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authorathomas <[email protected]>2003-06-28 03:12:25 +0000
committerathomas <[email protected]>2003-06-28 03:12:25 +0000
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html>
+<head>
+<title>Untitled Document</title>
+<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
+</head>
+
+<body>
+<p align="center" class="title"><span class="title"><font size="5">Single Static
+ Source</font></span><font size="4"><br>
+ <b>Lesson 1</b></font></p>
+
+<p align="center" class="title"> <span class="author">Author: <a href="mailto:[email protected]"><font color="#888888">Jesse
+ Maurais</font></a> </span><br>
+ Adapted for Java by: Athomas Goldberg</p>
+<p>Welcome to the exciting world of OpenAL! OpenAL
+is still in a stage of growth, and even though there is an ever larger following
+to the API it still hasn't reached it's full potential. One of the big reasons
+for this is that there is still not yet hardware acceleration built in for
+specific cards. However, Creative Labs is a major contributor to the OpenAL
+project and also happens to be one of the largest soundcard manufacturers. So
+there is a promise of hardware accelerated features in the near future. OpenAL's
+only other major contributor, Loki, has gone the way of the dinosaur. So the
+future of OpenAL on Linux platforms is uncertain. You can still obtain the Linux
+binaries on some more obscure websites.</p>
+<p>OpenAL has also not been seen in many major
+commercial products, which may have also hurt it's growth. As far as I know the
+only pc game to use OpenAL has been Metal Gear 2 (although recently I've
+discovered that Unreal 2 does as well). The popular modeling program, Blender3D,
+was also known to use OpenAL for all it's audio playback. Aside from these
+however the only other OpenAL uses have been in the sdk examples and a few
+obscure tutorials on the internet.</p>
+<p>But lets face it, OpenAL has a lot of
+potential. There are many other audio libraries that claim to work with the
+hardware on a lower level (and this may be true), but the designers of OpenAL
+did several things in it's design which make it a superior API. First of all
+they emulated the OpenGL API which is one of the best ever designed. The API
+style is flexible, so different coding methods and hardware implementations will
+take advantage of this. People who have had a lot of experience with OpenGL will
+be able to pick up OpenAL quite fast. OpenAL also has the advantage of creating
+3D surround sound which a lot of other API's cannot boast. On top of all of that
+it also has the ability to extend itself into EAX and AC3 flawlessly. To my
+knowledge no other audio library has that capability.</p>
+<p>If you still haven't found a reason here to use
+OpenAL then here's another. It's just cool. It's a nice looking API and will
+integrate well into your code. You will be able to do many cool sound effects
+with it. But before we do that we have to learn the basics.</p>
+
+<p>So let's get coding!</p>
+<pre class=code><font color="#0000FF">import</font> net.java.games.joal.*;
+<font color="#0000FF">import</font> net.java.games.joal.util.*;
+<font color="#0000FF">import</font> java.io.*;
+<font color="#0000FF">import</font> java.nio.ByteBuffer;</pre>
+<pre class=code><font color="#0000FF">public</font> <font color="#0000FF">class</font> SimpleStaticSound {
+
+ <font color="#0000FF"><span class=codeComment>static</span></font><span class=codeComment> AL al = ALFactory.getAL();
+
+ <font color="#006600">// Buffers hold sound data.</font></span>
+ <font color="#0000FF">static int</font>[] buffer = new <font color="#0000FF">int</font>[1];;
+
+<span class=codeComment> <font color="#006600">// Sources are points emitting sound.</font></span>
+ <font color="#0000FF">static int</font>[] source = <font color="#0000FF">new</font> <font color="#0000FF">int</font>[1];
+</pre>
+<p>Those familiar with OpenGL know that it uses &quot;texture objects&quot; (or &quot;texture
+names&quot;) to handle textures used by a program. OpenAL does a similar thing with
+audio samples. There are essentially 3 kinds of objects in OpenAL. A buffer
+which stores all the information about how a sound should be played and the
+sound data itself, and a source which is a point in space that emits a sound.
