Maik Justus wrote:
Hi Erik,
Erik Hofman schrieb am 21.08.2008 14:25:
Hi,
...
There are two options, modify the code to reflect what is described in
README.xmlsound or modify the README file.
I would prefer to modify the README file. I made some asymmetric sound
for helicopters (S58,
Hi,
I'm working on proper Listener positioning for sound playback in
FlightGear and encountered a difference between the coordinate system
described in README.xmlsound (which describes a right handed system that
doesn't exists, it describes a left handed system instead) and the
actual
On 21 Aug 2008, at 13:25, Erik Hofman wrote:
I'm working on proper Listener positioning for sound playback in
FlightGear and encountered a difference between the coordinate system
described in README.xmlsound (which describes a right handed system
that
doesn't exists, it describes a left
James Turner wrote:
On 21 Aug 2008, at 13:25, Erik Hofman wrote:
I'm working on proper Listener positioning for sound playback in
FlightGear and encountered a difference between the coordinate system
described in README.xmlsound (which describes a right handed system
that
doesn't exists,
On 21 Aug 2008, at 13:33, Erik Hofman wrote:
I knew it! :)
Ok, I' l take a look at that, good idea.
One of the things on my medium-term list is to carry on the subsystem-
ification work. To reach the ultimate goal (mainloop just does
'update' on the subsystemgr) will take a long time, but
James Turner wrote:
On 21 Aug 2008, at 13:33, Erik Hofman wrote:
I knew it! :)
Ok, I' l take a look at that, good idea.
One of the things on my medium-term list is to carry on the subsystem-
ification work. To reach the ultimate goal (mainloop just does
'update' on the subsystemgr)
On 21 Aug 2008, at 15:31, Erik Hofman wrote:
This is now committed for the SGSoundMgr code, it has been moved tot
FGFX.
Just in case you care, my longer term plan for the sound code was to
create an SGSoundSource (in the simgear code), which would basically
be a wrapper around an OpenAL
On Thu, 21 Aug 2008, James Turner wrote:
On 21 Aug 2008, at 15:31, Erik Hofman wrote:
This is now committed for the SGSoundMgr code, it has been moved tot
FGFX.
Just in case you care, my longer term plan for the sound code was to
create an SGSoundSource (in the simgear code), which would
On 21 Aug 2008, at 17:02, Anders Gidenstam wrote:
Why not trigger multiplayer sounds via property changes (in the same
way
as most of the other sounds are handled)?
Switching to only sending properties when they change would make it
feasible to have a bunch of MP enabled properties for
On Thu, 21 Aug 2008, James Turner wrote:
I'm not familiar enough with how 'other' sounds are handled to be
sure, but my issue is that currently all 'positioned' sounds originate
from the aircraft - there needs to be some additional data/struct/
class exposed at the C++ level to specify a bit
Hi Erik,
Erik Hofman schrieb am 21.08.2008 14:25:
Hi,
...
There are two options, modify the code to reflect what is described in
README.xmlsound or modify the README file.
I would prefer to modify the README file. I made some asymmetric sound
for helicopters (S58, bo105) and adjusted
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