3D Audio Engine

3D Audio Engine

Learn how to add 3D sound effects and music into your games using OpenAL. The VMK in this section will show you how to play sound files based on game triggers (like creaky doors), learn to play sounds in a continuous loop for effects like machine gun sounds, and learn to stream audio for music playback.

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0: Introduction
Introduction
Welcome to the world of 3D sound playback. This VMK shows you how to get the OpenAL SDK installed on your computer and where to find documentation and help for the API.
VMK 0: Introduction
1: Setup and Play
Setup and Play
Visual C++ is set up in this VMK so that we can work with the OpenAL SDK. I explain the general concepts used in the OpenAL API framework and by the end of the video, we are able to do simple audio play back from a file.
VMK 1: Setup and Play
2: Audio Buffer
Audio Buffer
The AudioManager project is started in this VMK and the AudioBuffer class is created. The AudioBuffer is used to store all sound files loaded into memory.
VMK 2: Audio Buffer
3: Audio Source
Audio Source
The AudioSource class is created in this VMK. This class is used to manage the OpenAL source objects that are attached to buffers.
VMK 3: Audio Source
4: Audio Manager
Audio Manager
The beginnings of the AudioManager class are started in this VMK. This class manages both the AudioBuffers and AudioSources so that we can seamlessly create audio objects to use in our games and applications.
VMK 4: Audio Manager
5: Playback Properties
Playback Properties
In this VMK a few new functions are added to the AudioManager for playback. You will now be able to pause, stop, or change the volume.
VMK 5: Playback Properties
6: Ogg Vorbis Setup
Ogg Vorbis Setup
The Ogg Vorbis SDK files are downloaded and installed in this video so that we can start programming in the next VMK.
VMK 6: Ogg Vorbis Setup
7: Play Ogg Files
Play Ogg Files
The compiled ogg library files are added to the AudioManager project in this VMK. A new function is added to the AudioBuffer class to allow us to load *.ogg files into an OpenAL buffer so that we can play back its contents.
VMK 7: Play Ogg Files
8: Audio Stream
Audio Stream
Streaming audio from the hard drive out to the speakers is done using the AudioStream class which is developed in this VMK. Be sure to check out the comments in YouTube for bug fixes in this video.
VMK 8: Audio Stream
9: Play a Stream of Audio
Play a Stream of Audio
The AudioManager class is updated in this VMK so that a stream of audio can be created, deleted and played. Make sure you understand how multiple threads (Intro to C++ VMK 15) work before watching this video.
VMK 9: Play a Stream of Audio
10: Cleanup
Cleanup
I have dedicated this video to do some cleanup work. A few variable name and function name changes. Near the end of the video I rewrite one function to allow us to easily change the master volume, or the volume of a source or stream.
VMK 10: Cleanup
11: Merge Source and Stream
Merge Source and Stream
A new AudioObject class is created which allows us to simplify the AudioManager when working with AudioSources and AudioStreams.
VMK 11: Merge Source and Stream
12: 3D Sound
3D Sound
In this video I demonstrate how to move sound around in 3D space two different ways, using the attached to listener property.
VMK 12: 3D Sound
13: Error Checking
Error Checking
In this VMK I show how to fix the errors that can pop up from the AudioManager when you are dynamically adding and removing audio sources/streams.
VMK 13: Error Checking
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