ZDoom with OpenAL
Moderator: GZDoom Developers
Re: ZDoom with OpenAL
First, ZDoom already has plenty of OPL3 synths. One derived from DOSBox (and originally from ADLIBEMU), one based on Vintage Tone, and the last called Nuked OPL3. So, sure, what's one more, we could have Adlib Tracker II as well (provided there's no licensing issue) but it's not really a priority I guess. The MAME synth is an OPL2 synth by the way.
Secondly, the biggest issue with the OPL code comes not from the MAME code, but from MUSLIB's awful license. What would be useful would be to find where Vladimir Arnost hangs around nowadays and ask him if he'd accept re-releasing MUSLIB under a saner license, like LGPL.
Secondly, the biggest issue with the OPL code comes not from the MAME code, but from MUSLIB's awful license. What would be useful would be to find where Vladimir Arnost hangs around nowadays and ask him if he'd accept re-releasing MUSLIB under a saner license, like LGPL.
- Graf Zahl
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Re: ZDoom with OpenAL
I wonder what makes this code so irreplaceable. It can't be the only OPL player around. And since it has already been expanded to work with 4 different cores it might be interesting how much original code is still left.
Re: ZDoom with OpenAL
http://www.adlibtracker.net/
idk why so many opl synths in the same software, adlib tracker is the best opl3 player I ever tested it works fine in dos with real opl3 and also with emulated opl3 that sounds great too.
Ehm, why do we need to add opl2 support? isn't it the same sound as opl3 but just lack some reverb effects?
idk why so many opl synths in the same software, adlib tracker is the best opl3 player I ever tested it works fine in dos with real opl3 and also with emulated opl3 that sounds great too.
Ehm, why do we need to add opl2 support? isn't it the same sound as opl3 but just lack some reverb effects?
- Graf Zahl
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Re: ZDoom with OpenAL
Written in Pascal, making it useless.
Re: ZDoom with OpenAL
it could use a tool like this http://garret.ru/ptoc/Readme.htm to convert pascal to c 
at least their tool to convert SDL to pascal worked, but can't it mix languages? at least I know if you make a C# project you can use c and other languages on it too, but idk about C++

at least their tool to convert SDL to pascal worked, but can't it mix languages? at least I know if you make a C# project you can use c and other languages on it too, but idk about C++
- Graf Zahl
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Re: ZDoom with OpenAL
With a cross platform Pascal compiler that understands the extended syntax it would be possible. Good luck finding such a compiler...
Re: ZDoom with OpenAL
Technically Doom used OPL2. Doesn't matter really, since OPL3 is perfectly backward compatible with OPL2.ibm5155 wrote:Ehm, why do we need to add opl2 support? isn't it the same sound as opl3 but just lack some reverb effects?
The emulator is written in C. I see no clear licensing though.Graf Zahl wrote:Written in Pascal, making it useless.
Re: ZDoom with OpenAL
That's from MAME. Nothing new there.Gez wrote:The emulator is written in C. I see no clear licensing though.
- Marisa the Magician
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Re: ZDoom with OpenAL
I don't really know why this talk about OPL synths but... for Zdoom, how about Adplug? It's LGPL.
Re: ZDoom with OpenAL
Sorry for bumping but I encountered a somewhat weird issue today.
Last time I played with OpenAL sound everything was fine.
But today all of a sudden I had some strange dropouts in the sound.
After some checking I discovered that GZDoom wasn't using the openal32.dll in its local directory but one that got globally installed by some sneaky application I recently installed - and that version seems to be a bit broken. After uninstalling it everything went back to normal.
How is this even possible that a global DLL version can override a local one? I always thought local always takes preference. This behavior suggests to be that the 'official' OpenAL is irreparably broken...
Last time I played with OpenAL sound everything was fine.
But today all of a sudden I had some strange dropouts in the sound.
After some checking I discovered that GZDoom wasn't using the openal32.dll in its local directory but one that got globally installed by some sneaky application I recently installed - and that version seems to be a bit broken. After uninstalling it everything went back to normal.
How is this even possible that a global DLL version can override a local one? I always thought local always takes preference. This behavior suggests to be that the 'official' OpenAL is irreparably broken...
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Re: ZDoom with OpenAL
The only problem I have with OpenAL so far is that all sounds play at the same intensity regardless of distance. Like, a noise on the opposite corner of a large map has the same ear-shattering intensity as if played right next to me.
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Re: ZDoom with OpenAL
Does OpenAL currently ignore volume in A_PlaySound? Or am I just stuck with screwy drivers?
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Re: ZDoom with OpenAL
MarisaKirisame wrote:The only problem I have with OpenAL so far is that all sounds play at the same intensity regardless of distance. Like, a noise on the opposite corner of a large map has the same ear-shattering intensity as if played right next to me.
http://forum.zdoom.org/viewtopic.php?f=2&t=48827Vaecrius wrote:Does OpenAL currently ignore volume in A_PlaySound? Or am I just stuck with screwy drivers?