A good source of information:
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Create a simple OpenGL project with OpenAL music/ 3d sound engine. The OpenAL classes for the project must be easy to understand, to implement in a game engine and tested.
Must be tested in a simple OpenGL Win32 project (use a framework on the net). The OpenAL instance must run in thread because: If the game engine slows down, it will crash because the sound engine continually reads packets of sounds from audio files. With the keyboard, +, - we can add random cubes in the scene to test 3d sounds while a playlist of ogg music is playing.
The music portion must have the following options;
-fade in / out
-buffered playlist of ogg music files
-ini with channels testings, number of 3d sound channel available
-plays differents sounds based on camera position vector (xyz) compared to channel (objects) positions
-optimization, for maximum results and low CPU usage.
-volume, pitch, echo, reverb.
-When too many 3d sounds must be played, only the X closest sounds to the client's camera will play.
-sounds must be Wave files or OGG files (ex: a monster is walking(wav), a radio is playing some music(ogg))
The OpenAL portion of the project is copyright, and under a NDA.
All about coding a OpenAL project ***UPDATE***
*Not using anything else than C++, OpenGL and OpenAL for Win32 on Visual C++ 6 - Net 2003
No SDL and direct X please!
*Use a simple OpenGL framework in C++ (Nehe?) to call and run your class objects.
*This sound- music engine is for a 3d RPG game. So it must have some kind of playlist of background music and 3d position sounds based on available channels and proximity. (Need optimization here).
*The 2 module must be crash proof and will be running has a "thread" of the game engine. That way if the engine slows down for some reason, the sound-music engine will just continue it's job. (suggestions?)
*All music files will be ogg format
*all sounds must be ogg or Wav files
*Sound and music files will be provided by us.
1) Complete and fully-functional working program(s) in executable form as well as complete source code of all work done.
2) Installation package that will install the software (in ready-to-run condition) on the platform(s) specified in this bid request.
3) All deliverables will be considered "work made for hire" under U.S. Copyright law. Buyer will receive exclusive and complete copyrights to all work purchased. (No GPL, GNU, 3rd party components, etc. unless all copyright ramifications are explained AND AGREED TO by the buyer on the site per the coder's Seller Legal Agreement).