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PirateIce
232
Jul 21, 2017
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What we'd really like is if creative didnt always STAND AGAINST GAMING by pushing standards like openal into the ground, holding to whatever IP they have and not doing anything with it but making sure competing standards die a horrible death... mmm great, oh and the sound sucks too, obviously.
Jul 21, 2017
PirateIce
232
Jul 21, 2017
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PirateIcebut, yeah, thanks for the sound bars lol
Jul 21, 2017
DigitalRonyn
558
Creative Labs
Jul 22, 2017
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PirateIceHow are we puhing OpenAL into the ground? We developed Alchemy to keep the standard alive for the older titles that were still utilizing it.
OpenAL is being(or was pushed)"pushed" into the ground by Microsoft when they killed hardware acceleration hooks by nuking DirectAudio and game devs that started to use standardized audio engines so its easier to port to consoles and increase development times as gamers began to care more and more about framerates and graphics effects versus the overall immersion factor of a game that combined realistic AUDIO with convincing and smooth graphics
We'd LOVE to see more people pushing the boundaries with OpenAL and audio design in general.
If there are no developers developing for OpenAL how are we responsible for that?
Sorry but your anger here is seriously misdirected (and quite honestly incredibly outdated).
Jul 22, 2017
PirateIce
232
Jul 22, 2017
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DigitalRonynOpenAL continues to be used by modern titles in software acceleration mode, independent developers continue to develop Soft OpenAL. Alchemy is only about enabling creative's proprietary EAX for titles that required it to use OpenAL, which is part of the problem we are discussing. But Creative has not updated any of the core API for OpenAL since 2005. Please, catch up.
Jul 22, 2017
PirateIce
232
Jul 22, 2017
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DigitalRonyn If it is so utterly archaic and you have no concern for its death or doing development for it, prove me wrong and release the license for openal into public domain.
Jul 22, 2017
DigitalRonyn
558
Creative Labs
Jul 22, 2017
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PirateIcePlease don't put words into my mouth. I said nothing about OpenAL being "archaic" I said your anger and direction of anger is outdated. There are a ton of factors for OpenAL being pushed to the wayside (some of which I noted above), and to make the statement we stand against gaming is serious hyperbole and quite simply unfair and untrue.
Are you upset with Dolby as well? What about the other "non-open proprietary" standards? Are they suppressing competing standards?
Alas, a decision to release a license is a bit above my pay grade.
That being said, I get your frustration and appreciate the obvious passion for audio you have.
Jul 22, 2017
PirateIce
232
Jul 23, 2017
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DigitalRonynThis isn't the case of a proprietary standard out competing others, this is the case of a company buying a standard and then doing nothing with it when they can't make it hardware specific to them.
Also this certainly wasn't directed to you personally, although your follow up indicates the confusion about this created at creative is real and I hope they will in the future support it further as its still the main way to implement 3d audio for headphones via HRTF. I'd recommend anyone wanting to modernize their openal implementation to download the dll of "soft AL" until something from this decade shows up at the "official" open al as the "soft AL" implementation can be considered the real standard at this point.
Jul 23, 2017
PirateIce
232
Sep 23, 2017
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PirateIceI found someone else's post that included some links to the history of what I said, the post was in response to why 3D sound has been stifled and often unused in 3D games since the 90s: " You can blame Creative Technologies for this, a company called Sensaura had this technology it the 90's. We had fully positional 3d surround in games for 1998 until 2003 with technology based on binaural algorithms. The first Unreal game is a good example of how good it was, far better than what we have now. The problem was it was too good, the pc sound heavy weight "Creative" offered the owners lots and lots of money bought the company and for some stupid reason shelved the technology and used the patents to stop other companies bringing anything like it market and nether included it in any of their products. Here's the history: http://en.wikipedia.org/wiki/Sensaura http://www.rage3d.com/board/showthread.php?t=33729198 http://www.guardian.co.uk/education/2001/nov/01/highereducation.research "
Sep 23, 2017
PirateIce
232
Sep 23, 2017
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DigitalRonynIts a shame DigitalRonyn didn't take the time to understand these things and instead gave weight to the misconceptions out there. I hope Creative will face this openly and make a productive decision in the future, they have many options and we should continue to pressure them into finding some solution to allow further OpenAL development in the main tree, for as long as they still hold OpenAL as a proprietary technology, Creative IS holding back the ability of game of developers to use OpenAL widely, and they ARE responsible for this while they hold onto it, but we owe them ZERO for BUYING this technology then SHELVING it.
Sep 23, 2017
PirateIce
232
Sep 23, 2017
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PirateIceThis part should probably be addressed directly as well "OpenAL is being(or was pushed)"pushed" into the ground by Microsoft when they killed hardware acceleration hooks by nuking DirectAudio and game devs that started to use standardized audio engines so its easier to port to consoles and increase development times as gamers began to care more and more about framerates and graphics effects versus the overall immersion factor of a game that combined realistic AUDIO with convincing and smooth graphics"
common misconception pushed by creative: You can still run openal through software as designed, what microsoft did here only cut out the ability of a hardware sound card to process the 3d audio instead of your processor as it should be, and this is only why creative is burying a 3d audio api, they cant use it as a marketing bonus directly, so instead they make money by selling licenses to those that do want to develop this further, making these offerings far too expensive for general use. So its kinda funny they keep using lines like this that only explain Creative's problems with OpenAL, not a problem for the the users that actually want to listen with it although they are forced to use SoftAL which 1 person is still keeping around and developed so people can do this in software properly still WITHOUT creative's help, or any issues from microsoft lol
Sep 23, 2017
kwlovas
2
Jan 11, 2018
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PirateIceI am 101% agreed with Piratecle and all of you users nagging about rest stuff should understand what is he talking about. A forgotten, Golden ERA, back in the past where spending money for your sound card really payed off.
Since my first builds and my own budget spend for my computers, sound was my priority. Sound Blaster AWE 64 rocked my world, then Audigy and then X-Fi , might missed someone between, but thats it, downhill from that moment on. If you pay attention to today's series, they are most of them just rebranded Audigy , same tools, same software, same effects and tons of marketing.
Driver support is a joke, why do i have to spend 100$ every 5 years because my awesome product stopped working , though shitty onboard sound cards still have driver support after 12 years :P
Sound standards do not change every 3 years like monitor / graphics , hdd etc.
Anyway the death of sound came by microsoft like stated above.
Cheers and wish these ***tards get c****er
Jan 11, 2018
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