+It's important to understand that a source is not itself an audio sample. A
+source only plays back sound data from a buffer bound to it. The source is also
+given special properties like position and velocity. </p>
+<p>The third object which I have not mentioned yet is the listener. There is
+only one listener which represents where 'you' are, the user. The listener
+properties along with the source properties determine how the audio sample will
+be heard. For example their relative positions will determine the intensity of
+the sound.</p>
+
+<pre class=code>
+<span class=codeComment><font color="#006600"> // Position of the source sound.</font></span>
+<font color="#0000FF"> static float</font>[] sourcePos = { 0.0f, 0.0f, 0.0f };
+<font color="#006600">
+<span class=codeComment> // Velocity of the source sound.</span></font>
+<font color="#0000FF"> static float</font>[] sourceVel = { 0.0f, 0.0f, 0.0f };
+
+<span class=codeComment> <font color="#006600">// Position of the listener.</font></span>
+ <font color="#0000FF">static float</font>[] listenerPos = { 0.0f, 0.0f, 0.0f };
+
+<span class=codeComment> <font color="#006600">// Velocity of the listener.</font></span>
+ <font color="#0000FF">static float</font>[] listenerVel = { 0.0f, 0.0f, 0.0f };
+
+<span class=codeComment> <font color="#006600">// Orientation of the listener. (first 3 elements are "at", second 3 are "up")</font></span>
+ <font color="#0000FF">static float</font>[] listenerOri = { 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f };
+</pre>
+
+<p>In the above code we specify the position and velocity of the source and listener
+ objects. These arrays are vector based Cartesian coordinates. You could easily
+ build a structure or class to do the same thing. In this example I used arrays
+ for simplicity.</p>
+<p>Here we will create a function that loads all of our sound data from a file.
+</p>
+<pre class=code> <font color="#0000FF">static int</font> LoadALData() {
+
+<span class=codeComment> <font color="#006600">// variables to load into</font>
+
+ <font color="#0000FF">int</font>[] format = <font color="#0000FF">new int</font>[1];<br> <font color="#0000FF">int</font>[] size = <font color="#0000FF">new int</font>[1];<br> ByteBuffer[] data = <font color="#0000FF">new</font> ByteBuffer[1];<br> <font color="#0000FF">int</font>[] freq = new <font color="#0000FF">int</font>[1];
+ <font color="#0000FF">int</font>[] loop = new <font color="#0000FF">int</font>[1];<br></span>
+ <font color="#006600">// Load wav data into a buffer.</font>
+ al.alGenBuffers(1, buffer);
+ <span class=codeKeyword>if</span> (al.alGetError() != AL.AL_NO_ERROR)
+ <span class=codeKeyword> return</span> AL.AL_FALSE;
+
+ ALut.alutLoadWAVFile(&quot;wavdata/FancyPants.wav&quot;, format, data, size, freq, loop);
+ al.alBufferData(buffer[0], format[0], data[0], size[0], freq[0]);
+ ALut.alutUnloadWAV(format[0],data[0],size[0],freq[0]);
+</pre>
+<p>The function 'alGenBuffers' will create the buffer objects and store them in
+the variable we passed it. It's important to do an error check to make sure
+everything went smoothly. There may be a case in which OpenAL could not generate
+a buffer object due to a lack of memory. In this case it would set the error
+bit.</p>
+<p>The ALut is very helpful here. It opens up the file for us and gives us all
+ the information we need to create the buffer. And after we have attached all
+ this data to the buffer it will help use dispose of the data. It all works in
+ a clean and efficient manner.</p>
+<pre class=code>
+ <span class=codeComment><font color="#006600">// Bind buffer with a source.</font></span>
+ al.alGenSources(1, source);
+
+ <span class=codeKeyword>if</span> (al.alGetError() != AL.AL_NO_ERROR)
+ <span class=codeKeyword>return</span> AL.AL_FALSE;
+
+ al.alSourcei (source[0], AL.AL_BUFFER, buffer[0] );
+ al.alSourcef (source[0], AL.AL_PITCH, 1.0f );
+ al.alSourcef (source[0], AL.AL_GAIN, 1.0f );
+ al.alSourcefv(source[0], AL.AL_POSITION, sourcePos);
+ al.alSourcefv(source[0], AL.AL_VELOCITY, sourceVel);
+ al.alSourcei (source[0], AL.AL_LOOPING, loop[0] );</pre>
+<p>We generate a source object in the same manner we generated the buffer object.
