I found a solution! In the osgAL multiple sounds example's createSound function, the allocateSource function needs to be called before setPlay instead of after setPlay. The allocateSource funciton is important, since it allocates a hardware soundsource for each sound being added to the scenegraph.
Anyway, here is how the fixed code looks in createSound. This is at or near line 386 in osgalmultiple.cpp: osg::ref_ptr<osgAL::SoundState> sound_state = new osgAL::SoundState(file); sound_state->setSample(sample.get()); sound_state->setGain(1.0f); sound_state->setReferenceDistance(60); sound_state->setRolloffFactor(3); sound_state->allocateSource(10); sound_state->setPlay(true); sound_state->setLooping(true); The two sounds now play simultaneously, as intended.
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