Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-24 Thread Erik Hofman
On Sun, 2011-11-20 at 18:04 +0100, Erik Hofman wrote:
 On Sun, 2011-11-20 at 16:04 +0100, Durk Talsma wrote:
  Hi Erik,
  
  I'll try to have a look next week, although admittedly, the relation 
  between the AI models code and the property tree is not really the stuff 
  I'm intimately familiar with.
 
 Thanks, I'll also keep searching in the mean time.

Alright I've found how and where models configuration files get read:

SGModelLib::loadDeferredModel reads the file and set up the model. In
the case of AIModels there was a reference to 'new FGNasalModelData'
that sets up the AI Model Nasal scripting.

The trick is to get one property back from it. Still searching..

Erik


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[Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Erik Hofman

Hi,

I've been working on implementing an FGFX class for AIModels and am
pretty much done (I think) except for one final step;

I have a hard time figuring out how to get the sound/path property from
an AI XML configuration file. The path needs to be set in
src/AIModel/AIBase.cxx line 317 (updated code in git).

It would be nice if someone more familiar with AI traffic can give me a
hint on how to proceed.

Erik


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Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Durk Talsma
Hi Erik,

I'll try to have a look next week, although admittedly, the relation between 
the AI models code and the property tree is not really the stuff I'm intimately 
familiar with.

Cheers,
Durk

On 20 Nov 2011, at 15:40, Erik Hofman wrote:

 
 Hi,
 
 I've been working on implementing an FGFX class for AIModels and am
 pretty much done (I think) except for one final step;
 
 I have a hard time figuring out how to get the sound/path property from
 an AI XML configuration file. The path needs to be set in
 src/AIModel/AIBase.cxx line 317 (updated code in git).
 
 It would be nice if someone more familiar with AI traffic can give me a
 hint on how to proceed.
 
 Erik
 
 
 --
 All the data continuously generated in your IT infrastructure 
 contains a definitive record of customers, application performance, 
 security threats, fraudulent activity, and more. Splunk takes this 
 data and makes sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-novd2d
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 Flightgear-devel@lists.sourceforge.net
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Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread ThorstenB
Am 20.11.2011 15:40, schrieb Erik Hofman:
 I've been working on implementing an FGFX class for AIModels and am
 pretty much done (I think) except for one final step;

That literally sounds like a great new feature :).

Oh, since we've already been discussing various performance issues 
today: would it make sense to add an AI sound property switch (and a 
switch in the main sound dialog), so this is optional?

Not sure what kind of performance impact you expect, but we have 
airports with loads of AI traffic (hundreds of aircraft) - so maybe this 
could cause issues, once sound effects are added to the AI aircraft XMLs...

cheers,
Thorsten

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Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Roland Häder
On Sun, 2011-11-20 at 16:49 +0100, ThorstenB wrote:
 Am 20.11.2011 15:40, schrieb Erik Hofman:
  I've been working on implementing an FGFX class for AIModels and am
  pretty much done (I think) except for one final step;
 
 That literally sounds like a great new feature :).
 
 Oh, since we've already been discussing various performance issues 
 today: would it make sense to add an AI sound property switch (and a 
 switch in the main sound dialog), so this is optional?
 
 Not sure what kind of performance impact you expect, but we have 
 airports with loads of AI traffic (hundreds of aircraft) - so maybe this 
 could cause issues, once sound effects are added to the AI aircraft XMLs...
 
 cheers,
 Thorsten
I would welcome this. It makes FGFS more customizeable, not that
everyone has latest GPUs/CPUs hardware... :/

Regards,
  Roland



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Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Erik Hofman
On Sun, 2011-11-20 at 16:49 +0100, ThorstenB wrote:
 Am 20.11.2011 15:40, schrieb Erik Hofman:
  I've been working on implementing an FGFX class for AIModels and am
  pretty much done (I think) except for one final step;
 
 That literally sounds like a great new feature :).
 
 Oh, since we've already been discussing various performance issues 
 today: would it make sense to add an AI sound property switch (and a 
 switch in the main sound dialog), so this is optional?
 
 Not sure what kind of performance impact you expect, but we have 
 airports with loads of AI traffic (hundreds of aircraft) - so maybe this 
 could cause issues, once sound effects are added to the AI aircraft XMLs...

No problem, but there is already a limit on the number of sources that
are available through OpenAL. But I agree this is something that needs
to be looked after one way or another (setting a distance limit is
another option).

Erik


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Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Erik Hofman
On Sun, 2011-11-20 at 16:04 +0100, Durk Talsma wrote:
 Hi Erik,
 
 I'll try to have a look next week, although admittedly, the relation between 
 the AI models code and the property tree is not really the stuff I'm 
 intimately familiar with.

Thanks, I'll also keep searching in the mean time.

Erik


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contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
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