Game Developers Diary 2: The world is alive with the sound of OpenAL

In the last chapter we learned a bit of basic OpenGL functionality. While not enough, to be actually useful in a game, it got our appetite wet and gives a good base, from which to investigate further.

Today, we will mainly leave OpenGL behind and focus on the other second-most important user interface in games: Sound.

More to the point: Sound, using OpenAL. That choice is convenient for a few very simple reasons:

  • It’s available in nearly any possible target system
  • It’s open and rock solid
  • It’s very simple to understand
  • It has most of the basic features, you could want from a game sound interface

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