It was hosted (and largely developed) by Creative Technology until circa 2012. After the demise of Loki, the project was maintained for a time by the free software/ open source community, and implemented on NVIDIA nForce sound cards and motherboards. OpenAL was originally developed in 2000 by Loki Software to help them in their business of porting Windows games to Linux. While the reference implementation later became proprietary and unmaintained, there are open source implementations such as OpenAL Soft available. OpenAL aimed to originally be an open standard and open-source replacement for proprietary (and generally incompatible with one another) 3D audio APIs such as DirectSound and Core Audio, though in practice has largely been implemented on various platforms as a wrapper around said proprietary APIs or as a proprietary and vendor-specific fork. OpenAL is an environmental 3D audio library, which can add realism to a game by simulating attenuation (degradation of sound over distance), the Doppler effect (change in frequency as a result of motion), and material densities. Its API style and conventions deliberately resemble those of OpenGL. It is designed for efficient rendering of multichannel three-dimensional positional audio. OpenAL ( Open Audio Library) is a cross-platform audio application programming interface (API). "OpenAL" trademark: unclear, held by Creative Labs, Inc.Sample Implementation: Proprietary since v1.1, LGPL before v1.1, BSD in early versions.
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