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LWJGL
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Programming
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OpenAL
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Reverb
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Topic: Reverb (Read 5690 times)
gredok
Newbie
Posts: 1
Reverb
«
on:
June 27, 2006, 07:35:10 »
Which way is the best to implement reverb? Is it possible to do reverb through the OpenAL bindings in LWJGL?
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renanse
Regular nerd
Posts: 99
Reverb
«
Reply #1 on:
September 19, 2006, 13:15:35 »
Reverb is very important to me as well in the game we are working on. I had thought EAX was available via lwjgl, but looks like that was ripped out. If there is some other way to handle reverb in OpenAL, could someone point that out? Otherwise, why not leave EAX in, at least the largest share of the market could get the effects, even if regular plain sounds are all you get on other platforms.
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Matzon
Administrator
Demigod
Posts: 2239
Reverb
«
Reply #2 on:
September 19, 2006, 14:04:04 »
OpenAL 1.1 has some effects stuff I think - we'll look into OAL 1.1, once LWJGL 1.0 is done :roll:
BTW, EAX and probably EFX wont work on Vista, since it's going to be software only, unless you have the proper drivers (Creative)
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renanse
Regular nerd
Posts: 99
Reverb
«
Reply #3 on:
September 19, 2006, 14:19:29 »
Ok, well then is there an easy way to do reverb manually in software? A link or two to some articles would be helpful.
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Matzon
Administrator
Demigod
Posts: 2239
Reverb
«
Reply #4 on:
September 19, 2006, 22:19:41 »
quick google:
http://www.harmony-central.com/Computer/Programming/
http://www.harmony-central.com/Computer/Programming/Code/comb.html
- A building block for reverb.
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Matzon
Administrator
Demigod
Posts: 2239
Reverb
«
Reply #5 on:
September 19, 2006, 22:22:35 »
FYI, EAX was removed because it wasn't crossplatform - heck it wasn't even available on a large number of windows installations. It required EAX drivers.
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