On Mon, 12 Dec 2011 21:59:35 +0100
ThorstenB <[email protected]> wrote:

> Am 12.12.2011 21:22, schrieb Erik Hofman:
> > That's the problem of the AIModel code that models hardly any properties
> > suitable for sound playback.
> 
> Not in this case. I had experimented with the AI balloons. I have pushed 
> this to fgdata now - you can use these for testing the issue I reported.
> Enable the "balloon-demo": the balloons' burners now have a nice 
> "whoosh!" sound. Burner light and sound are connected to the same 
> property - so you should see the light come on and hear the sound at the 
> same time. But currently the balloon's AI sound triggers all the time - 
> so we just get a continuous roar (kind of worked with my patch - so I 
> think the XML conditions are ok).

Ok the only thing the code you proposed to remove does (or should do) is active 
the sample again when in-range again (distance smaller than max_distance). I've 
had another report that I suspect has something to do with the same section. If 
some one want to comment it out (or apply the patch) in the code please go 
ahead. I'm not at the proper pc right now and won't be able to do anything 
before tomorrow mortning (EU time).

-- 
Erik Hofman <[email protected]>
AeonWave audio http://www.adalin.com

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