OpenTK.OpenAL
4.6.5
Prefix Reserved
See the version list below for details.
dotnet add package OpenTK.OpenAL --version 4.6.5
NuGet\Install-Package OpenTK.OpenAL -Version 4.6.5
<PackageReference Include="OpenTK.OpenAL" Version="4.6.5" />
paket add OpenTK.OpenAL --version 4.6.5
#r "nuget: OpenTK.OpenAL, 4.6.5"
// Install OpenTK.OpenAL as a Cake Addin #addin nuget:?package=OpenTK.OpenAL&version=4.6.5 // Install OpenTK.OpenAL as a Cake Tool #tool nuget:?package=OpenTK.OpenAL&version=4.6.5
OpenAL bindings for dotnet from the Khronos openAL c library.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp3.1 is compatible. |
-
.NETCoreApp 3.1
- OpenTK.Core (>= 4.6.5 && < 4.7.0)
- OpenTK.Mathematics (>= 4.6.5 && < 4.7.0)
NuGet packages (2)
Showing the top 2 NuGet packages that depend on OpenTK.OpenAL:
Package | Downloads |
---|---|
Garnet.Toolkit
Utility code for games, including graphics, audio, and integration with Garnet. |
|
RtkDotNetLinux
Package Description |
GitHub repositories (3)
Showing the top 3 popular GitHub repositories that depend on OpenTK.OpenAL:
Repository | Stars |
---|---|
space-wizards/RobustToolbox
Robust multiplayer game engine, used by Space Station 14
|
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b-editor/beutl
Cross-platform video editing (compositing) software.
|
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Helion-Engine/Helion
A modern fast paced Doom FPS engine
|
Version | Downloads | Last updated | |
---|---|---|---|
5.0.0-pre.8 | 24,603 | 10/28/2022 | |
5.0.0-pre.7 | 9,458 | 4/19/2022 | |
5.0.0-pre.6 | 4,218 | 6/16/2021 | |
5.0.0-pre.5 | 533 | 5/29/2021 | |
5.0.0-pre.4 | 464 | 5/22/2021 | |
5.0.0-pre.3 | 8,534 | 3/10/2021 | |
5.0.0-pre.2 | 343 | 3/9/2021 | |
5.0.0-pre.1 | 795 | 3/8/2021 | |
4.7.7 | 751,976 | 2/23/2023 | |
4.7.6 | 5,896 | 2/22/2023 | |
4.7.5 | 633,315 | 9/8/2022 | |
4.7.4 | 34,430 | 6/17/2022 | |
4.7.3 | 5,422 | 6/17/2022 | |
4.7.2 | 1,124,751 | 5/3/2022 | |
4.7.1 | 29,218 | 2/17/2022 | |
4.7.0 | 5,141 | 2/16/2022 | |
4.6.7 | 71,673 | 9/13/2021 | |
4.6.6 | 5,202 | 9/13/2021 | |
4.6.5 | 5,117 | 9/13/2021 | |
4.6.4 | 46,377 | 5/28/2021 | |
4.6.3 | 17,757 | 3/27/2021 | |
4.6.2 | 7,095 | 3/19/2021 | |
4.6.1 | 6,690 | 3/19/2021 | |
4.6.0 | 7,600 | 3/18/2021 | |
4.5.0 | 113,871 | 2/14/2021 | |
4.4.0 | 24,810 | 12/16/2020 | |
4.3.0 | 93,768 | 11/21/2020 | |
4.2.0 | 6,624 | 11/12/2020 | |
4.1.0 | 7,503 | 11/6/2020 | |
4.0.6 | 10,557 | 10/18/2020 | |
4.0.5 | 5,794 | 10/18/2020 | |
4.0.4 | 5,991 | 10/17/2020 | |
4.0.3 | 6,116 | 10/14/2020 | |
4.0.2 | 6,168 | 10/11/2020 | |
4.0.1 | 8,194 | 10/6/2020 | |
4.0.0 | 13,046 | 10/2/2020 | |
4.0.0-pre9.10 | 471 | 10/1/2020 | |
4.0.0-pre9.9 | 355 | 9/30/2020 | |
4.0.0-pre9.8 | 364 | 9/29/2020 | |
4.0.0-pre9.7 | 802 | 9/20/2020 | |
4.0.0-pre9.6 | 539 | 9/14/2020 | |
4.0.0-pre9.5 | 358 | 9/14/2020 | |
4.0.0-pre9.4 | 759 | 8/30/2020 |
API: Added settings in `NativeWindowSettings` for controlling backbuffer parameters such as `DepthBits` and `StencilBits`. (@deccer)
API: Added `SwapInterval` to `IGraphicsContext` and moved `VSync` property from `GameWindow` to `NativeWindow` to allow for more control over vsync. (@softwareantics)
Updated GLFW to 3.3.4. (@NogginBops)
FIX: Fixed `Box2i.Center` and `Box3i.Center` returning wrong values. (@NogginBops, thanks @g7ChoGXh for the bug report)
FIX: Implemented proper disposing of `NativeWindow`. (@NogginBops, thanks @xiejiang2014 for the bug report)
FIX: Fixed calling conventions on glfw callbacks in 32-bit builds. (@NogginBops)