From: Anders G. <and...@gi...> - 2008-08-21 16:33:15
|
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 more information about > sources. Of course it can have a Nasal interface, but I have the > impression you're talking about something a bit different. My comment was on the talk about adding extra MP message types for sound. I'm not familiar with the sound internals, but sounds created by a MP/AI model should of course be positioned relative to that model. So adding that possibility would be great. > Changing MP to only send properties when the change is a separate, but > worthwhile improvement, I guess, but I don't (again) know enough to > comment for sure. And equally, there's plenty of scope to add new MP > messages types, the same way chat is currently handled. For 'event'y > thing like playing a one-off sounds, using property changes doesn't > seem exactly elegant to me, though I know it's a common idiom. Using properties would match nicely with the XML sound configs and be analogous to the way animation of MP/AI 3d models are handled. Btw, if you mean the "in-program" chat I'm fairly sure it is done using a MP enable string property. Cheers, Anders -- --------------------------------------------------------------------------- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ |