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, Sukender <suky0...@free.fr> wrote:
>> 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 it?
>
> I haven't tried osgAL.  My expectation is that work on refining osgAL
> would lead to an osgAudio that could then be integrated with the core
> OSG when it's ready.  I don't know how close this might be, and have
> to defer to yourself and others working on it for information on how
> close this point might be.  I would like an osgAudio to be
> configurable with different backend audio libraries as well, to enable
> better portability and flexibility with how end users set things up.
>
> The ffmpeg audio requirements are a bit more modest than full OpenAL
> integration, so doesn't directly push for us to integrate
> osgAL/osgAudio right away.   The work I've done so far is to focus on
> a the bare minimum functionality required to wire up an audio stream
> read from a movie plugin to a mechanism for adding support for playing
> it.  I certainly want this mechanism to be compatible with integration
> with osgAL/osgAudio, but until osgAudio is in the core we can't target
> just this as a solution.
>
> The number of classes involved are pretty small, so I think we can
> probably get away with a minimalist near-term solution.  Then once
> osgAudio is ready for integration we can look to evolving things so
> they naturally fit together, be this before or after 2.10.
>
> Robert.
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