On Sat, 05 Feb 2011 10:12:33 +0100, Erik wrote in message 
<1296897153.1587.1.camel@Raptor>:

> On Sat, 2011-02-05 at 02:25 +0100, Arnt Karlsen wrote:
> > ..relevant to the 747-400 is:
> > failed to load sound buffer:Failed to load wav file: Unsupported
> > mode within an otherwise usable file type
> > at 
> > /home/arnt/FG-git/install/fgfs/bin/../fgdata//Aircraft/747-400/Sounds/FGOS_FlapXtndWClick.wav
> 
> You get this when the WAV file has more than one channel. Remember
> that 3d sound sources have no way to handle stereo sounds so single
> channel audio is only supported by all of the 3d audio rendering
> engines.
> 
> Erik

..hum.  Maybe use one .wav for each 3d audio rendering engine 
until we have a unified audio model?

..saw an article years back of a microphone mount, modeled after 
the human head, with the 2 microphones where we have eardrums.  
Add a coupla wee headset cameras, one for each ear cup, and we 
can automate building audio models from the videos. ;o)  

..with human ear auditory canal style audio vectors, we need 
to orient these vectors, and the videos tells us when, how 
and where the pilot points his head and his auditory canals, 
which tells us exactly what he hears, and which tells us 
exactly how FG should sound when we simulate doing the same 
moves in FG cockpits.

..these fancy -5.1, -7.1 etc systems merely add more new data 
to the model builds, e.g. microphones in gloves, boots, pockets 
to pick up stick, pedal, seat etc vibrations, so we can get 
e.g. the P-51D's radiator duct dive howl right by borrowing 
pocket and headset etc space from air show pilots, we don't
wanna add to their workload or worries, so our payloads needs
to be of the lightweight fire-up-'n-forget kind.


-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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