[openal] openAL and game engines

developer at oldunreal.com developer at oldunreal.com
Thu Nov 12 09:12:36 EST 2015

As for Unreal Engine, yes, it's in use for UEngine1 in Unreal and for 
other games. It's called ALAudio and is a community made renderer. 
Details you can find in the forums of www.oldunreal.com
For these C++ headers are available, so developing is possible.
Later UEngine 2 and 3 games also use OpenAL, but for those there are no 
headers or sources available, so developing for these is close to 
Another story is UEngine4 again, which can be accessed for free, but if 
I recall correctly they only use OpenAL in Linux yet (forgive me if I'm 
wrong, I didn't have the time to have a real look into UEngine4 yet).


On 09.11.2015 19:25, Tristan wrote:
> Hi!
> I'm looking at using spatialised audio with 3d virtual environments 
> for my bachelors thesis. After getting openAL soft up and running and 
> trying out a few HRTF demos, it seems ideal.
> While I'm aware unity and unreal engines have support from FMOD, wwise 
> and the new 3dception, I think it would be cool to use openAL with one 
> of these engines. While exploring how one could integrate openAL into 
> these frameworks, I've ran into a few walls that I was hoping someone 
> here can help me with.
> As unreal uses c++ and one can link 3rd party libraries, I imagine it 
> wouldn't be too hard to use openAL with it, does anyone here know if 
> that's possible/been done before?
> Unity uses c# but one can use native plugins, for example heres a way 
> to create an instance of a c++ plugin: 
> http://answers.unity3d.com/questions/49304/creating-an-instance-of-a-c-plugin.html
> Again I'm wondering if anyone has tried this before or knows if its 
> possible.
> Another option I want to explore is sending OSC data from unity using 
> this unity plugin:
> https://github.com/jorgegarcia/UnityOSC
> The idea being to send listener position information(and potentially 
> sound sources etc) via OSC to some persistent program with an openAL 
> context that can grab these OSC packets and update the sound 
> accordingly. Something similar to what this guy did with supercollider 
> and unity: 
> https://unity3d.com/learn/resources/real-time-audio-synthesis-supercollider
> Any help would be really appreciated, thanks!
> Kind regards,
> Tristan
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