+Then we define the source properties that it will use when it's in playback. The
+most important of these properties is the buffer it should use. This tells the
+source which audio sample to playback. In this case we only have one so we bind
+it. We also tell the source it's position and velocity which we defined earlier.</p>
+<p>One more thing on 'alGenBuffers' and 'alGenSources'. In some example code I
+have seen these functions will return an integer value for the number of
+buffers/sources created. I suppose this was meant as an error checking feature
+that was left out in a later version. If you see this done in other code don't
+use it yourself. If you want to do this check, use 'alGetError' instead (like we
+have done above).</p>
+<pre class=code>
+ <span class=codeComment><font color="#006600">// Do another error check and return.</font></span>
+ <span class=codeKeyword><font color="#0000FF">if</font></span> (al.alGetError() == AL.AL_NO_ERROR)
+ <span class=codeKeyword><font color="#0000FF">return</font></span> AL.AL_TRUE;
+
+ <span class=codeKeyword><font color="#0000FF">return</font></span> AL.AL_FALSE;
+}
+</pre>
+<p>To end the function we just do one more check to make sure all is well, then
+we return success.</p>
+<pre class=code><font color="#0000FF">static <span class=codeKeyword>void</span> </font>setListenerValues() {
+ al.alListenerfv(AL.AL_POSITION, listenerPos);
+ al.alListenerfv(AL.AL_VELOCITY, listenerVel);
+ al.alListenerfv(AL.AL_ORIENTATION, listenerOri);
+}
+</pre>
+<p>We created this function to update the listener properties.</p>
+<pre class=code><font color="#0000FF">static <span class=codeKeyword>void</span> </font>killALData() {
+ al.alDeleteBuffers(1, buffer);
+ al.alDeleteSources(1, source);
+ Alut.alutExit();
+}
+</pre>
+
+<p>This will be our shutdown procedure. It is necessary to call this to release
+all the memory and audio devices that our program may be using.</p>
+<pre class=code><font color="#0000FF">public static void main</font>(<span class=codeKeyword>String[] args</span>) {
+ <span class=codeComment><font color="#006600">// Initialize OpenAL and clear the error bit.</font></span>
+<span class=codeComment>
+ ALut.alutInit();</span>
+ al.alGetError();
+
+</pre>
+<p>The function 'alutInit' will setup everything that the Alc needs to do for
+us. Basically Alut creates a single OpenAL context through Alc and sets it to
+current. On the Windows platform it initializes DirectSound. We also do an
+initial call to the error function to clear it. Every time we call 'glGetError'
+it will reset itself to 'AL_NO_ERROR'.</p>
+<pre class=code>
+<span class=codeComment> <font color="#006600">// Load the wav data.</font></span>
+ <span class=codeKeyword><font color="#0000FF">if</font></span> (loadALData() == AL.AL_FALSE)
+ <span class=codeKeyword><font color="#0000FF">return</font></span> -1;
+
+ setListenerValues();
+
+ <span class=codeComment><font color="#006600">// Setup an exit procedure.</font></span>
+
+ Runtime runtime = Runtime.getRuntime();
+ runtime.addShutdownHook(
+ <font color="#0000FF">new</font> Thread(
+ <font color="#0000FF">new</font> Runnable() {
+ <font color="#0000FF">public void</font> run() {
+ killAllData();
+ }
+ }
+ )
+ );
+</pre>
+<p>We will check to see if the wav files loaded correctly. If not we must exit
+the program. Then we update the listener values, and finally we set our exit
+procedure.</p>
+<pre class=code> <font color="#0000FF">char</font>[] c = new <font color="#0000FF">char</font>[1];
+ <font color="#0000FF">while</font>(c[0] != 'q') {
+ <font color="#0000FF">try</font> {
+ BufferedReader buf =
+ <font color="#0000FF">new</font> BufferedReader(<font color="#0000FF">new</font> InputStreamReader(System.in));
+ System.out.println(&quot;Press a key and hit ENTER: &quot; +
+ &quot;'p' to play, 's' to stop, 'h' to pause and 'q' to quit&quot;);
+ buf.read(c);
+ <font color="#0000FF">switch</font>(c[0]) {
+ <font color="#0000FF">case</font> 'p':
+ <font color="#006600">// Pressing 'p' will begin playing the sample.</font>
+ al.alSourcePlay(source[0]);
+ <font color="#0000FF">break</font>;
+ <font color="#0000FF">case</font> 's':
+ <font color="#006600">// Pressing 's' will stop the sample from playing.</font>
+ alSourceStop(source[0]);
+ <font color="#0000FF">break</font>;
+ <font color="#0000FF">case</font> 'h':
+ <font color="#006600">// Pressing 'n' will pause (hold) the sample.</font>
+ alSourcePause(source[0]);
+ <font color="#0000FF">break</font>;
+ }
+ } <font color="#0000FF">catch</font> (IOException e) {
+ System.exit(1);
+ }
+ }
+}
+
+</pre>
+<p>This is the interesting part of the tutorial. It's a very basic loop that
+lets us control the playback of the audio sample. Pressing 'p' will replay the
+sample, pressing 's' will stop the sample, and pressing 'h' will pause the
+sample. Pressing 'q' will exit the program.</p>
+<p>Well there it is. Your first delve into OpenAL. I hope it was made simple
+enough for you. It may have been a little too simple for the 1337 h4X0r, but we
+all got to start somewhere. Things will get more advanced as we go along.</p>
+<p> Download the Java Source and Ant Build File</p>
+</body>
+</html>
diff --git a/www/index.html b/www/index.html
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--- a/www/index.html
+++ b/www/index.html
@@ -1,5 +1,111 @@
<html>
<body>
- This is the default project content.
