Your concept sounds good but it collides with the physical conditions a
Soundscape simulates.

A solution could be to attach an additional Soundscape to the head of the
viewer which is located outside of the plane/car. As far as I remember in
case of overlapping soundscapes this one is taken which is closest to the
position of the viewer.

On Thu, 5 Feb 2004 14:04:24 +0100, Nikolai V. Chr. <[EMAIL PROTECTED]> wrote:

Michael Pfeiffer wrote:

As far as I understood it, it isn't a mistake. Soundscape defines an
area
which influences the sound. This area in reality could be e.g. a room. I
think the most accurate method to describe such a room is a
Bounds-object,
because it comes closest to the sumilated reality. And that is what
soundscape uses.

No. I have rule in my system: if you are seated in a car or other object, then your viewplatform is a child of the car branch, which also holds the geometry of the car. This is nothing special, stuff like that is the whole idea of using a scenegraph in the first place.

Ok, but when I am inside the car sounds are distorted and sound
different from when I am outside the car. So by using scope to say that
children of the car should use a special soundscape, this will work.

Now you say I can do the same with BoundingLeaf, well I cannot. Simply
because if I stand right next to the car I risk coming into the
influence area if I get to close. Alternative I have to scecify an
influence for the BoundingLeaf as a BoundingPolytope that matches the
cars contour presice, which in reality means having an extra geometry
copy of my car. Except it is real hard to do since no drawing program
lets me construct a polytope from a 3D model. So in fact the only way I
can do it, is using a scope. But Java3D has none.


---------------------------------------------- Nikolai V. Christensen, Computer Engineer, Simulation and Training department IFAD, Forskerparken 10A, DK-5230 Odense M Denmark, EU Phone: +45 63 15 71 31 Fax: +45 65 93 29 99 WWWeb: http://www.ifad.dk e-mail: [EMAIL PROTECTED] ----------------------------------------------

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