diff --git a/doc/tutorial/openal_basics.html b/doc/tutorial/openal_basics.html index 2c6d7acf..205b6d2d 100644 --- a/doc/tutorial/openal_basics.html +++ b/doc/tutorial/openal_basics.html @@ -29,99 +29,50 @@ would be a good thing before continuing - but it isn't required...

1.2 Basic setup
Lets start out by creating a skeleton class for some very basic sound. We'll -start of by creating the required OpenAL objects
+start of by creating the required OpenAL object

import org.lwjgl.openal.AL;
-import org.lwjgl.openal.ALC;
-import org.lwjgl.openal.ALCcontext;
-import org.lwjgl.openal.ALCdevice;
-

public class PlayTest {
   
  /** OpenAL instance */
  protected AL al;
-   
-  /** OpenAL Context instance */
-  protected ALC alc;
-   
-  /** OpenAL context */
-  protected ALCcontext context;
-   
-  /** OpenAL device */
-  protected ALCdevice device;  
-   
+
+   /**
   * Creates an instance of PlayTest
   */
  public PlayTest() {
    try {
          - al      = new AL();
-      alc     = new ALC();
-
+ al = new AL();
      al.create();
-      alc.create();
   } catch (Exception e) {
      e.printStackTrace();
    }

  }
-}

-We need instances of the following classes:
- -1.3 OpenAL initialization
-Now that we have created a basic class containing instances of the relevant -OpenAL classes, lets start of by initializing OpenAL - that is create a device -and a context:
-

  -/**
-   * Initializes OpenAL
-   */
-  protected void alInitialize() {     
-    //get default device
-    device = alc.openDevice(null);
-       
-    //create context (no attributes specified)
-    context = alc.createContext(device, 0);
-       
-    //make context current
-    alc.makeContextCurrent(context);
-  }

-

-Start of by opening a device using the openDevice method. openDevice -takes a String as argument, containing the name of the device -to open. If no name is supplied, the default device will be used (OpenAL -currently doesn't support enumeration of devices available).
-
-Having opened a device, create a context to that device using createContext. -createContext takes two arguments: device to use and a list of attributes -(see specification for list of attributes). Since we're going by default context, -we just specify 0 for attributes.
-
-Finish of by making the created context current. Do this by calling makeContextCurrent, -supplying just created context as argument.
-

1.4 Buffer and Source creation
-Now that we have opened a device and gotten a context, we need to create +}

+

1.3 Buffer and Source creation
+Now that we have created the AL instance, we need to create two things to actually get some sound. We need to create a buffer to hold -sounddata, and a source that is to play the sounddata.
+sound data, and a source that is to play the sound data.
Lets start of by creating one source, and one buffer:

-

  -//create one IntBuffer as buffer and one as source
+

+ +  //create one IntBuffer as buffer and one as source
+  //createIntBuffer is a utility method which allocates a direct ByteBuffer in native order
  IntBuffer buffers = createIntBuffer(1);
  IntBuffer sources = createIntBuffer(1);

  //generate buffers and sources
  al.genBuffers(1, Sys.getDirectBufferAddress(buffers));
-  al.genSources(1, Sys.getDirectBufferAddress(sources));

-

There, all set for actually loading some sounddata into the buffer.
+  al.genSources(1, Sys.getDirectBufferAddress(sources)); +

-1.5 Loading sounddata and setting up a buffer
+

There, all set for actually loading some sound data into the buffer.
+

+1.4 Loading sound data and setting up a buffer
Now that we have a buffer, we need to load some sound data into this buffer. This is done using the al.bufferData method. In our example we will "cheat" a bit, by using the WaveData class to load @@ -138,11 +89,11 @@ a wave file, and copy this into the buffer:
  wavefile.dispose();        

Having loaded the data, we pass it to bufferData. Once the buffer -has been filled with sounddata, we unload it from the system using wavefile.dispose(). -Don't worry about deleting it this soon - the sounddata has been copied +has been filled with sound data, we unload it from the system using wavefile.dispose(). +Don't worry about deleting it this soon - the sound data has been copied to the buffer.

-1.6 Associating sources and buffers
+1.5 Associating sources and buffers
To associate a source to a buffer we set the integer BUFFER attribute on the source, and assign it a value of the buffer to play:

//set up source input
  al.sourcei(sources.get(0), AL.BUFFER, buffers.get(0));

-1.7 Setting source properties
+1.6 Setting source properties
Having set up the source, it is time to set some attributes on the source - there are many that can be set, but in this example we only set the looping attribute to true by doing the following:
@@ -159,7 +110,7 @@ attribute to true by doing the following:
//loop source
  al.sourcei(sources.get(0), AL.LOOPING, AL.TRUE);

-1.8 Sound...
+1.7 Sound...
There, ready to play the sound, do this using the sourcePlay method of the AL class. to stop and pause use sourcePause and sourceStop respectively, and supply the source to affect:
@@ -177,12 +128,11 @@ of the AL class. to stop and pause use sourcePause and        
  //stop source 0
  al.sourceStop(sources.get(0));

-1.9 Cleaning up
+1.8 Cleaning up
Having had loads of fun playing a sound (!), it is now time to do some house chores. We need to clean up what we have created, this amounts to:
 - deleting source and buffer
- - deleting context
- - closing devce
+ - destroying AL
as is shown here:


  al.deleteBuffers(1, Sys.getDirectBufferAddress(buffers));
        
  //shutdown
-  alc.makeContextCurrent(null);
-  alc.destroyContext(context);
-  alc.closeDevice(device);

+  al.destroy();
+ +

There, all set. Now you should be able to play some basic sound!
This tutorial is rather short, and the above examples feature no error checking. For the complete source code, look at the classes in the