ZDoom with OpenAL
Moderator: GZDoom Developers
- morbidtwatt
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Re: ZDoom with OpenAL
I'm playing zdoom on bsd with the openal patch that Chris created. By the way chris you are the man. Zdoom sounds incredible with openal because I can hear an audible difference. With the openal patch I can hear things get closer to me or farther away. There is this audible feeling of distance between me and the monsters which really makes me feel like I am in the doom world. For example I can walk closer and hear them get louder because the audio fades in. The openal I assume is the cause of this effect of fading in and out, but im not sure. The other day i moved up from zdoom 2.2.0 to 2.31 all thanks to Chris
(I love you). Maybe this is an effect that was in one the past versions after 2.2.0. Anyways, I love the outcome of zdoom's new audible depth. I would love to see future wads use the real time fx aswell because it gives great ambiance to the levels.
- Chris
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Re: ZDoom with OpenAL
Updated to r1623. This handles underwater reverb, and it will also use the EAX-style reverb effect if available, falling back to standard reverb if not. Hardware-backed OpenAL can potentially use EAX reverb, and Creative's software driver also exposes EAX reverb (although not all of the reverb properties are supported; basically anything that's not part of the standard reverb doesn't seem to have a noticeable effect). The GIT version of OpenAL Soft can also handle EAX reverb, and it will use the HFReference and panning vector properties.. more properties will be supported in due time.
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oal-patches-1623.zip- (23.76 KiB) Downloaded 136 times
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DoomKn1ght_
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Re: ZDoom with OpenAL
I compiled zdoom with this patch on linux but get this error when runnning zdoom:
I tried several snd_driver # but none of them work.
note: openAL works in vavoom.
EDIT: nevermind my version of openal was outdated.
But now it crashed zdoom after a few minutes.
Code: Select all
I_InitSound: Initializing OpenAL
H Driver 0 does not exist. Using default.
G Could not open device: Context creation failed
GSound init failed. Using nosound.
Could not create music stream.
If your soundcard cannot play more than one
wave at a time, you will hear no music.note: openAL works in vavoom.
EDIT: nevermind my version of openal was outdated.
But now it crashed zdoom after a few minutes.
- Chris
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Re: ZDoom with OpenAL
Update to r1771. Nothing really new on this side, other than the patch applying again, but the GIT version of OpenAL Soft now supports 32-bit float output, and setting snd_samplerate can now have an affect due to the ALC_FREQUENCY context attribute doing something.
Is it crashing in openal or oalsound.cpp? Can you provide a backtrace?DoomKn1ght_ wrote:EDIT: nevermind my version of openal was outdated.
But now it crashed zdoom after a few minutes.
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oal-patches-1771.zip- (23.73 KiB) Downloaded 98 times
- Macil
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Re: ZDoom with OpenAL
I've tried to upgrade it to work work with revision 1991, and I fixed the collisions in CMakeLists.txt and i_sound.cpp. It compiles fine without OpenAL, but with OpenAL it fails because there's a few functions that were added for Fmod that OpenAL doesn't have:
Code: Select all
[ 42%] Building CXX object src/CMakeFiles/zdoom.dir/sound/i_sound.o
/home/chris/Desktop/zdoom_svn/src/trunk/src/sound/i_sound.cpp: In function ‘void I_InitSound()’:
/home/chris/Desktop/zdoom_svn/src/trunk/src/sound/i_sound.cpp:263: error: cannot allocate an object of abstract type ‘OpenALSoundRenderer’
/home/chris/Desktop/zdoom_svn/src/trunk/src/sound/oalsound.h:32: note: because the following virtual functions are pure within ‘OpenALSoundRenderer’:
/home/chris/Desktop/zdoom_svn/src/trunk/src/sound/i_sound.h:113: note: virtual void SoundRenderer::MarkStartTime(FISoundChannel*)
/home/chris/Desktop/zdoom_svn/src/trunk/src/sound/i_sound.h:119: note: virtual float SoundRenderer::GetAudibility(FISoundChannel*)- Attachments
-
oal-patches-1991.zip- Is Chris's 1771 patch fixed slightly for 1991, but not quite in working order.
- (23.57 KiB) Downloaded 85 times
- Chris
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Re: ZDoom with OpenAL
Big update.
