openal-source | Embeds OpenAL inside of the Source Engine | Audio Utils library
kandi X-RAY | openal-source Summary
kandi X-RAY | openal-source Summary
This is a project which aims to embed OpenAL into the Source Engine with a few other useful/related tools. This project pushes to take Source to accomplish new feats which it hasn’t been able to do with it’s in-engine audio. OpenAL for Source provides many new features to your Source games in comparison to the audio system that comes inside of the engine. Another benefit gained from a custom audio solution is that you have direct access to the audio code in the SDK, which will provide you with more flexibility in your source games.
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QUESTION
I'm trying to run the example code from https://www.lwjgl.org/guide on macOS Big Sur 11.6 (Apple M1 chip). I imported all of the necessary libraries and wrote -XstartOnFirstThread
in VM options and got this error:
ANSWER
Answered 2022-Mar-14 at 20:57You selected the wrong natives in the LWJGL customizer for your CPU architecture. You selected macOS x64, however M1 is not x86 but arm. The current* LWJGL release 3.2.3 does not support macOS arm. You have to use the 3.3.0 Early Access version on the LWJGL customizer and then select the macOS arm64 native.
EDIT:
* LWJGL 3.3.0 is already released and hence one does not necessarily need to choose "Early Access" version anymore. Both x64 and arm natives can now be selected in a stable release version of LWJGL.
QUESTION
I downloaded the release build without modifying (https://www.lwjgl.org/customize) I put all the classes in Eclipse. Some classes are not recognized
The codes that do not need these classes in error, work normally. As in https://www.lwjgl.org/guide
All the classes I put:
...ANSWER
Answered 2021-Mar-27 at 09:20You are trying to compile LWJGL 2 code here. All the imports that it cannot find pertain to the verison 2 of LWJGL. The current version that you can get from the mentioned lwjgl site is 3 and version 3 is incompatible with version 2.
Either explicitly download LWJGL 2 from e.g. http://legacy.lwjgl.org/ or rewrite your code to work with LWJGL 3.
If you go the LWJGL 2 route, though, please note that it hasn't been actively maintained anymore for more than 6 years now.
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