Re: Two more questions

Chris Robinson <[email protected]> Fri, 16 Nov 2012 19:38:20 -0800
Newsgroups gmane.comp.lib.openal
Message-ID <[email protected]>
On 11/16/2012 03:32 PM, Eric Wing wrote:
> Actually, this has been one of my long time gripes with OpenAL. I need
> both multiple contexts and I need both of them to render sound
> simultaneously. It isn't a major use, but it comes up enough for me.

Sadly, Creative's "generic" wrap_oal.dll driver doesn't seem to handle 
multiple contexts that well even when they're on separate devices. I'm 
not sure why, but it only mixes for whatever context is current instead 
of all existing contexts that have playing sounds.

> For compartmentalized/modular
> development, trying to not trample over different module's state is a
> pain.

Yes. Even if they're using separate devices, one module could change the 
current context completely unbeknownst to another, especially in 
threaded situations.

That's pretty much why I made the ALC_EXT_thread_local_context[1] 
extension, so two separate modules can work without stepping on one 
another's toes, even in threaded situations.

I kinda wish OpenAL never used a global current context and instead made 
it always require unique thread-local contexts, like OpenGL. Makes it 
easier to work internally if you don't have to worry about another 
thread messing you up. Even with the thread-local context extension, 
OpenAL Soft still needs to make concessions because there can be a 
global context, and one context can be handled by multiple threads at once.

[1] 
http://kcat.strangesoft.net/openal-extensions/EXT_thread_local_context.txt

> - Menu views: very similar to the above; everything emanating from the
> menu is probably not spatialized. But the main view may still be going
> and playing sounds. Again, the menu person/team shouldn't have to
> worry about the game person/team screwing with the listener position
> or vice-versa.

Isn't that what AL_SOURCE_RELATIVE is for, so that changing the listener 
won't directly affect the sources? Menu sounds would be source relative, 
keeping them still even if the listener is moving in the game.
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