On Sunday 14 December 2003 13:34, Matevz Jekovec wrote:
>
> When we talk about sounds, has anyone thought of maybe implementing the
> doppler effect, realistic volume and latency of the sound. I had a
> research project at school a year ago or so on that theme at physics and
> I wanted to make a computer simulation of this, but ran out of time then.

We should use OpenAL for the sound that way we will have all these features
without a lot of work.

www.openal.org

-----------------------------
What is the OpenAL Audio System?

OpenAL (for "Open Audio Library") is a software interface to audio hardware. 
The interface consists of a number of functions that allow a programmer to 
specify the objects and operations in producing high-quality audio output, 
specifically multichannel output of 3D arrangements of sound sources around a 
listener.

The OpenAL API is designed to be cross-platform and easy to use. It resembles 
the OpenGL API in coding style and conventions. OpenAL uses a syntax 
resembling that of OpenGL where applicable.

OpenAL is foremost a means to generate audio in a simulated three-dimensional 
space. Consequently, legacy audio concepts such as panning and left/right 
channels are not directly supported. OpenAL does include extensions 
compatible with the IA-SIG 3D Level 1 and Level 2 rendering guidelines to 
handle sound-source directivity and distance-related attenuation and Doppler 
effects, as well as environmental effects such as reflection, obstruction, 
transmission, reverberation.

Like OpenGL, the OpenAL core API has no notion of an explicit rendering 
context, and operates on an implied current OpenAL Context. Unlike the OpenGL 
specification the OpenAL specification includes both the core API (the actual 
OpenAL API) and the operating system bindings of the ALC API (the "Audio 
Library Context"). Unlike OpenGL's GLX, WGL and other OS-specific bindings, 
the ALC API is portable across platforms as well. 
-----------------------------


Best Regards,
 Oliver C.


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