OpenAL alGenSources failing
I'm getting an error when I call alGenSources on the iPhone emulator. This is using code that was ported from windows:
ALCdevice* device = alcOpenDevice(NULL); // select the "preferred device"
if (device == NULL)
throw RacException("Cannot open preferred device");
if (alcGetError(device) != ALC_NO_ERROR)
{
...
}
ALCcontext* context = alcCreateContext(device, NULL);
if (alcGetError(device) != ALC_NO_ERROR)
{
...
}
if (alcMakeContextCurrent(context) != ALC_TRUE)
{
...
}
if (alcGetError(device) != ALC_NO_ERROR)
{
...
}
ALuint bufferID = LoadWav(fileSpec);
ALuint sourceID = AL_NONE;
alGenSources(1, &sourceID);
int error = alGetError();
the LoadWav function loads the wav file into buffer with no errors.
Any idea what I'm doing wrong?
ALCdevice* device = alcOpenDevice(NULL); // select the "preferred device"
if (device == NULL)
throw RacException("Cannot open preferred device");
if (alcGetError(device) != ALC_NO_ERROR)
{
...
}
ALCcontext* context = alcCreateContext(device, NULL);
if (alcGetError(device) != ALC_NO_ERROR)
{
...
}
if (alcMakeContextCurrent(context) != ALC_TRUE)
{
...
}
if (alcGetError(device) != ALC_NO_ERROR)
{
...
}
ALuint bufferID = LoadWav(fileSpec);
ALuint sourceID = AL_NONE;
alGenSources(1, &sourceID);
int error = alGetError();
the LoadWav function loads the wav file into buffer with no errors.
Any idea what I'm doing wrong?
Ah, you can ignore that post. I see now it's a bug in the emulator.
Possibly Related Threads...
| Thread: | Author | Replies: | Views: | Last Post | |
| GameKit bluetooth failing on iPad? | Cirdan | 0 | 3,204 |
Sep 3, 2010 01:20 AM Last Post: Cirdan |
|
| Render to texture failing | headkaze | 7 | 5,849 |
Sep 1, 2010 09:47 PM Last Post: headkaze |
|
| Multi-touch failing | Sumaleth | 1 | 2,245 |
Feb 24, 2010 08:49 PM Last Post: Sumaleth |
|
| Failing to install dev build to device | eliscool | 2 | 3,609 |
Jan 4, 2009 03:25 PM Last Post: eliscool |
|

