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From: Thomas F. <tf...@us...> - 2002-03-12 23:00:40
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Braden McDaniel wrote: >Quoting -oli- <ol...@fr...>: > >>At 09:06 12.03.2002 -0500, you wrote: >> >>>It [sound] was disabled a few releases ago. It was a matter of convenience >>> >>>then. >>>And I intended for it to be replaced with something better. I still do; >>>but I didn't anticipate having to wait this long. In retrospect, I wish >>>I hadn't disabled it. However, I now have higher priorities than turning >>>it back on. >>> >>Oh, I understand! >>Was there distance attenuation, spatalizing etc.? >> > >I'm not sure... All the code is still there in CVS. > I'm about 99% sure there's no distance attenuation, spatializing or anything else except for looping support...the code only works on Linux and I think the only things that need to be done to get it to compile is to define HAVE_SOUND and add the sound code back to the makefiles. If I can find the time, I'll generate a patch to get this readded to the build until we have a better solution... >>>If you want to submit a patch to enable the sound support, it would be >>>welcome. >>> >>I'm thinking about integrating OpenAL-support in OpenVRML, but there are >>major incompatibilities between the directivity model used in OpenAL >>(cones) and VRML (ellipsoids). I'm trying to find a solution here... >> > >I know Tom Flynn has done some work to this end. Hopefully he'll chime in. > -oli- contacted me a month or so ago about this and I wasn't able to give him any answers as I never made it that deep into integrating OpenAL... <snip> >>I have also not the understanding of OpenVRML to see in which (main-?)loop >>the next chunk of the wave-file can be handed to the sound buffer... >>Tips are welcome! >> > >Check out the old sound code. > NodeAudioClip::update (in vrml97node.cpp) is called on each loop so that's one place where you could do it... Tom |