OpenAL: Difference between revisions

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Referenced Creative's OpenAL standard library SVN, which contradicts the article. https://github.com/rpavlik/openal-svn-mirror/tree/master/OpenAL-Windows
link 3D audio effect in lead
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|license = [[proprietary software|Proprietary]] since v1.1, [[GNU Lesser General Public License|LGPL]] before v1.1, [[BSD licenses|BSD]] in early versions<ref>{{cite web|url=http://connect.creativelabs.com/openal/Documentation/The%20OpenAL%20Utility%20Toolkit.htm|title=OpenAL License|access-date=November 10, 2012|url-status=dead|archive-url=https://web.archive.org/web/20121230175931/http://connect.creativelabs.com/openal/Documentation/The%20OpenAL%20Utility%20Toolkit.htm|archive-date=December 30, 2012}}</ref>
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'''OpenAL''' ('''Open Audio Library''') is a [[cross-platform]] audio [[application programming interface]] (API). It is designed for efficient rendering of multichannel three-dimensional positional audio. Its API style and conventions deliberately resemble those of [[OpenGL]]. OpenAL is an environmental [[3D audio effect|3D audio]] library, which can add realism to a game by simulating [[Acoustic attenuation|attenuation]] (degradation of sound over distance), the [[Doppler effect]] (change in frequency as a result of motion), and material densities. OpenAL aimed to originally be an [[open standard]] and [[open-source software|open-source]] replacement for [[proprietary software|proprietary]] (and generally incompatible with one another) 3D audio APIs such as [[DirectSound]] and [[Core Audio]], though in practice has largely been implemented on various platforms as a [[Wrapper library|wrapper]] around said proprietary APIs or as a proprietary and vendor-specific fork. While the [[reference implementation]] later became proprietary, there are open source implementations such as [[#Implementations|OpenAL Soft]] available.
 
==History==