Josh informed me that the Bank class pointer references the raw data but I'm struggling to determine if the data in the bank->buf could be processed through an FFT window. Are there any OpenAL pro's here that know if this can be done, and might be will to share some expertise? In case anyone is interested or curious, here are some of our promotional videos for our solution on Unity. Thanks
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Just installed Leadwerks 3.2 and started a new C++ project in Ubuntu 14.04. I ran the install.sh script so all the dependencies should be met. When attempting to build from Code blocks, I'm getting the following: ||=== Build: Debug in CPP_Game_1 (compiler: GNU GCC Compiler) ===| /home/username/Leadwerks/Include/Leadwerks.h|94|fatal error: AL/al.h: No such file or directory| ||=== Build failed: 1 error(s), 0 warning(s) (0 minute(s), 0 second(s)) ===| Any ideas as to what's wrong?