Re: [Flightgear-devel] Initial AI model sound code committed

2011-11-26 Thread Erik Hofman
On Sat, 2011-11-26 at 08:20 +0100, Durk Talsma wrote:
 
 On 26 Nov 2011, at 01:43, Erik Hofman wrote:
   
  
  It's not very loud (I didn't want to annoy anyone too much) but it
  should be there.
  Also, but unrelated, for me all the AI models of the Traffic
  subsystem seems to pack together like a flock of geese instead of
  moving all the way to the gates.

 
 At which airport? Sounds like a ground network is missing.

Default KSFO git, maybe it's out of sync?

Erik



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Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-26 Thread Erik Hofman
On Fri, 2011-11-25 at 22:44 -0800, Michael Sgier wrote:
 So AeonWave is a complete replacement for OpenAL? Must be...now could it do 
 synthetic speech as used for X-Plane's ATC? 

Yes it is OpenAL and more, but it's not a speech synthesizer.

Erik


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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 67, Issue 16

2011-11-26 Thread roger phil baker六
hello Everyone

 I have an application which use FlightGear as a displaying background.

 meanwhile, the purpose of the application is to draw something around the
 airport showcasing different effects influenced by natural environments.

 Now, it is difficult for me to find the entry to start out to do the task
 in hundreds of FG's folds and files.

 Does any one have some tutorials to complete the mission? Need to learn
 OpenSceneGraph from the base class?

 First of All, i just want to draw a cube or a sphere on top of some
 tall buildings like towers or mansions around the airport.

 Need your help, sincere thx
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Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-26 Thread Gene Buckle
On Fri, 25 Nov 2011, Michael Sgier wrote:

 So AeonWave is a complete replacement for OpenAL? Must be...now could it 
 do synthetic speech as used for X-Plane's ATC? Thanks

Keep in mind that if memory serves, X-Plane uses the MS Speech SDK (at 
least under the Windows build).

g.

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Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-26 Thread Emilian Huminiuc
On Friday 25 November 2011 22:44:47 Michael Sgier wrote:
 So AeonWave is a complete replacement for OpenAL? Must be...now could it do
 synthetic speech as used for X-Plane's ATC? Thanks
 

Ever heard of festival? ever read the flightgear manual ? You've got everything 
needed already in place.

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Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-26 Thread Gene Buckle
On Sat, 26 Nov 2011, Emilian Huminiuc wrote:

 On Friday 25 November 2011 22:44:47 Michael Sgier wrote:
 So AeonWave is a complete replacement for OpenAL? Must be...now could it do
 synthetic speech as used for X-Plane's ATC? Thanks


 Ever heard of festival? ever read the flightgear manual ? You've got 
 everything
 needed already in place.

Jeeze, a little consideration goes a long way there sparky.  Go be a jerk 
someplace else.

g.

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Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-26 Thread Vivian Meazza
Gene

 On Sat, 26 Nov 2011, Emilian Huminiuc wrote:
 
  On Friday 25 November 2011 22:44:47 Michael Sgier wrote:
  So AeonWave is a complete replacement for OpenAL? Must be...now could
 it do
  synthetic speech as used for X-Plane's ATC? Thanks
 
 
  Ever heard of festival? ever read the flightgear manual ? You've got
 everything
  needed already in place.
 
 Jeeze, a little consideration goes a long way there sparky.  Go be a jerk
 someplace else.
 

I've heard OF Festival, but I haven't HEARD it for years: it's broken with
FG and Win XP. Works in its own right though. My bad - I should have made a
bug report ... but hang on - no one else noticed? Ah well - sic transit
gloria mundi.

Vivian



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[Flightgear-devel] Whisky; Was: Shader properties and dialog

2011-11-26 Thread Martin Spott

Stuart Buchanan wrote:

 I will be treating myself to a small glass of Balvenie as a reward :)

Btw, while we're at it, I'm looking for a volunteer to retrieve the
coordinates from this website so we can add all the distilleries to our
Scenery - at least as shared objects:

  http://www.dcs.ed.ac.uk/home/jhb/whisky/scotland.html

Simple text format with lon/lat converted to decimal degrees and the
name would be preferred.