- </body>
+<div align="center"><IMG SRC="http://games.dev.java.net/images/navbar.gif" WIDTH=454 HEIGHT=43 BORDER=0 ALT="" USEMAP="#navbar_Map"></div>
+<MAP NAME="navbar_Map">
+<AREA SHAPE="rect" ALT="Wiki" COORDS="340,0,386,43" HREF="http://wiki.java.net/bin/view/Games">
+<AREA SHAPE="rect" ALT="Weblogs" COORDS="286,0,339,43" HREF="http://weblogs.java.net/weblogs/project/games">
+<AREA SHAPE="rect" ALT="Forums" COORDS="216,0,285,43" HREF="http://games.dev.java.net/forums">
+<AREA SHAPE="rect" ALT="JavaGames Home" COORDS="91,0,215,43" HREF="http://community.java.net/games">
+<AREA SHAPE="rect" ALT="www.java.net" COORDS="1,1,91,44" HREF="http://www.java.net" TARGET="_self">
+</MAP>
+
+<div align="center"><font color="#990000" size="+2">Java Bindings for OpenAL /
+ Sound3D Toolkit Demos and Tutorials</font> </div>
+<table width="100%" border="0" cellspacing="1" cellpadding="0">
+ <tr>
+ <td width="66%" valign="top"> <table width="100%" height="358" border="0" cellpadding="5" cellspacing="1">
+ <tr>
+ <td valign="top"><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000">
+ <tr>
+ <td width="589" valign="top" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Overview</strong></font></div></td>
+ </tr>
+ <tr>
+ <td valign="top" bgcolor="#FFFFFF"><div align="justify">
+ <p>The JOAL-Demos Project hosts a collection of turials and
+ demonstrations illustred the features and usage of the Java
+ bindings for OpenAL API and the Sound3D Toolkit.</p>
+ </div></td>
+ </tr>
+ </table></td>
+ </tr>
+ <tr>
+ <td><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000">
+ <tr>
+ <td width="589" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Getting
+ Started </strong></font></div></td>
+ </tr>
+ <tr>
+ <td valign="top" bgcolor="#FFFFFF"><p>These demos and tutorials
+ have been built in the following environment:</p>
+ <ul>
+ <li> Win32 (Win XP in the case of our machine)</li>
+ <li> Sun J2SDK 1.4.2 (available at <a href="http://java.sun.com" target="_blank">java.sun.com</a>)</li>
+ <li> OpenAL1.0 SDK from Creative Labs (available at <a href="http://developer.creative.com" target="_blank">developer.creative.com</a>
+ under &quot;Gaming -&gt; Development Kits -&gt; Open AL&quot;)
+ </li>
+ <li> ANT 1.5.3 (available at <a href="http://www.apache.org" target="_blank">www.apache.org</a>)</li>
+ </ul></td>
+ </tr>
+ </table></td>
+ </tr>
+ <tr>
+ <td>&nbsp;</td>
+ </tr>
+ </table>
+ <p>&nbsp;</p></td>
+ <td valign="top">
+ <table width="100%" height="242" border="0" cellpadding="5" cellspacing="1">
+ <tr>
+ <td><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000">
+ <tr>
+ <td valign="top" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Useful
+ Links</strong></font></div></td>
+ </tr>
+ <tr>
+ <td valign="top" bgcolor="#FFFFFF"><ul>
+ <li><a href="http://joal.dev.java.net">JOAL</a> Home</li>
+ <li><a href="http://www.openal.org" target="_blank">OpenAL</a>
+ Home</li>
+ <li><a href="ftp://opensource.creative.com/pub/sdk/OpenAL_PGuide_A4.pdf" target="_blank">OpenAL
+ Programmer's Reference</a></li>
+ </ul></td>
+ </tr>
+ </table></td>
+ </tr>
+ <tr>
+ <td><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000">
+ <tr>
+ <td valign="top" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Documentation</strong></font></div></td>
+ </tr>
+ <tr>
+ <td valign="top" bgcolor="#FFFFFF"><ul>
+ <li><a href="http://games-core.dev.java.net/nonav/docs/joal/api/index.html" target="_blank">JOAL
+ / Sound3D Toolkit API</a></li>
+ </ul></td>
+ </tr>
+ </table></td>
+ </tr>
+ <tr>
+ <td><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000">
+ <tr>
+ <td valign="top" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Tutorials</strong></font></div></td>
+ </tr>
+ <tr>
+ <td valign="top" bgcolor="#FFFFFF"><ul>
+ <li> OpenAL Tutorials (<a href="http://www.devmaster.net">www.devmaster.net</a>)
+ <ul>
+ <li><a href="devmaster/lesson1.htm">lesson1</a>: Simple
+ Static Sound</li>
+ </ul>
+ </li>
+ </ul></td>
+ </tr>
+ </table></td>
+ </tr>
+ </table></td>
+ </tr>
+</table>
+
+</body>
</html>
+