On 21 Aug 2008, at 15:31, Erik Hofman wrote: > This is now committed for the SGSoundMgr code, it has been moved tot > FGFX.
Just in case you care, my longer term plan for the sound code was to create an SGSoundSource (in the simgear code), which would basically be a wrapper around an OpenAL source. This could then be hung off an AIModel, and potentially, we could add a new kind of multiplayer message to trigger a sound remotely. something like (incomplete!): class SGSoundSource { public: void setVelocity(SGVec3d) void setOrientation(SGQuatd) void setPosition(); // either cart or geod, whichever makes more sense void playOnce(... sound id ...., ampltidue ....); void playLooped( .... same as above ...., loopCount or -1); } That's me guessing wildly, but feels about right - and very easy to hook into the AI / MP code. Probably want a Nasal interface for it as well. Quite far down my current ToDo list, though. 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=100&url=/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel