Difference between revisions of "OpenAL Audio Server"

From Immersive Visualization Lab Wiki
Jump to: navigation, search
(Status)
(Status)
Line 4: Line 4:
 
==Status==
 
==Status==
 
* '''Server Backend'''
 
* '''Server Backend'''
--- The backend of the server is functional. Connections can be made, instructions and audio files can be sent, and audio can be played and stopped.
+
-- The backend of the server is functional. Connections can be made, instructions and audio files can be sent, and audio can be played and stopped.<br>
--- All network input and output is handled by a dedicated thread that parses the input into discrete audio instructions and queues it up.
+
-- All network input and output is handled by a dedicated thread that parses the input into discrete audio instructions and queues it up.
 
-- A separate thread retrieves these instructions from the queue and performs the desired action (i.e. play sound, move sound position, etc.)
 
-- A separate thread retrieves these instructions from the queue and performs the desired action (i.e. play sound, move sound position, etc.)
  

Revision as of 15:35, 7 October 2011

Contents

Project Overview

Rich, 3D environments need sound to provide the user a feeling of complete immersion. When visualization is provided by a cluster of computers, the sound processing can be handled by a dedicated machine that is in turn connected to the speakers and other audio equipment. The OpenAL Audio Server (OAS) provides this functionality via a network interface on a Linux machine. OAS is based loosely on the aging Windows DirectSound AudioServer project by Marc Schreier, and aims to deliver a backwards compatible solution.

Status

  • Server Backend

-- The backend of the server is functional. Connections can be made, instructions and audio files can be sent, and audio can be played and stopped.
-- All network input and output is handled by a dedicated thread that parses the input into discrete audio instructions and queues it up. -- A separate thread retrieves these instructions from the queue and performs the desired action (i.e. play sound, move sound position, etc.)

  • Server Frontend

-- The frontend of the server uses FLTK and currently only consists of a log window. -- The frontend also resides in its own thread, allowing the user interface to operate independently from the backend of the server. -- Errors are displayed in bold, warnings are displayed in italics, and informative messages contain no special formatting.

To-Do

  • Bullet Point

Future Work

  • Bullet Point

Participants

Software Developers:

Project Advisors:

Development Assistance:

  • Philip Weber


Initial Concept Base: