Re: [Flightgear-devel] FG - FGFX class

2008-10-25 Thread Vladimir Karmishin
I'd like to ask people have relations to FG sound development.
Have yours seen osgAL library(plugin) http://www.vrlab.umu.se/research/osgAL/ 
  ?
It seems to have add OpenAL functionality and transparent bindings to  
OSG objects
right into OSG. An the other end - it produces yet another dependency.
If someone has played around with osgAL - do you have some opinion  
about that
project ?

Regards,
  Vladimir 

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Erik Hofman

Maik Justus wrote:

 no. The Doppler problems are due to OpenAL bugs and limitations. On most 
 systems (at least at all which are using Open AL software Doppler 
 calculation) I got strange effects. On Linux systems a workaround was to 
 use only the relative velocity of listener and sound, which is 

Hm, that sounds bad indeed.
But FlightGear code at this time doesn't lock listener orientation to 
viewer orientation. So in theory it could be you are looking in one 
direction but get the sounds as if you were looking in another direction.

 physically not correct. But on windows even this approach results is 
 strange effects. There I use my own software implementation in simgear 
 and pass the calculated pitch and volume to Open AL. But Open AL clamps 
 the pitch factor (If I remember correctly to 0.5 ... 2), and 

That's correct for the Creative implementation, they introduced this for 
their hardware limitations although the specs doesn't say it should be 
clamped but it doesn't say it may not be clamped either.
This is one such case where having a monopolist is a bad thing.

 additionally many aircrafts modify the pitch by them self. This limits 
 the Doppler effect in Flightgear.

Indeed.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Melchior FRANZ
* Maik Justus -- Thursday 23 October 2008:
 Melchior sent me a note, that actual Open AL might be less buggy,
 but he still noticed strange effects.

I guess we have to define what actual means here. As far as I
know by now, there are three variants:

(a) original OpenAL by Loki (as Erik pointed out recently)

(b) official OpenAL by Creative (continued from (a)). Development
stalled, not very actively maintained; last commits in May?
Broken Doppler on Windows? Most people used to be using
this until not too long ago.

(c) new OpenAL-Soft (http://kcat.strangesoft.net/openal.html)
forked from (b)/Win32. Working Doppler (according to its author :-)
Debian  derivatives (Ubuntu) seem to have switched to this.


And no: I didn't notice strange effects in (c). This was 
referring to our current configuration with our workaround
for Windows and probably using (b). *This* doesn't work
correctly, according to Vivian.

The problem is, that we can probably not distinguish between
them. Should/can we remove all workarounds and require (c)?
Assuming that it actually works, of course. Advantage:
it's actively maintained. The main developer answered only
hours after I had reported a possible bug, and he even checked
out and commented on the SimGear code, although I had only
mentioned FlightGear. Almost scary.  ;-)

m.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Erik Hofman

Melchior FRANZ wrote:
 I guess we have to define what actual means here. As far as I
 know by now, there are three variants:
 
 (a) original OpenAL by Loki (as Erik pointed out recently)
 
 (b) official OpenAL by Creative (continued from (a)). Development

I have tot state that the Creative implementation is a newly created 
version by them. So there is no GPL infragmentation. This is their 
official implementation which has hardware support for their soundcards.

 stalled, not very actively maintained; last commits in May?
 Broken Doppler on Windows? Most people used to be using
 this until not too long ago.
Actually this part still belongs to a)

 (c) new OpenAL-Soft (http://kcat.strangesoft.net/openal.html)
 forked from (b)/Win32. Working Doppler (according to its author :-)
 Debian  derivatives (Ubuntu) seem to have switched to this.

and there is
(d) A complete rewrite of OpenAL done by me, not released yet and still 
figuring out how to best push this. I've used this one for at least half 
a year now when running FlightGear.

Erik

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Melchior FRANZ
* Erik Hofman -- Friday 24 October 2008:
 (d) A complete rewrite of OpenAL done by me, not released yet
 and still figuring out how to best push this. I've used this
 one for at least half a year now when running FlightGear.

