Hi Sukender Jason,
On Mon, Mar 2, 2009 at 11:50 PM, Jason Daly jd...@ist.ucf.edu wrote:
I wouldn't be embarassed. I think the issue is just that using osgAL for
the ffmpeg plugin would be like attacking a flea with a sledge hammer
(overkill :-) ).
When osgAudio (or whatever osgAL
Hi Sukender,
On Sat, Feb 28, 2009 at 3:06 PM, Sukender suky0...@free.fr wrote:
I understand. And what about using code from osgAL for your needs?
In what form? I've only briefly looked at osgAL a couple of time so
don't know that code base well yet. Are you thinking of some specific
classes?
Well, I don't know your needs! :D Do you need OpenAL++ things like:
- A class for converting audio? (AudioConvert)
- Support for streaming? (FileStream)
- Support for ogg-Vorbis streaming?
- Various classes around OpenAL (Listener, PositionedObject, Source, Sample...)?
Do you need to put a node
Hi Sukender,
The needs for the providing audio for movies read by the ffmpeg is
that we have a AudioSink implementation that can pull the data from
osg::AudioStream and play it. We don't need a scene graph node, or
reading support for the ffmpeg plugin as it stands. I'm basically
working to get
Robert Osfield wrote:
Hi Sukender,
The needs for the providing audio for movies read by the ffmpeg is
that we have a AudioSink implementation that can pull the data from
osg::AudioStream and play it. We don't need a scene graph node, or
reading support for the ffmpeg plugin as it stands. I'm
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
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
Aye-aye, sir! ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 03 Mar 2009 00:50:43 +0100, Jason Daly jd...@ist.ucf.edu a écrit:
Sukender wrote:
Hi Jason and Robert,
Okay, I didn't know what you were expecting. So now I'm aware of it!
I'm
Hi Jason,
On Fri, Feb 27, 2009 at 9:14 PM, Jason Daly jd...@ist.ucf.edu wrote:
So, is it your intention that the AudioSink interface would be implemented
by another plugin (e.g.: an openal plugin)?
That's a very good question... how to do we provide an AudioSink, and
how far should we go in
Hi Robert and Jason,
Sorry I came late, but did you try osgAL? I worked a bit on it and used osgAL
on top of both OpenAL and OpenAL-Soft, and it worked very well. osgAL also
contains OpenAL++, which is a layer ontop of OpenAL. That should be interesting
to merge what you did with osgAL, isn't
I understand. And what about using code from osgAL for your needs?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Sat, 28 Feb 2009 14:02:51 +0100, Robert Osfield robert.osfi...@gmail.com a
écrit:
Hi Sukender,
On Sat, Feb 28, 2009 at 11:16 AM,
Osfield
Sent: Friday 27 February 2009 09:08
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] New ffmpeg plugin checked into svn/trunk
On Fri, Feb 27, 2009 at 3:20 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Robert,
Tanguy said that the libs were built using MSYS+MinWG
Hi Jason,
On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote:
OpenAL is an obvious possibility for this. The OpenAL-Soft implementation
at http://kcat.strangesoft.net/openal.html supports almost all of the
platforms that OSG supports, and there are also hardware
Robert Osfield wrote:
Hi Jason,
On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote:
OpenAL is an obvious possibility for this. The OpenAL-Soft implementation
at http://kcat.strangesoft.net/openal.html supports almost all of the
platforms that OSG supports, and there are
Robert Osfield wrote:
Do you have any links to a tutorial that illustrates what these few
lines of code might be?
Also if anyone's interested, you can find the OpenAL spec here:
http://connect.creativelabs.com/openal/Documentation/OpenAL 1.1
Specification.htm
--J
Hi Jason,
Thanks for quick tutorial :-)
I've just checked in what will be the interface for getting audio data
from a ImageStream, bascially we have two new pure virtual base
classes osg::AudioStream (that handles the reading of the audio data)
and osg::AudioSink(Interface) that will be
Robert Osfield wrote:
Hi Jason,
Thanks for quick tutorial :-)
I've just checked in what will be the interface for getting audio data
from a ImageStream, bascially we have two new pure virtual base
classes osg::AudioStream (that handles the reading of the audio data)
and
Hi All,
Thanks to the Tanguy Fautre at Aris Technlogies we have a shinny new
ffmpeg, which this week I got ported to Linux and checked in to
svn/trunk. The code is still under development, including the Cmake
support which right now only support a pkg-config path so isn't yet
ready for
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
Nice to see another way to play videos on differen plattforms, thanks
for the contribution!
Robert Osfield schrieb:
So members of the
community, what audio libraries should be on our list of targets? Do
we even go as far as integrating
HI Stephan,
On Thu, Feb 26, 2009 at 12:10 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
Don't know what ffmpeg needs, I used RtAudio for crossplattform playback
+ recording of audio. It's basically one base-class with different
backends per platform:
Robert Osfield wrote:
On Thu, Feb 26, 2009 at 12:10 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
Currently, I am against deprecating the quicktime-lib, because:
1.) it handles images default for OS X
Which images does Quicktime support that we don't have other plugins
Hi Robert,
Robert Osfield schrieb:
Good news, thanks for your efforts on this. Will it be able to handle
multi-threading/multi-context windowing?
Yes, I hope so, it's a full GraphicsWindow-implementation. I haven't
tested multithreaded/multi-context-usage now, I am still struggling with
Hi Eric,
On Thu, Feb 26, 2009 at 1:41 PM, Eric Sokolowsky esok@gmail.com wrote:
This problem can also be solved on OSX by integrating Eric Wing's
ImageIO plugin to handle static images. I have the code; I just need to
find time to integrate the plugin. Unfortunately I haven't had much time
Hi Stephan,
On Thu, Feb 26, 2009 at 1:46 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
Yes, I hope so, it's a full GraphicsWindow-implementation. I haven't
tested multithreaded/multi-context-usage now, I am still struggling with
events, and Cocoa.
A full implementation would be
So...
could we even deprecate the xine-lib and Quicktime plugins completely?
One question is does the ffmpeg plugin support streaming (from a web
site or from a local/remote webcam) for example? I think that's an
interesting feature of the QuickTime plugin.
J-S
--
On Thu, Feb 26, 2009 at 2:51 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
So...
could we even deprecate the xine-lib and Quicktime plugins completely?
One question is does the ffmpeg plugin support streaming (from a web site or
from a local/remote webcam) for example? I
Robert Osfield wrote:
Hi Eric,
On Thu, Feb 26, 2009 at 1:41 PM, Eric Sokolowsky esok@gmail.com wrote:
This problem can also be solved on OSX by integrating Eric Wing's
ImageIO plugin to handle static images. I have the code; I just need to
find time to integrate the plugin.
Hi Eric,
This is my second attempt to send Eric Wing's plugin.
The first one came through as far as I can see.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Jean-Sébastien Guay wrote:
Hi Eric,
This is my second attempt to send Eric Wing's plugin.
The first one came through as far as I can see.
J-S
Thanks for the feedback. The first time I sent it, I got back a couple
of error email messages, and I didn't check them carefully to see where
Hi All,
I have just upload Tanguy's Windows LGPL build of ffmpeg at the last
stable svn rev (ffmpeg doesn't do official stable releases I'm
afraid). You can grab the .zip file containing headers and libs at:
http://www.openscenegraph.org/downloads/dependencies/FFmpeg/Windows/ffmpeg-r15261.zip
Hi Robert, Tanguy,
I have just upload Tanguy's Windows LGPL build of ffmpeg at the last
stable svn rev (ffmpeg doesn't do official stable releases I'm
afraid).
What compiler are those for? VC8 SP1 I assume? Might be nice to make a
directory with the compiler like for the OSG binaries, so
Robert Osfield wrote:
This doesn't solve the problem of providing the audio sink though...
only possibility would be to have osgmovie use something like SDL to
provide the audio, or we could even provide an option in the plugin to
use SDL. SDL on macs plays silly games with Cocoa though so you
HI J-S,
On Thu, Feb 26, 2009 at 7:38 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
What compiler are those for? VC8 SP1 I assume? Might be nice to make a
directory with the compiler like for the OSG binaries, so someone else can
contribute a build for VC9 SP1 and VC7.1, etc.
Hi Robert,
Tanguy said that the libs were built using MSYS+MinWG+GCC, but should
be compatible with various VS version thanks to it being C library.
Great, I'll give it a try soon and report back. Still, that info should
probably be in a readme file in the zip or something (if it isn't
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