This version drops Alure (it's taking too long to get the next version ready), instead opting to use GStreamer for both music and sound decoding. This basically means any format supported by GStreamer will be available to the game. Ideally GStreamer would have this plugin, but it will work without it. All the GStreamer code is kept in the OpenALSoundStream and Decoder classes, which also operate independently of each other, so they can be ifdef'd for different OSs (eg. DShow/ACM in Windows, QuickTime on OSX).
GStreamer 0.10.23 or newer is currently required for OpenAL support, which should not be a big deal on Linux. With GCC, the functions are marked as weak symbols, so even if the headers are present, linking will not fail if the libs are unavailable (but run-time won't be able to use it, even if DLLs are provided). I don't know if MSVC has a similar ablility.
General improvements in the backend itself include properly saving/restoring the sfx offsets from savegames, a name-based device selection cvar/option, device disconnection detection when ALC_EXT_disconnect is supported (eg. if a USB headset gets uplugged, or PulseAudio dies, it will theoretically detect it and restart sound on another device automatically), the DecodeSample method is implemented (for Vorbis-encoded instruments in module files; thanks to GStreamer), and various other tweaks.
EDIT:
Minor update to fix a buffer leak
This version drops Alure (it's taking too long to get the next version ready), instead opting to use GStreamer for both music and sound decoding. This basically means any format supported by GStreamer will be available to the game. Ideally GStreamer would have this plugin, but it will work without it. All the GStreamer code is kept in the OpenALSoundStream and Decoder classes, which also operate independently of each other, so they can be ifdef'd for different OSs (eg. DShow/ACM in Windows, QuickTime on OSX).
GStreamer 0.10.23 or newer is currently required for OpenAL support, which should not be a big deal on Linux. With GCC, the functions are marked as weak symbols, so even if the headers are present, linking will not fail if the libs are unavailable (but run-time won't be able to use it, even if DLLs are provided). I don't know if MSVC has a similar ablility.
General improvements in the backend itself include properly saving/restoring the sfx offsets from savegames, a name-based device selection cvar/option, device disconnection detection when ALC_EXT_disconnect is supported (eg. if a USB headset gets uplugged, or PulseAudio dies, it will theoretically detect it and restart sound on another device automatically), the DecodeSample method is implemented (for Vorbis-encoded instruments in module files; thanks to GStreamer), and various other tweaks.
EDIT:
Minor update to fix a buffer leak
- Attachments
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oal-patches-r2294.zip- (28.5 KiB) Downloaded 82 times
- Siggi
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Re: ZDoom with OpenAL
I'm still playing around with this, but so far it's been acting a bit weird on my system. When ZDoom starts the sound is initially not working correctly, it crackles and does other weird stuff. After a little bit it's fine again. PulseAudio has been giving me some issues, so it could be that. However, I do have 2 questions.
What does this mean?
I get it if I simply start ZDoom, wait for the sound to fix itself, and then quit.
and this?
This message flooded the console after I started a new game.
Edit: the oalsound.cpp:351 goes away if I play with -nomusic.
And now it segfaulted.
Edit 2:
Something really bizarre is going on here. I have both the OpenAL and FMOD dev packages installed on my system, so ZDoom has compiled with support for both, yet even though OpenAL has been selected as my sound source, the segfault occurs in fmodex.
What does this mean?
Code: Select all
** (zdoom:29235): WARNING **: Could not create an openalsinkand this?
Code: Select all
>>>>>>>>>>>> Received AL error Invalid Value (0xa003), oalsound.cpp:351Edit: the oalsound.cpp:351 goes away if I play with -nomusic.
And now it segfaulted.
Edit 2:
Something really bizarre is going on here. I have both the OpenAL and FMOD dev packages installed on my system, so ZDoom has compiled with support for both, yet even though OpenAL has been selected as my sound source, the segfault occurs in fmodex.
Code: Select all
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffdad39910 (LWP 9652)]
0x00007ffff41120dc in ?? () from /usr/local/lib/libfmodex64-4.26.17.so- Chris
- Posts: 2983
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: ZDoom with OpenAL
Possibly, especially if you're on an older OpenAL Soft. Using the ALSA backend (with mmap disabled) may work better, but PulseAudio does make things difficult.Siggi wrote:I'm still playing around with this, but so far it's been acting a bit weird on my system. When ZDoom starts the sound is initially not working correctly, it crackles and does other weird stuff. After a little bit it's fine again. PulseAudio has been giving me some issues, so it could be that.
That means it couldn't create an openalsink for music playback, either because you don't have the plugin, or have an older OpenAL. With that, it'll just fall back to using the (sub-optimal) appsink to play with.However, I do have 2 questions.
