Excellent news. My biggest two requests would be to get the sound code  
out of main.cxx, and proper support for positional sources - i.e AI or  
MP traffic. Being able to position sounds on the airframe would be  
good too - engine and gear noises especialy.

Let me know if I can help at all. Also note I'm currently making some  
changes to kill of our use of the PLIB sg math classes - fgfx is done,  
but the code in main.cxx is next.

Regards,
James

On 19 Sep 2009, at 14:13, Erik Hofman <e...@ehofman.com> wrote:

>
> Hi,
>
> This  is a heads up that I'm working on improving the sound system  
> quite
> a bit with a few new concepts in mind.
>
> Right now the FX class is the heart of the audio system while the
> SoundManager is loosely tied between the samples and the FX class. In
> the future the Sound Manager will be the heart of the system and a
> SGSampleGroup class is introduced that holds all sounds for a  
> particular
> model. The FX class will be derived from it and Samples will need to  
> be
> register to one of the SampleGroup classes.
>
> Instead of using the SoundManager in the future subsystems will have  
> to
> deal with the new (and privately held but registered) SampleGroup  
> class
> instead. (It still can create new Samples at will)
>
> Another advantage of this approach is that all updates to the OpenAL
> state will be inside the update() function of the SoundManager which
> should make subtle differences due to interdependencies (almost)  
> impossible.
>
> The update will be quite large but the result would be that AI models
> also would be able to generate sound effects (if all goes well). I do
> not yet have a time frame when it will be committed but I wanted it to
> be known in advance.
>
> Erik
>
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