Frankly, I don't see how (d) can compete with (c), which is
used and cared for by several Linux distributions as well as
used and tested by several million people. Do we really want
to pull in maintainership of our own OpenAL implementation
(for no good reason)? And that after you were absent for a
few years and just threatened to leave again for good?
What if people start to complain about FlightGear's OpenAL
not working with the latest MSys/Cygwin/OS-XI or Microsoft
Fluffy[TM]? Sorry, but that sounds like a suboptimal deal.
But I won't do the work either way, so I better shut up now.

m.  :-}

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Erik Hofman


Melchior FRANZ wrote:
 Frankly, I don't see how (d) can compete with (c), which is
 used and cared for by several Linux distributions as well as
 used and tested by several million people. Do we really want
 to pull in maintainership of our own OpenAL implementation
 (for no good reason)? And that after you were absent for a
 few years and just threatened to leave again for good?
 What if people start to complain about FlightGear's OpenAL
 not working with the latest MSys/Cygwin/OS-XI or Microsoft
 Fluffy[TM]? Sorry, but that sounds like a suboptimal deal.
 But I won't do the work either way, so I better shut up now.

I never said I wanted to put my own implementation into FlightGear..
Still, there is a new option available soon.

Erik

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Melchior FRANZ
Did I say I'd shut up now? Bah ...   ;-)

* Erik Hofman -- Friday 24 October 2008:
 I never said I wanted to put my own implementation into
 FlightGear. Still, there is a new option available soon.

True, I'm sorry. The ultimate question is really only: can
we drop our current workarounds for buggy implementations,
and rely on a clean  spec-compliant (i.e. working) OpenAL
version, and point people to an URL where this can be found
for optimal results. Ideally, this shouldn't be an ancient
and unmaintained implementation.

m.



BTW: regarding this:

* Erik Hofman -- Friday 24 October 2008:
* * Melchior FRANZ -- Friday 24 October 2008:
  (b) official OpenAL by Creative (continued from (a)). Development
   stalled, not very actively maintained; last commits in May?
   Broken Doppler on Windows? Most people used to be using
   this until not too long ago.

 Actually this part still belongs to a)

OpenSuSE, for example, does not seem to use (a), but (b).
And the officially sounding URL http://www.openal.org/ is
also about (b).

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Erik Hofman
Melchior FRANZ wrote:

 Frankly, I don't see how (d) can compete with (c), which is

Yeah yeah, By the second time I got the message ;)

Erik

(Sorry, I couldn't resist)

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 24 October 2008:
 Should/can we remove all workarounds and require (c)?

Just for clarification: all versions should really be
compatible, anyway. So there wouldn't be a requirement
to install a particular one. The question is only, if
one implementaiton is fully spec compliant, and fg could
drop all workarounds and recommend using that version.
Then people could decide to install that implementation
and have working Doppler, or use another one and live
with the bugs and noises.  :-)

m. 

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Erik Hofman

Melchior FRANZ wrote:
 True, I'm sorry. The ultimate question is really only: can
 we drop our current workarounds for buggy implementations,
 and rely on a clean  spec-compliant (i.e. working) OpenAL
 version, and point people to an URL where this can be found
 for optimal results. Ideally, this shouldn't be an ancient
 and unmaintained implementation.

I'm all for it, the remaining problem might be hardware accelerated 3d 
audio support from the Creative drivers. If that version fails, then what?

Eril

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Melchior FRANZ
* Erik Hofman -- Friday 24 October 2008:
 Yeah yeah, By the second time I got the message ;)

In case you are referring to mail duplicates: As you can see
on the message ids, I didn't send it twice. This is a bug
in the sourceforge.net mail handling:

  http://sourceforge.net/tracker/?func=detailatid=21aid=2147569group_id=1

m.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Melchior FRANZ
* Erik Hofman -- Friday 24 October 2008:
 the remaining problem might be hardware accelerated 3d 
 audio support from the Creative drivers. If that version
 fails, then what? 

Ugh ... no idea about that. Wouldn't implementations like
openal-soft care for that as well? (Not that I've found any
hint pointing in that direcdtion.) And if not, ignoring
that sounds better to me than working around a broken
vendor-specific implementation.

m.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Erik Hofman


Melchior FRANZ wrote:
 * Erik Hofman -- Friday 24 October 2008:
 the remaining problem might be hardware accelerated 3d 
 audio support from the Creative drivers. If that version
 fails, then what? 
 
 Ugh ... no idea about that. Wouldn't implementations like
 openal-soft care for that as well? (Not that I've found any
 hint pointing in that direcdtion.) And if not, ignoring
 that sounds better to me than working around a broken
 vendor-specific implementation.

OpenAL-Soft now is independent from the Creative version. So no luck 
there (unless the binary drivers are combined with OpenAL-Soft which 
should be possible as far as I know).

But I think I agree that working around a broken implementation should 
be avoided.

