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From: James T. <zak...@ma...> - 2008-08-21 15:11:50
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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 source. This could then be hung off an
AIModel, and potentially, we could add a new kind of multiplayer
message to trigger a sound remotely.
something like (incomplete!):
class SGSoundSource
{
public:
void setVelocity(SGVec3d)
void setOrientation(SGQuatd)
void setPosition(); // either cart or geod, whichever makes more sense
void playOnce(... sound id ...., ampltidue ....);
void playLooped( .... same as above ...., loopCount or -1);
}
That's me guessing wildly, but feels about right - and very easy to
hook into the AI / MP code. Probably want a Nasal interface for it as
well.
Quite far down my current ToDo list, though.
James
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