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. > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org