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History: OgreAL

Source of version: 6 (current)

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            {TRANSCLUDE(page="ogregallery",
name="OgreAL",
caption="OpenAL based, sound manager for Ogre",
licence="LGPL",
status="Stable",
dependencies="Ogre 1.4+, OpenAL",
lateststable="[https://forums.ogre3d.org/viewtopic.php?t=26263|0.2]",
instructions="[https://forums.ogre3d.org/viewtopic.php?t=26263|Release Thread]",
support="[http://www.ogre3d.org/phpBB2addons/viewforum.php?f=10|OgreAL Forum]",
developer="[https://forums.ogre3d.org/memberlist.php?mode=viewprofile&u=6202|CaseyB]",
date="20-Sept-2006")}{TRANSCLUDE}
OgreAL is a wrapper for [http://www.openal.org|OpenAL] that allows users to seamlessly integrate music and 3D audio into their Ogre games and applications.

OpenAL is a cross-platform 3D audio API designed by [http://www.creative.com|Creative] that is appropriate for use with gaming applications and many other types of audio applications. OpenAL is implemented on Macintosh OS 8/9/X, Linux, BSD, Solaris, IRIX, Windows, Xbox and Xbox360. It is a state based API that follows a very similar paradigm to OpenGL.
{DIV()}{maketoc}{DIV}

!!Features
OgreAL can currently handle both the [http://en.wikipedia.org/wiki/WAV|wav] and [http://en.wikipedia.org/wiki/Ogg_vorbis|ogg vorbis] audio formats and is fully compliant with OpenAL 1.1 and allows the user access to any functionality that the OpenAL Core provides. This includes:
* Background Music
* 3D Positioning
** This allows the user to fully customize the distance attenuation.
* Global Gain
* Per Sound Gain
* Multi-Channel Audio
* Directional Sound
** This uses a dual cone system allowing the user detailed control over the final sound.
* The Doppler Effect
** The Doppler algorithm takes into consideration distance, velocity and direction to calculate the final output.

!!Limitations
There is a limited number of sources allowed in audio hardware. This limit varies from card to card and currently OgreAL is restricted to that number of Sounds. In order to find this limit on the current hardware you can call SoundManager::maxSources(). There is a plan to work around this in the near future to allow for infinite Sounds.

EAX nor EFX are not currently implemented. You can read more about these extension on [https://www.openal.org/documentation/|OpenAL's Documentation page].

OgreAL doesn't currently support audio input.

!!Links
* [http://www.ogre3d.org/phpBB2addons/viewforum.php?f=10|OgreAL Forum]
* [http://www.mooproductions.org/documentation|OgreAL Documentation]