Hi Sukender,

On Thu, Nov 27, 2008 at 10:07 PM, Sukender <[EMAIL PROTECTED]> wrote:
> And maybe we should have a look to some other libs too, such as SFML ( 
> http://www.sfml-dev.org )?

This just adds more dependencies...include OpenAL so I'm not sure it's
make things any simpler than just integrating with OpenAL ourselves.

>> I would also try to keep things decoupled so items like a Manager
>> would be something that is implementation dependent, rather that
>> something that end user need worry about.
>
> Sorry I don't understand. Do you mean you're in favor of my second idea 
> (having a kind of priorirty for sounds that the plugin would use to 
> automatically turn on/off sounds to fit the limitation of the number of 
> sources)?

In my paragraph above I was referring to the desire to keep
implementation details including any managers that might be written

I don't have any strong opinions on the topic, others have far more
experience with using audio in scene graphs, I was hoping that they
would dive in and comment...


> Having a separate thread sounds fine to me. CPU is not used enough for audio! 
> Maybe a good occlusion computation would add immersion; so I think a separate 
> thread is better. Should there be audio update and cull/"render" traverals 
> for the viewer then?

Having the Viewer manage an audio traversal/and or threads for it
wouldn't be difficult.  Conceptually you render the audio in a similar
way to you manage graphics so the the cull/draw for graphics and
cull/play for audio could sit comfortably side by side.

> I'm also too busy to work on osgAudio, but I'd like to help as much as I can.

We'll if neither have the time, and as no one else has dived into this
topic to volunteer we will just have to be patient.

Robert.
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