Cheers,
Martin.
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Re: [Flightgear-devel] Whisky; Was: Shader properties and dialog

2011-11-26 Thread Stuart Buchanan
On Sat, Nov 26, 2011 at 7:51 PM, Martin Spott wrote:
 Stuart Buchanan wrote:

 I will be treating myself to a small glass of Balvenie as a reward :)

 Btw, while we're at it, I'm looking for a volunteer to retrieve the
 coordinates from this website so we can add all the distilleries to our
 Scenery - at least as shared objects:

  http://www.dcs.ed.ac.uk/home/jhb/whisky/scotland.html

 Simple text format with lon/lat converted to decimal degrees and the
 name would be preferred.

Great idea!

I'm working on it right now...

-Stuart

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Re: [Flightgear-devel] Whisky; Was: Shader properties and dialog

2011-11-26 Thread Martin Spott
Stuart Buchanan wrote:

 I'm working on it right now...

Note, it's having sister-pages Speyside and Western Isles,

Martin.
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Re: [Flightgear-devel] Whisky; Was: Shader properties and dialog

2011-11-26 Thread Stuart Buchanan
On Sat, Nov 26, 2011 at 8:45 PM, Martin Spott wrote:
 Stuart Buchanan wrote:

 I'm working on it right now...

 Note, it's having sister-pages Speyside and Western Isles,

Yup, got that. Fortunately the writer had a very systematic numbering
system, so it was just a case of wget and some perl, so I've already
got the data in a nice CSV file.

I'll send the resulting CSV file with names and lat/lon separately to avoid
overloading the list. If anyone else is particularly interested, please get
in touch.

Note that the lat/lon values are not particularly accurate.
For example, the Talisker distillery on Skye (which is one of the ones that I've
placed already in FG), is about 500m too far south by the lat/lons provided. I
would suggest therefore retaining the distillery placements I've
already provided,
as they are likely more accurate.

-Stuart

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Re: [Flightgear-devel] Whisky; Was: Shader properties and dialog

2011-11-26 Thread Alasdair Campbell
On Sat, 2011-11-26 at 19:51 +, Martin Spott wrote:
 Stuart Buchanan wrote:
 
  I will be treating myself to a small glass of Balvenie as a reward :)
 
 Btw, while we're at it, I'm looking for a volunteer to retrieve the
 coordinates from this website so we can add all the distilleries to our
 Scenery - at least as shared objects:
 
   http://www.dcs.ed.ac.uk/home/jhb/whisky/scotland.html
 
 Simple text format with lon/lat converted to decimal degrees and the
 name would be preferred.
 
 Cheers,
   Martin.

On a wee point of order, I noticed on the Whisky map, a reference
to Bushmills, which of course, all Irish and Scottish souls will
confirm is not a whisky, but a whiskey.
For the pedantic, the real name for the the magic brew in the Gàidhlig
language is Uisge Beatha, meaning Water of Life, and pronounced
ooshguh beha. The dreaded English who could barely by this time utter
one word correctly, far less two, decided to call it by the first name
only, which the mistakenly spelled as whisky. Others, probably even
more dim-witted than my neighbours, compounded the error and the
confusion by adding an e to make is whiskey. I commend you on
your choice of the delightful Speyside single malt Balvenie, but for
non-connoisseurs, I recommend the cheaper, but wonderful blend of malts
known as The Famous Grouse

Alasdair  (with appologies for this post being even more off-topic than
   Martin's)




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Re: [Flightgear-devel] Whisky; Was: Shader properties and dialog

2011-11-26 Thread Alexis Bory
Le 26/11/2011 22:27, Alasdair Campbell a écrit :
 I recommend the cheaper, but wonderful blend of malts
 known as The Famous Grouse


+1 :-)

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Re: [Flightgear-devel] Initial AI model sound code committed

2011-11-26 Thread Vadym Kukhtin
Great!

With
pathSounds/exhaust_loop.wav/path
it sounds much better.

And with bigger volume factor and smaller reference dist, at rotate
speed AI sounds very natural.


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