Erik

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-24 Thread Erik Hofman


Melchior FRANZ wrote:
 * Erik Hofman -- Friday 24 October 2008:
 Yeah yeah, By the second time I got the message ;)
 
 In case you are referring to mail duplicates: As you can see
 on the message ids, I didn't send it twice. This is a bug
 in the sourceforge.net mail handling:
 
   
 http://sourceforge.net/tracker/?func=detailatid=21aid=2147569group_id=1

I know :) I was just teasing.

Erik

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread James Turner

On 22 Oct 2008, at 22:00, Vladimir Karmishin wrote:

 Right now, I'm not completely understand how does FGFX class work, it
 seems it standing for some kind
 of global sound proxy between FG and SimGear.
 If somebody has worked with or on this class - then I'd like to ask
 him for a little help. I need any thoughts,
 imaginations about which way can it be modified to let it work with
 multiple 3d sound emitters.

They way I thought about doing this was to extend the SimGear classes  
with a 'SGSoundSource' object, registered with the sound manager.  
Samples would be played from a source, and sources would have  
position / velocity / etc. Then you'd make AIBase or AIModel own a  
SGSoundSource, and use that for the sound generation.

Internally, you'd need to do the work to convert the public pos/ 
orientation/velocity data of each SGSoundSource into the format  
expected by OpenAL. That's probably a little awkward but not  
intrinsically hard - especially since there are many, many helpers and  
examples already to show converting coordinate systems (geodetic -  
cartesian, for example).

This is probably not the simplest way to do it, but it's object- 
orientated, and opens up some possibilities in the future - eg giving  
eg sound source its own Nasal hash/functions, so scripts can just play  
a sound on an AI model.

If this seems like a reasonable idea, I can post some headers and  
pseudo-code.

Regards,
James


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Vladimir Karmishin

Hi James !

Thank you for your help !
In fact, i'm thought about extending FGFX functionality with some  
members, like
adding some members to it, like FGFX::ConvertGLCoordinates,  
FGFX::BindToModelNode, etc...
That little hack I published before - is based at approach like you  
told, but at my oppinion it was
a really bad example of code, due it has very far relation to real  
OOP. If we has FGFX, than
we should avoid to embedd SG classes directly, instead embed them in  
FGFX, IMHO.
There's a function in SimGear, SGSoundMgr::set_source_pos_all. As far  
as I understand,
it deals with all of the sources a listed in source map. Maybe  
there'll be a need of
writing of per-source based function. In fact i'm in trouble with this  
set_source_pos_all,

and experimenting with it.

Using multiple 3d sound sources can be a very cool and handful thing.  
Imagine, you have B737
and you can bind sound emitters right to engines, not fuselage, or  
cockpit. And hear them right as
supposed to sound. Or you can have Il-62 model, with 4 engines at his  
tail - and of course they

will sound the other way as B737 ones. Etc, etc, etc...

Regards,
 Vladimir

On Oct 23, 2008, at 9:41 AM, James Turner wrote:



They way I thought about doing this was to extend the SimGear classes
with a 'SGSoundSource' object, registered with the sound manager.
Samples would be played from a source, and sources would have
position / velocity / etc. Then you'd make AIBase or AIModel own a
SGSoundSource, and use that for the sound generation.

Int


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Erik Hofman


Vladimir Karmishin wrote:
 Hello !
 
 I'm still digging into FlightGear sound subsystem. :-)
 Today, I make a small modification in AI Aircrafts, to let them  
 produce some noise.

This encouraged me to look at the FGFX change I made before but which 
turned out to be less than ideal. I think I'm slowly getting at what is 
happening. If I get this sorted out adding sound effects to models 
should be easy. I'll let you know how things turn out.

Erik

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Vladimir Karmishin

On Oct 23, 2008, at 11:12 AM, Erik Hofman wrote:

 This encouraged me to look at the FGFX change I made before but which
 turned out to be less than ideal. I think I'm slowly getting at what  
 is
 happening. If I get this sorted out adding sound effects to models
 should be easy. I'll let you know how things turn out.

 Erik

Erik, thank you for the answer.
In fact - i'm started work on re-implementation of OAL in SimGear.
My vision on it - it should be more OOP-is (however, I'm not a big OOP  
addict),
and transparent. In ideal - we should be able just to write some (in  
pseudocode)
CObject.Engine[1]-MapSoundSource(CFM_sound); - and get it work.

