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

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