Hi Jason and Robert,

Okay, I didn't know what you were expecting. So now I'm aware of it!
I'm just a bit embarassed by the fact your work *may* be a duplicate (well, 
kind of) of what's inside osgAL. Anyway, I guess osgAudio would integrate both 
your work and osgAL.
Good luck in making your plugin work!

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Mon, 02 Mar 2009 18:29:55 +0100, Robert Osfield <robert.osfi...@gmail.com> a 
écrit:

> Hi Jason,
>
> On Mon, Mar 2, 2009 at 5:13 PM, Jason Daly <jd...@ist.ucf.edu> wrote:
>> I think most of osgAL would be superfluous here.  We don't need
>> spatialization or decoding.  The only thing we'd use is the interface to the
>> audio hardware.  I guess the question becomes whether it is worth it to use
>> osgAL (which uses OpenAL++, which in turn uses OpenAL), or whether it would
>> be better to just write an OpenAL implementation for AudioSink and make it a
>> plugin (much like the freetype plugin is a concrete implementation of
>> osgText::Font::FontImplementation).
>
> I was thinking that an OpenAL plugin would be doable, and could either
> return an audio sink or an AudioStream.
>
> Going the OpenAL route would also pave the way for an osgAudio
> library, as the OpenAL dependency wouldn't change as one migrated
> osgAudio into the core.  Go for another audio solution and one would
> have a more complicated evolution of external dependencies.
>
> I'm going to experiment with OpenAL at this end how things go.
>
> Robert.
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