What does this mean?I get it if I simply start ZDoom, wait for the sound to fix itself, and then quit.Code: Select all
** (zdoom:29235): WARNING **: Could not create an openalsink
That's odd. It's failing to unqueue the buffers it reports as processed. What version of OpenAL do you have?and this?This message flooded the console after I started a new game.Code: Select all
>>>>>>>>>>>> Received AL error Invalid Value (0xa003), oalsound.cpp:351
Do you have a longer backtrace? I've had issues before with FMOD hijacking functions, because it doesn't use visibility to hide what's not part of its defined ABI.Edit: the oalsound.cpp:351 goes away if I play with -nomusic.
And now it segfaulted.
Edit 2:
Something really bizarre is going on here. I have both the OpenAL and FMOD dev packages installed on my system, so ZDoom has compiled with support for both, yet even though OpenAL has been selected as my sound source, the segfault occurs in fmodex.
Code: Select all
Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffdad39910 (LWP 9652)] 0x00007ffff41120dc in ?? () from /usr/local/lib/libfmodex64-4.26.17.so
- Siggi
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Re: ZDoom with OpenAL
I believe it's 1.8.466.Chris wrote:What version of OpenAL do you have?
Wikipedia tells me the latest is 2.1.0.0, so I guess I do have an older version. You can blame Ubuntu for that.
Well that's the funny thing; that's supposed to be from a debug build being run through gdb.Chris wrote:Do you have a longer backtrace? I've had issues before with FMOD hijacking functions, because it doesn't use visibility to hide what's not part of its defined ABI.
Here's all the gdb output:
Code: Select all
siggi@wedge:~/zdoom/openal/debug$ gdb --args ./zdoom -nomusic
GNU gdb (GDB) 7.0-ubuntu
Copyright (C) 2009 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /home/siggi/zdoom/openal/debug/zdoom...done.
(gdb) start
Temporary breakpoint 1 at 0x5373bd: file /home/siggi/zdoom/openal/src/sdl/i_main.cpp, line 205.
Starting program: /home/siggi/zdoom/openal/debug/zdoom -nomusic
[Thread debugging using libthread_db enabled]
Temporary breakpoint 1, main (argc=2, argv=0x7fffffffe2d8) at /home/siggi/zdoom/openal/src/sdl/i_main.cpp:205
205 {
(gdb) continue
Continuing.
ZDoom v2.4.0 - SVN revision 2291 - SDL version
Compiled on Apr 20 2010
[New Thread 0x7fffedb36910 (LWP 6385)]
M_LoadDefaults: Load system defaults.
Gameinfo scan took 0 ms
[New Thread 0x7fffe5e00910 (LWP 6386)]
W_Init: Init WADfiles.
adding /home/siggi/zdoom/openal/debug/zdoom.pk3, 523 lumps
adding /home/siggi/wads/doom2.wad, 2919 lumps
adding /home/siggi/.zdoom/skins/phobos.wad, 60 lumps
adding /home/siggi/.zdoom/common/graphics/xhairb2.lmp
adding /home/siggi/.zdoom/common/graphics/xhairs2.lmp
I_Init: Setting up machine state.
CPU Vendor ID: AuthenticAMD
Name: AMD Sempron(tm) Processor 3000+
Family 15 (15), Model 44, Stepping 2
Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing OpenAL
[New Thread 0x7fffe13f2910 (LWP 6395)]
[New Thread 0x7fffe0bf1910 (LWP 6396)]
Opened device IALSA Software
ALC Version: H1.1
Vendor: IOpenAL Community
Renderer: IOpenAL Soft
Version: I1.1 ALSOFT 1.8.466
EFX H1.0- (H2- auxiliary sends) detected
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Resolution: 1600 x 1000
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
7 bots read from bots.cfg
+MAP01 - entryway
A chainsaw! Find some meat!
Picked up a clip.
Picked up a clip.
Picked up an armor bonus.
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a clip.
Picked up a stimpack.
[New Thread 0x7fffde744910 (LWP 6866)]
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffde744910 (LWP 6866)]
0x00007ffff41120dc in ?? () from /usr/local/lib/libfmodex64-4.26.17.so
(gdb) backtrace
#0 0x00007ffff41120dc in ?? () from /usr/local/lib/libfmodex64-4.26.17.so
Cannot access memory at address 0x7fffde743ea8
(gdb)
- Chris
- Posts: 2983
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- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: ZDoom with OpenAL
The latest Linux version is actually 1.12. The 2.1 might be Creative's hardware driver version, though I"m otherwise not sure where the number comes from (the spec is at version 1.1, and Creative's software driver for Windows is 2.2.0.7).Siggi wrote:I believe it's 1.8.466.Chris wrote:What version of OpenAL do you have?