As far as I know - You're the developer of current FG sound subsystem.
Just to not do the same work twice - maybe we can/should co-operate, and
bring out something together ? What do you think about it ? Working  
for a years
as sound engineer, I have some imaginations about how sound should  
work,
and maybe my experience can be handful. At other end - I abadoned  
programming
in 2004, and now I'm slowly getting back, but as hobby, but there're  
lot of things
I forgot, and even more of them I never knew - and your experience can  
solve
a lot of questions.

Regards,
  Vladimir



 -
 This SF.Net email is sponsored by the Moblin Your Move Developer's  
 challenge
 Build the coolest Linux based applications with Moblin SDK  win  
 great prizes
 Grand prize is a trip for two to an Open Source event anywhere in  
 the world
 http://moblin-contest.org/redirect.php?banner_id=100url=/
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Erik Hofman


Vladimir Karmishin wrote:
 Can you rememer back, is SGSoundMgr::set_source_pos_all( ALfloat  
 *pos ); is sort of hack, assuming
 everything is happening inside cabin, or it's just sources enumerator,  
 which pass through a map
 of loaded sounds updating their positions ? Of course I can play  
 around with code using debugger,
 but I guess it's easier to ask here. :-)

I don't even think I added that function..
But it would be best if it sets everything related to the aircraft as an 
offset to a reference point. Then it wouldn't matter if it's inside the 
cockpit or outside, it just moves alls related sounds with the aircraft.

BTW. Looking at the code some further it would be best to split op the 
position and velocity code for the listener (and move it to the viewer 
code) and the model and move it to the model code (being the current 
model or an AI model.)

Erik

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Arnt Karlsen
On Thu, 23 Oct 2008 10:10:42 +0200, Vladimir wrote in message 
[EMAIL PROTECTED]:

 Hi James !
 
 Thank you for your help !
 In fact, i'm thought about extending FGFX functionality with some  
 members, like
 adding some members to it, like FGFX::ConvertGLCoordinates,  
 FGFX::BindToModelNode, etc...
 That little hack I published before - is based at approach like you  
 told, but at my oppinion it was
 a really bad example of code, due it has very far relation to real  
 OOP. If we has FGFX, than
 we should avoid to embedd SG classes directly, instead embed them in  
 FGFX, IMHO.
 There's a function in SimGear, SGSoundMgr::set_source_pos_all. As
 far as I understand,
 it deals with all of the sources a listed in source map. Maybe  
 there'll be a need of
 writing of per-source based function. In fact i'm in trouble with
 this set_source_pos_all,
 and experimenting with it.
 
 Using multiple 3d sound sources can be a very cool and handful
 thing. Imagine, you have B737
 and you can bind sound emitters right to engines, not fuselage, or  
 cockpit. And hear them right as
 supposed to sound.

..keep in mind sound moves thru the airframe structure too, and much
faster than it does thru the air flowing around the aircraft, imagine
e.g. propeller noise heard in a F-16 from a Tu-95, or heard in a Spit
from a FW-190 playing chicken, or in a B-17 combat box formation.
Lovely can of worms. ;o) 

 Or you can have Il-62 model, with 4 engines at
 his tail - and of course they
 will sound the other way as B737 ones. Etc, etc, etc...
 
 Regards,
   Vladimir
 
 On Oct 23, 2008, at 9:41 AM, James Turner wrote:
 
 
  They way I thought about doing this was to extend the SimGear
  classes with a 'SGSoundSource' object, registered with the sound
  manager. Samples would be played from a source, and sources would
  have position / velocity / etc. Then you'd make AIBase or AIModel
  own a SGSoundSource, and use that for the sound generation.
 
  Int
 


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Vladimir Karmishin


 ..keep in mind sound moves thru the airframe structure too, and much
 faster than it does thru the air flowing around the aircraft, imagine
 e.g. propeller noise heard in a F-16 from a Tu-95, or heard in a Spit
 from a FW-190 playing chicken, or in a B-17 combat box formation.
 Lovely can of worms. ;o)

Doppler is responsible of such effects, and it's hard-coded into OpenAL.

Regards,
  Vladimir

 Or you can have Il-62 model, with 4 engines at
 his tail - and of course they
 will sound the other way as B737 ones. Etc, etc, etc...

 Regards,
  Vladimir

 On Oct 23, 2008, at 9:41 AM, James Turner wrote:


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Erik Hofman
Vladimir Karmishin wrote:

 I need any thoughts,
 imaginations about which way can it be modified to let it work with  
 multiple 3d sound emitters.

