how cand i put sound in my opengl aplication and how can i manage volume for aplication only
if u have some suggestions pls write me
As asked about adding sound to an OpenGL app and keeping volume scoped to the application: OpenGL only does graphics, so audio needs a separate library. and pointed that out; below is a concise, practical roadmap and a few troubleshooting tips that still apply.
Pick an audio library that fits the project: OpenAL (cross-platform, low-level), SDL2 + SDL_mixer (easy and broad), or a higher-level engine like FMOD/irrKlang if you want features and simpler APIs. Implement a single masterVolume in your mixer and multiply each source gain by it (finalGain = masterVolume * sourceGain) so the app can mute or scale all sounds without touching the OS mixer. For music use streaming (decode in a background thread); for short effects load into memory (PCM WAV is simplest). If you need system-level per-application control on Windows, the Core Audio APIs (WASAPI / audio session interfaces) expose session volume, but that is platform-specific.
Basic workflow: initialize the audio device, load or stream audio, create sources/channels, set per-source and master gain, update positions if using 3D sound, and clean up. Troubleshooting: check samplerate/channels match device, ensure codecs are available, avoid blocking the audio thread, link the correct runtime DLLs, and consult the chosen library docs for threading and licensing.
Jump to Post— 1o0oBhP 4OpenGL = Open GRAHPICS library.
You need another library for sound.
OpenGL = Open GRAHPICS library.
You need another library for sound.
Look at a number of the code snippets here on DaniWeb, some of them deal with sound.
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