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Re: physical audio

Posted: Thu May 29, 2008 7:35 am
by Dylan Menzies
Da dah.. I have a first demo working reasonably well. Details at http://www.zenprobe.com/phya

Re: physical audio

Posted: Thu May 29, 2008 11:10 am
by Bbilz
This looks great!
I would love to try this in our current project, but we already have audio handled by FMOD (mainly for platform independance)..
Do you have any plans for making this library more platform independant?
An FMOD wrapping would be great!
:D

Re: physical audio

Posted: Thu May 29, 2008 1:20 pm
by Remotion
Hi Dylan!

This sounds really great!!!

The best way is to allow to selecting any Sound API tough wrapper.

For now it seems that Phya will work only on Windows system.
Will it work on x64 too?
Of course the Mac and Linux support would be great!

regards,
Remotion

Re: physical audio

Posted: Sun Jun 08, 2008 7:20 pm
by Dylan Menzies
I don't really have the time or expertise to get involved with extensive porting, however this should be a relatively straightforward task. I am planning to extend for the RTaudio lib which will allow for mac / linux.

Re: physical audio

Posted: Tue Jun 17, 2008 10:51 am
by Dylan Menzies
btw all the audio and system calls are wrapped internally.

Re: physical audio

Posted: Tue Jun 17, 2008 2:05 pm
by Dragonlord
May I ask what exactly is the Windows-Only part in PhyA? Since it should be POSIX conform and not requiring system resources apart from audio, for which there exists either OpenAL or SDL.

Re: physical audio

Posted: Wed Jun 18, 2008 3:03 pm
by Dylan Menzies
Hi, the thread related stuff is in src/system and the audio stream and file functions are contained in a companion library AIO. I think at the time I started this several years ago there were no suitable cross platform libraries around.

Re: physical audio

Posted: Wed Jun 18, 2008 3:17 pm
by Dylan Menzies
I'm not really up to date on all the audio porting issues, but a quick look around suggests that a mapping to OpenAL would be a good move, yes. I have included a callback for writing to 3D sound buffers, which it seems OpenAL covers. If someone experienced in OpenAL wants to submit some code to do that, that would be great.

Re: physical audio

Posted: Wed Jun 18, 2008 3:19 pm
by Dylan Menzies
I'm thinking of moving the project onto sourceforge or google code. Any preferences?