I’m working with somewhat advanced audio features and currently having issues with OpenAL use in windows builds: reverb is not working. I mean it looks like it’s created, but I can’t hear it, it’s not there. I’m at a loss, since it’s working on neko builds.
Other effects seem to be working ok. Switching the standard reverb for the eax one makes the game crash a few milliseconds after reverb creation.
That’s strange, it works on Neko, but not on Windows C++?
What methods do you call in the OpenAL-Soft API to create the reverb? Perhaps we can inspect the bindings or other code to see if there’s something that HXCPP and Neko might treat differently