Wikipedia tells me the latest is 2.1.0.0, so I guess I do have an older version. You can blame Ubuntu for that.
EDIT
And yes, btw, it seems it's a bug in that version to cause it to report processed buffers that aren't there to be unqueued, under certain situations. It's been fixed in newer versions.
/EDIT
I got it built with OpenAL and FMOD, and was able to get a more informative backtrace. And it's indeed what I feared:Well that's the funny thing; that's supposed to be from a debug build being run through gdb.
Code: Select all
#3 <signal handler called>
No symbol table info available.
#4 0xb68bfafc in ?? () from /usr/local/lib/libfmodex-4.26.22.so
No symbol table info available.
#5 0x099ca0c8 in ?? ()
No symbol table info available.
#6 0x00000005 in ?? ()
No symbol table info available.
#7 0xadd639a3 in gst_flac_dec_loop (sinkpad=0x910e808) at gstflacdec.c:1067
flacdec = 0x99c9ff0
s = <value optimized out>
is = <value optimized out>
__FUNCTION__ = "gst_flac_dec_loop"- Siggi
- Posts: 3288
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Re: ZDoom with OpenAL
I got this to work happily on a fresh install of Ubuntu 10.04rc 32bit. This time I made sure not to install fmodex.
The only thing worth reporting is this:
I notice the version of OpenAl used in Ubuntu 10.04 is now 1.11. Strange console messages aside, everything sounds fine as far as I can tell.
The only thing worth reporting is this:
Code: Select all
siggi@biggs:~/zdoom/release$ ./zdoom -iwad ~/wads/doom2.wad
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
ZDoom v2.4.0 - SVN revision 2291 - SDL version
Compiled on Apr 27 2010
M_LoadDefaults: Load system defaults.
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
adding /home/siggi/zdoom/release/zdoom.pk3, 523 lumps
adding /home/siggi/wads/doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Intel(R) Celeron(R) M processor 1.60GHz
Family 6, Model 13, Stepping 8
Features: MMX SSE SSE2
I_InitSound: Initializing OpenAL
Opened device IPulseAudio Software
ALC Version: H1.1
Vendor: IOpenAL Community
Renderer: IOpenAL Soft
Version: I1.1 ALSOFT 1.11.753
EFX H1.0- (H2- auxiliary sends) detected
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Resolution: 640 x 480
** (zdoom:18990): WARNING **: Could not create an openalsink- Chris
- Posts: 2983
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: ZDoom with OpenAL
Cool.Siggi wrote:The only thing worth reporting is this:I notice the version of OpenAl used in Ubuntu 10.04 is now 1.11. Strange console messages aside, everything sounds fine as far as I can tell.Code: Select all
siggi@biggs:~/zdoom/release$ ./zdoom -iwad ~/wads/doom2.wad bt_audio_service_open: connect() failed: Connection refused (111) ...
Re: ZDoom with OpenAL
How in the heck do you get this thing to compile? Using OpenAL Soft, GStreamer WinBuilds SDK v0.10.6, and Visual Studio 2008.
Code: Select all
1>------ Build started: Project: wadsrc, Configuration: Release Win32 ------
1>Checking zdoom.pk3...
1>Could not scan 'c:/Users/Aroenai/SVN/zdoom - openal - Copy/wadsrc/generated/': No such file or directory
1> 1 file(s) copied.
1>Build log was saved at "file://c:\Users\Aroenai\SVN\zdoom - openal - Copy\wadsrc\Release\BuildLog.htm"
1>wadsrc - 0 error(s), 0 warning(s)
2>------ Build started: Project: zdoom, Configuration: Release Win32 ------
2>Checking svnrevision.h...
2>src/svnrevision.h is up to date at revision 2474M.
2>Compiling...
