openal

How to compile OpenAL program with g++ (Ubuntu)?

∥☆過路亽.° 提交于 2019-12-06 05:20:52
问题 I am trying to find a way of getting OpenAL to work on my computer: Ubuntu 12.10 (running on 2010 intel i7 Macbook Pro) I installed the OpenAL library from the terminal: $ sudo apt-get install libopenal-dev Everything went well. Now I tried to create a simple C++ program where I include the library: #include <iostream> #include <AL/alut.h> using namespace std; int main(){ cout << "Hello, world" << endl; } No matter how hard I tried, the closest I came to finding how to compile it with g++ was

Is pitch and speed the same thing in audio programming context?

浪子不回头ぞ 提交于 2019-12-06 04:52:58
问题 Pitch means "perceived frequency". Nice. But when I make pitch very low in OpenAL, sound plays a lot of times longer. If I make it very high, sound plays very short but with high frequency. For me, logically the consequence of making slower or faster. Or is pitch != speed? 回答1: Paul R has a pretty good answer, but I'd like to expand on it a bit. If you think of the sound as a series of pulses (and it kind of is), then a higher pitch will have more pulses per second (higher frequency) and a

multi track mp3 playback for iOS application

蓝咒 提交于 2019-12-06 03:44:46
I am doing an application that involves playing back a song in a multi track format (drums, vocals, guitar, piano, etc...). I don't need to do any fancy audio processing to each track, all I need to be able to do is play, pause, and mute/unmute each track. I had been using multiple instances of AVAudioPlayer but when performing device testing, I noticed that the tracks are playing very slightly out of sync when they are first played. Furthermore, when I pause and play the tracks they continue to get more out of sync. After a bit of research I've realized that AVAudioplayer just has too much

Which framework should I use to play an audio file (WAV, MP3, AIFF) in iOS with low latency?

假如想象 提交于 2019-12-06 02:51:39
iOS has various audio frameworks from the higher-level that lets you simply play a specified file, to the lower level that lets you get at the raw PCM data, and everything in between. For our app, we just need to play external files (WAV, AIFF, MP3) but we need to do so in response to pressing a button and we need that latency to be as small as possible. (It's for queueing in live productions.) Now the AVAudioPlayer and such work to play simple file assets (via their URL), but its latency in actually starting the sound is too great. With larger files of more than five minutes in length, the

OpenAL playback captured audio data c++

馋奶兔 提交于 2019-12-05 02:27:13
问题 I am trying to create a voice chat program using OpenAL. The networking side of things seems to be ok but I'll take advice on that =] The problem I am having at the moment is trying to playback captured audio data from the mic. I followed the code found here to get mic input and echo it to the speakers. This works OK but I can't seem to playback the fully captured audio after the capturing has finished. When some sound has been captured I store it on a list like so... for (int i = 0; i < CAP

Installing OpenGL and OpenAL in Ubuntu [closed]

萝らか妹 提交于 2019-12-04 18:31:31
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 6 years ago . How can I install OpenGL (with GLUT) and OpenAL (with ALUT) in Ubuntu Lucid lynx? I tried installing Mesa 7.8.2 using configure and make (the method told in www.mesa3d.org), but it is not installing anything. X.org's X is installed in my system, but there is no /usr/X11R6 directory. Is that a problem? 回答1: sudo

Is pitch and speed the same thing in audio programming context?

拟墨画扇 提交于 2019-12-04 10:03:08
Pitch means "perceived frequency". Nice. But when I make pitch very low in OpenAL, sound plays a lot of times longer. If I make it very high, sound plays very short but with high frequency. For me, logically the consequence of making slower or faster. Or is pitch != speed? Paul R has a pretty good answer, but I'd like to expand on it a bit. If you think of the sound as a series of pulses (and it kind of is), then a higher pitch will have more pulses per second (higher frequency) and a lower pitch will have fewer (lower frequency). To lower the pitch of an existing sound, you have to spread

Sound capture with OpenAL on iOS

﹥>﹥吖頭↗ 提交于 2019-12-04 09:51:00
I am trying to do sound capture on iOS using OpenAL (I am writing a cross-platform library, that's why I avoid iOS-specific ways to record sound). Out of the box OpenAL capture does not work, but there exists a known workaround: open an output context before starting capture . This solution worked for me on iOS 5.0. However on iOS 5.1.1, the workaround only helps for the first sample I try to record. (I switch my AudioSession to PlayAndRecord before starting capture and open the default output device. After recording my sample, I close the device and switch the session back to whatever it was.

iOS: Audio Units vs OpenAL vs Core Audio

三世轮回 提交于 2019-12-04 07:45:55
问题 Could someone explain to me how OpenAL fits in with the schema of sound on the iPhone? There seem to be APIs at different levels for handling sound. The higher level ones are easy enough to understand. But my understanding gets murky towards the bottom. There is Core Audio, Audio Units, OpenAL. What is the connection between these? Is openAL the substratum, upon which rests Core Audio (which contains as one of its lower-level objects Audio Units) ? OpenAL doesn't seem to be documented by

How to program a real-time accurate audio sequencer on the iphone?

。_饼干妹妹 提交于 2019-12-04 07:35:19
问题 I want to program a simple audio sequencer on the iphone but I can't get accurate timing. The last days I tried all possible audio techniques on the iphone, starting from AudioServicesPlaySystemSound and AVAudioPlayer and OpenAL to AudioQueues. In my last attempt I tried the CocosDenshion sound engine which uses openAL and allows to load sounds into multiple buffers and then play them whenever needed. Here is the basic code: init: int channelGroups[1]; channelGroups[0] = 8; soundEngine = [