On 21 Aug 2008, at 17:02, Anders Gidenstam wrote: > Why not trigger multiplayer sounds via property changes (in the same > way > as most of the other sounds are handled)? > > Switching to only sending properties when they change would make it > feasible to have a bunch of MP enabled properties for the sounds.
I'm not familiar enough with how 'other' sounds are handled to be sure, but my issue is that currently all 'positioned' sounds originate from the aircraft - there needs to be some additional data/struct/ class exposed at the C++ level to specify a bit more information about sources. Of course it can have a Nasal interface, but I have the impression you're talking about something a bit different. Changing MP to only send properties when the change is a separate, but worthwhile improvement, I guess, but I don't (again) know enough to comment for sure. And equally, there's plenty of scope to add new MP messages types, the same way chat is currently handled. For 'event'y thing like playing a one-off sounds, using property changes doesn't seem exactly elegant to me, though I know it's a common idiom. 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