Reading this again there might be some confusion; aircraft can have 
multiple 3d sound emitters already, they are just tied to the main 
aircraft right now (and the listener is always facing the main model, 
this is probably why doppler doesn't function too well).

But you can already define the position an direction of each sound effect.

The remaining problem is to make the AI models also emit sound effects.

Erik

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Curtis Olson
On Thu, Oct 23, 2008 at 11:47 AM, Erik Hofman wrote:

 Vladimir Karmishin wrote:

  I need any thoughts,
  imaginations about which way can it be modified to let it work with
  multiple 3d sound emitters.

 Reading this again there might be some confusion; aircraft can have
 multiple 3d sound emitters already, they are just tied to the main
 aircraft right now (and the listener is always facing the main model,
 this is probably why doppler doesn't function too well).

 But you can already define the position an direction of each sound effect.

 The remaining problem is to make the AI models also emit sound effects.


If I recall, your own aircraft sounds are setup relative to an ear location
of (0,0,0).  In the openal 3d world, the way we had things originally setup
anyway, the current view location always corresponded to an ear location of
(0,0,0).  Then aircraft sounds (engines, etc.) were fixed relative to 0,0,0
and never moved.  This worked pretty well.

If you start moving the ear location in real world space, and then also
moving the sounds in real world space, I don't know exactly what will
happen, but if you don't move *everything* in perfect lock step, you will
definitely get a strange warbling effect as you get an audio version of the
position of sounds jittering a little closer or a little further every frame
in a somewhat random fashion.  Even if you move the sounds and listener in
perfect lock step, I don't know how well openal handles that?

I have a side question on OpenAL.  Is there a way to size the audio buffer
of data that gets sent to the sound device?  In plib we could set the number
of seconds that were buffered in the queue (and we set that to something
longer than the time it took to draw a frame, but not too long or there
would be noticable delay between an action and the change in sound.)

I have a couple systems here that are a bit older and lower performance, and
we are hearing frequent breaks in the openal audio output ... as if the
audio buffer is getting starved and the sound is momentarily interrupted.
Does anyone know if there's a way to increase the buffer size in openal to
eliminate the chance that the buffer could be completely emptied before more
data can be stuff into it?

Thanks,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Arnt Karlsen
On Thu, 23 Oct 2008 18:05:30 +0200, Vladimir wrote in message 
[EMAIL PROTECTED]:

 
 
  ..keep in mind sound moves thru the airframe structure too, and much
  faster than it does thru the air flowing around the aircraft,
  imagine e.g. propeller noise heard in a F-16 from a Tu-95, or heard
  in a Spit from a FW-190 playing chicken, or in a B-17 combat box
  formation. Lovely can of worms. ;o)
 
 Doppler is responsible of such effects, and it's hard-coded into
 OpenAL.

..lovely, it can handle things like shock waves from propeller 
blades meeting those from AA gun fire?  
Sounds sort of whip double strike like, if you haven't heard
it in RL, from each grenades bow and tail wave meeting the 
propeller blade tip waves, I used to fly R/C AA target drones 
way back in the Cold War. ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] FG - FGFX class

2008-10-23 Thread Maik Justus
Hi Erik,

Erik Hofman schrieb am 23.10.2008 18:47:
 Vladimir Karmishin wrote:

   
 I need any thoughts,
 imaginations about which way can it be modified to let it work with  
 multiple 3d sound emitters.
 

 Reading this again there might be some confusion; aircraft can have 
 multiple 3d sound emitters already, they are just tied to the main 
 aircraft right now (and the listener is always facing the main model, 
 this is probably why doppler doesn't function too well).

   
no. The Doppler problems are due to OpenAL bugs and limitations. On most 
systems (at least at all which are using Open AL software Doppler 
calculation) I got strange effects. On Linux systems a workaround was to 
use only the relative velocity of listener and sound, which is 
physically not correct. But on windows even this approach results is 
strange effects. There I use my own software implementation in simgear 
and pass the calculated pitch and volume to Open AL. But Open AL clamps 
the pitch factor (If I remember correctly to 0.5 ... 2), and 
additionally many aircrafts modify the pitch by them self. This limits 
the Doppler effect in Flightgear.

Melchior sent me a note, that actual Open AL might be less buggy, but he 
still noticed strange effects.
 But you can already define the position an direction of each sound effect.
   
Yes, and many aircrafts make use of this, e. g. the S58 or the Bo105.
 The remaining problem is to make the AI models also emit sound effects.

 Erik

   
Maik


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel