Status of cAudio.

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wildrj
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Status of cAudio.

Post by wildrj »

I have been rather bizzy with life and all the other stuff that comes with it. However this semester i should have more then enough time to continue working on cAudio as well has create some other nice library's for the community to use.

For anyone who checked the cAudio forum every now and then you would have noticed that it went MIA. This was a small problem that happened with my hosting provider. With this i decided to move everything to a new name "Memory Offset".

The new site will contain cAudio along with other projects im working on. I plan on creating video tutorials on how to integrate cAudio into projects as well has the other librarys.

Now im sure by now your tired of reading text but im posting this for a reason. I have lost all my backups of the last forum. This is one of the largest community's that utilizes cAudio so im asking if anyone has any bugs, fixes, or features they have created for cAudio. Please post them at the new cAudio forum. This will help me improve cAudio for you.

The new website isn't done yet but the forum is up and running.

Forum:
http://www.memoryoffset.com/forum/
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Re: Status of cAudio.

Post by jacmoe »

Wow, this is great news! Welcome back. :)
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Re: Status of cAudio.

Post by wildrj »

I appreciate the warm welcome. College takes a huge tole on development. If you have any suggestions on what i should do to further improve cAudio for using in ogre3d projects or features in general feel free to post here or on my forums. I no longer have the short list of bugs that needed to be fixed so im fully depending on the community to bring them to my attention.
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Re: Status of cAudio.

Post by Wolfmanfx »

Hi,
I forked cAudio and created CMake scripts for it (also for ogg/vorbIs) which makes it really easy to use on mac/iOS/win64 (on 64 bit you have to compile opanAL from svn) maybe i can give you the scripts if you like?
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Re: Status of cAudio.

Post by wildrj »

I would actually love that. I have been meaning to move cAudio over to cmake as my make scripts and everything are rather rudimentary. If you could pm me a link that would be awesome and im more then sure it would make it to the new release.
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Re: Status of cAudio.

Post by Wolfmanfx »

So here is the fork https://bitbucket.org/wolfmanfx/caudio
The project is restructed so its easier to use it on different plattforms.
For example ogg/vorbis is added as source (i wrote CMake scripts for them) and they are now part of the build process.
On winows precompiled versions of OpenAL for 32/64 bit included (compiled with MSVC 2010 SP1) on OSX/iOS just use the OpenAL.framework (you have to select it by hand in the CMake gui maybe someone can enhance the findOpenAL script)
Also all demos are part of CMake (you also disable it).

so have fun
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Re: Status of cAudio.

Post by Wolfmanfx »

Btw i wrote and OgreDataStreamFactory which extends cAudio::IDataSourceFactory so that cAudio use Ogre's resource system if anybody wants it i can push into the new wiki.
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Re: Status of cAudio.

Post by jacmoe »

That sounds like a real life-saver - I say 'aye' :)
That would be lovely.
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Re: Status of cAudio.

Post by Wolfmanfx »

So i will commit then (tomorrow).
I added cmake scripts for plugins they also working again :)
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Re: Status of cAudio.

Post by Wolfmanfx »

https://bitbucket.org/wolfmanfx/caudio/wiki/Home

I uploaded the example binding (in my engine i use an custom resource handler).
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Re: Status of cAudio.

Post by wildrj »

That is pretty cool suprizingly simple to.
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Re: Status of cAudio.

Post by Wolfmanfx »

This is what did in the meantime :) it was good work you can get it here https://bitbucket.org/wolfmanfx/caudio
cAudio 2.3
bug fixes

cAudioSource never released OpenAL resources
iOS playback do not worked

features

C# binding + C# samples
CMake build system (prebuild deps for 32/64 bit windows) + ogg/vorbis sources
Basic unicode support
IAudioDeviceList - unify device detection (removed openAL code from capture/sound manager)
IAudioDeviceContext - start wrapping OpenAL stuff into cOpenALDeviceContext
IAudioManager
simplify the playback of 2D/3D audio with play and forget feature (AudioManager takes care of creation/destruction of cAudioSources)
Now its possible to drop a cAudioSource which takes then care of releasing itself.
The user can call IAudioManager::release with an cAudioSource too but its also possible to call drop on the AudioSource until true is returned and the AudioSource will be removed from the IAudioManager and deleted.
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Re: Status of cAudio.

Post by Klaim »

It looks like no other website related to caudio than this fork is available online. Am I right?
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Re: Status of cAudio.

Post by Wolfmanfx »

Just checked the official svn and it is down - so yes
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Re: Status of cAudio.

Post by Mind Calamity »

Wolfmanfx wrote:Just checked the official svn and it is down - so yes
Your fork is working just fine right ?

IDK about the future of cAudio, but if it was production-ready at the time you forked it, then it's fine as it is, your fork is pretty recent too (a few months isn't that old).
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Re: Status of cAudio.

Post by Wolfmanfx »

Yes - its safe to use my fork.... I just forked it because i had problems on ios and then made more changes than i thought so i already took over maintaince of the fork ;)
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Re: Status of cAudio.

Post by wildrj »

Been a while but i would like to give a new update about cAudio..

Currently i just pushed a 2.2.0 stable release of the audio engine and am now working on 2.3.0.

All current code can be found at:

https://github.com/wildicv/cAudio

This repo includes fixes that wolfmanfx has created as well has others from the community. If you have any questions ask them here. If you have any issues please report them at github.

If you need a stable 2.2.0 release please check the "tags"
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