OpenAL Explorer

An interactive reference for OpenAL developers that provides a basis for understanding:

  • Listener Orientation
  • Source Direction
  • Cone angles
  • Distance models
  • Doppler Effect
  • Orientation and Direction Vectors

The simple interface provides a “top-down” view in 2D space, and allows users to move and “point” the source and listener within the work-space.

3D vectors are printed on-screen allowing developers in both the 3D and 2D realm to get a grip on the OpenAL space.

For 2D developers, this tool provides a basis for understanding volume and classic pan and how volume and panning are related to distance, direction, orientation and the distance model.

OpenAL is a cross-platform 3D audio API appropriate for use with gaming applications and many other types of audio applications, which is owned and maintained by Creative Labs. [import]uid: 616 topic_id: 22588 reply_id: 322588[/import]

Hey mrgoose, thanks for providing this great tool! I’m sure it will come in handy. Maybe it’s just the ear buds I’m using, but dragging a source behind the listener doesn’t noticeably change the sound. Not so much that it sounds like the sound is behind me, anyway. Is that something OpenAL is capable of in your experience? [import]uid: 120 topic_id: 22588 reply_id: 90513[/import]

I think that’s the only way to achieve true depth is with 5.1 surround audio boards.

I don’t think iOS or Android support 5.1 surround.

With stereo setups (two speakers, or headphones) things are limited to:

  • left volume
  • right volume

Where as with 5.1 surround, you get:

  • left front volume
  • left rear volume
  • right front volume
  • right rear volume
  • center front volume
  • subwoofer (omni) volume

In a surround setup, you get 360 degrees to work with.

With a stereo setup, the working model only has 180 degrees to play with. There’s no real way to distinguish between front and back.

In other words, when the source is 1 “unit” (meter, foot, yard, etc) behind, it’ll sound the same as if it were 1 unit in front.

Distance is used to provide a means to lower the volume the further the source is from the listener.

So the only clue for “in front” and “behind” is the volume level. But again, front and back will sound the same.

You’ll have to leave it up to your graphics to provide the visual clues as to whether the source is in front or behind!

[import]uid: 616 topic_id: 22588 reply_id: 90524[/import]

This looks great. I’d like to try it, but I don’t have an Apple devices. Have you tried building it for Android? I’ve thought about making a similar thing for Android, but I haven’t been able to get source or listener positions to work in the simulator or on a device. The sounds just play evenly through left and right. [import]uid: 112085 topic_id: 22588 reply_id: 95029[/import]