2>oalsound.cpp
2>C:\Program Files\Microsoft SDKs\Windows\v6.0A\include\windef.h(152) : error C2371: 'DWORD' : redefinition; different basic types
2> c:\users\Aroenai\svn\zdoom - openal - copy\src\basictypes.h(37) : see declaration of 'DWORD'
2>C:\Program Files\Microsoft SDKs\Windows\v6.0A\include\winnt.h(3250) : warning C4391: 'DWORD __readfsdword(DWORD)' : incorrect return type for intrinsic function, expected 'unsigned long'
2>C:\Program Files\Microsoft SDKs\Windows\v6.0A\include\winnt.h(3272) : warning C4391: 'DWORD __readfsdword(DWORD)' : incorrect return type for intrinsic function, expected 'unsigned long'
2>C:\Program Files\Microsoft SDKs\Windows\v6.0A\include\wingdi.h(1587) : warning C4005: 'OPAQUE' : macro redefinition
2> c:\users\Aroenai\svn\zdoom - openal - copy\src\actor.h(370) : see previous definition of 'OPAQUE'
2>.\src\sound\oalsound.cpp(77) : warning C4551: function call missing argument list
2>.\src\sound\oalsound.cpp(395) : error C2589: '(' : illegal token on right side of '::'
2>.\src\sound\oalsound.cpp(395) : error C2059: syntax error : '::'
2>.\src\sound\oalsound.cpp(411) : warning C4244: '=' : conversion from 'guint64' to 'size_t', possible loss of data
2>.\src\sound\oalsound.cpp(684) : warning C4800: 'gboolean' : forcing value to bool 'true' or 'false' (performance warning)
2>.\src\sound\oalsound.cpp(707) : warning C4800: 'gboolean' : forcing value to bool 'true' or 'false' (performance warning)
2>.\src\sound\oalsound.cpp(855) : error C2589: '(' : illegal token on right side of '::'
2>.\src\sound\oalsound.cpp(855) : error C2059: syntax error : '::'
2>.\src\sound\oalsound.cpp(871) : warning C4244: '=' : conversion from 'guint64' to 'size_t', possible loss of data
2>.\src\sound\oalsound.cpp(1155) : warning C4551: function call missing argument list
2>.\src\sound\oalsound.cpp(1155) : warning C4551: function call missing argument list
2>.\src\sound\oalsound.cpp(1223) : error C2589: '(' : illegal token on right side of '::'
2>.\src\sound\oalsound.cpp(1223) : error C2143: syntax error : missing ')' before '::'
2>.\src\sound\oalsound.cpp(1223) : error C2660: 'std::vector<_Ty>::push_back' : function does not take 0 arguments
2> with
2> [
2> _Ty=ALCint
2> ]
2>.\src\sound\oalsound.cpp(1223) : error C2059: syntax error : ')'
2>.\src\sound\oalsound.cpp(1256) : warning C4800: 'ALCboolean' : forcing value to bool 'true' or 'false' (performance warning)
2>.\src\sound\oalsound.cpp(1257) : warning C4800: 'ALboolean' : forcing value to bool 'true' or 'false' (performance warning)
2>.\src\sound\oalsound.cpp(1280) : error C2589: '(' : illegal token on right side of '::'
2>.\src\sound\oalsound.cpp(1280) : error C2143: syntax error : missing ')' before '::'
2>.\src\sound\oalsound.cpp(1280) : error C2661: 'std::vector<_Ty>::resize' : no overloaded function takes 0 arguments
2> with
2> [
2> _Ty=ALuint
2> ]
2>.\src\sound\oalsound.cpp(1280) : error C2059: syntax error : ')'
2>.\src\sound\oalsound.cpp(1310) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1311) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1312) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1313) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1314) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1315) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1316) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1317) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1318) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1319) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1320) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1322) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1323) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1324) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1325) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1326) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1327) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1328) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1329) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1330) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1331) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1332) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1334) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1335) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1336) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1337) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1338) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1339) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1340) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1341) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1342) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1343) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1344) : error C2061: syntax error : identifier 'typeof'
2>.\src\sound\oalsound.cpp(1650) : error C2589: '(' : illegal token on right side of '::'
2>.\src\sound\oalsound.cpp(1650) : error C2059: syntax error : '::'
2>Build log was saved at "file://c:\Users\Aroenai\SVN\zdoom - openal - Copy\Release\BuildLog.htm"
2>zdoom - 48 error(s), 12 warning(s)
========== Build: 1 succeeded, 1 failed, 12 up-to-date, 0 skipped ==========
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: ZDoom with OpenAL
I don't think he ever tested on Windows, being a Linux user.
Anyway, take one guess why this code was never included into ZDoom officially and probably never will...
Anyway, take one guess why this code was never included into ZDoom officially and probably never will...
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: ZDoom with OpenAL
And for those of us who CAN'T program, what would that be? 