[openal] openAL and game engines
me at hanfling.de
Fri Nov 13 01:22:45 EST 2015
Might be worth to note that in case of Unreal Engine 1 the default audio subystem called Galaxy supported A3Ds wavetracing, which was basically implemented as part of the interface (virtual void RenderAudioGeometry( FSceneNode* Frame )), where the relevant geometry was supplied. Another interessting bit is that you can directly deal with low detail bsp geometry, so you could skip having a seperate lower detail world representation for the audio code.
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