I'd like to ask people have relations to FG sound development.
Have yours seen osgAL library(plugin) http://www.vrlab.umu.se/research/osgAL/
?
It seems to have add OpenAL functionality and transparent bindings to
OSG objects
right into OSG. An the other end - it produces yet another dependency
Melchior FRANZ wrote:
> * Erik Hofman -- Friday 24 October 2008:
>> the remaining problem might be hardware accelerated 3d
>> audio support from the Creative drivers. If that version
>> fails, then what?
>
> Ugh ... no idea about that. Wouldn't implementations like
> openal-soft care for that
Melchior FRANZ wrote:
> * Erik Hofman -- Friday 24 October 2008:
>> Yeah yeah, By the second time I got the message ;)
>
> In case you are referring to mail duplicates: As you can see
> on the message ids, I didn't send it twice. This is a bug
> in the sourceforge.net mail handling:
>
>
> ht
* Erik Hofman -- Friday 24 October 2008:
> the remaining problem might be hardware accelerated 3d
> audio support from the Creative drivers. If that version
> fails, then what?
Ugh ... no idea about that. Wouldn't implementations like
openal-soft care for that as well? (Not that I've found any
h
* Erik Hofman -- Friday 24 October 2008:
> Yeah yeah, By the second time I got the message ;)
In case you are referring to mail duplicates: As you can see
on the message ids, I didn't send it twice. This is a bug
in the sourceforge.net mail handling:
http://sourceforge.net/tracker/?func=detail&
Melchior FRANZ wrote:
> True, I'm sorry. The ultimate question is really only: can
> we drop our current workarounds for buggy implementations,
> and rely on a clean & spec-compliant (i.e. working) OpenAL
> version, and point people to an URL where this can be found
> for optimal results. Ideally,
Melchior FRANZ wrote:
> Frankly, I don't see how (d) can compete with (c), which is
Yeah yeah, By the second time I got the message ;)
Erik
(Sorry, I couldn't resist)
-
This SF.Net email is sponsored by the Moblin Your Mov
Did I say I'd shut up now? Bah ... ;-)
* Erik Hofman -- Friday 24 October 2008:
> I never said I wanted to put my own implementation into
> FlightGear. Still, there is a new option available soon.
True, I'm sorry. The ultimate question is really only: can
we drop our current workarounds for bug
Melchior FRANZ wrote:
> Frankly, I don't see how (d) can compete with (c), which is
> used and cared for by several Linux distributions as well as
> used and tested by several million people. Do we really want
> to pull in maintainership of our own OpenAL implementation
> (for no good reason)? An
* Melchior FRANZ -- Friday 24 October 2008:
> Should/can we remove all workarounds and require (c)?
Just for clarification: all versions should really be
compatible, anyway. So there wouldn't be a requirement
to install a particular one. The question is only, if
one implementaiton is fully spec co
* Erik Hofman -- Friday 24 October 2008:
> (d) A complete rewrite of OpenAL done by me, not released yet
> and still figuring out how to best push this. I've used this
> one for at least half a year now when running FlightGear.
Frankly, I don't see how (d) can compete with (c), which is
used and c
Melchior FRANZ wrote:
> I guess we have to define what "actual" means here. As far as I
> know by now, there are three variants:
>
> (a) "original" OpenAL by Loki (as Erik pointed out recently)
>
> (b) "official" OpenAL by Creative (continued from (a)). Development
I have tot state that the Cre
* Maik Justus -- Thursday 23 October 2008:
> Melchior sent me a note, that actual Open AL might be less buggy,
> but he still noticed strange effects.
I guess we have to define what "actual" means here. As far as I
know by now, there are three variants:
(a) "original" OpenAL by Loki (as Erik poin
Maik Justus wrote:
> no. The Doppler problems are due to OpenAL bugs and limitations. On most
> systems (at least at all which are using Open AL software Doppler
> calculation) I got strange effects. On Linux systems a workaround was to
> use only the relative velocity of listener and sound, w
Hi Erik,
Erik Hofman schrieb am 23.10.2008 18:47:
> Vladimir Karmishin wrote:
>
>
>> I need any thoughts,
>> imaginations about which way can it be modified to let it work with
>> multiple 3d sound emitters.
>>
>
> Reading this again there might be some confusion; aircraft can have
> mu
On Thu, 23 Oct 2008 18:05:30 +0200, Vladimir wrote in message
<[EMAIL PROTECTED]>:
> >>
> >
> > ..keep in mind sound moves thru the airframe structure too, and much
> > faster than it does thru the air flowing around the aircraft,
> > imagine e.g. propeller noise heard in a F-16 from a Tu-95, or
On Thu, Oct 23, 2008 at 11:47 AM, Erik Hofman wrote:
> Vladimir Karmishin wrote:
>
> > I need any thoughts,
> > imaginations about which way can it be modified to let it work with
> > multiple 3d sound emitters.
>
> Reading this again there might be some confusion; aircraft can have
> multiple 3d
Vladimir Karmishin wrote:
> I need any thoughts,
> imaginations about which way can it be modified to let it work with
> multiple 3d sound emitters.
Reading this again there might be some confusion; aircraft can have
multiple 3d sound emitters already, they are just tied to the main
aircraft
>>
>
> ..keep in mind sound moves thru the airframe structure too, and much
> faster than it does thru the air flowing around the aircraft, imagine
> e.g. propeller noise heard in a F-16 from a Tu-95, or heard in a Spit
> from a FW-190 playing chicken, or in a B-17 combat box formation.
> Lovely ca
On Thu, 23 Oct 2008 10:10:42 +0200, Vladimir wrote in message
<[EMAIL PROTECTED]>:
> Hi James !
>
> Thank you for your help !
> In fact, i'm thought about extending FGFX functionality with some
> members, like
> adding some members to it, like FGFX::ConvertGLCoordinates,
> FGFX::BindToModelN
Vladimir Karmishin wrote:
> Can you rememer back, is SGSoundMgr::set_source_pos_all( ALfloat
> *pos ); is sort of hack, assuming
> everything is happening inside cabin, or it's just sources enumerator,
> which pass through a
> of loaded sounds updating their positions ? Of course I can play
Can you rememer back, is SGSoundMgr::set_source_pos_all( ALfloat
*pos ); is sort of hack, assuming
everything is happening inside cabin, or it's just sources enumerator,
which pass through a
of loaded sounds updating their positions ? Of course I can play
around with code using debugger,
bu
Vladimir Karmishin wrote:
> Erik, thank you for the answer.
> In fact - i'm started work on re-implementation of OAL in SimGear.
> My vision on it - it should be more OOP-is (however, I'm not a big OOP
> addict),
> and transparent. In ideal - we should be able just to write some (in
> pseudo
On Oct 23, 2008, at 11:12 AM, Erik Hofman wrote:
>
> This encouraged me to look at the FGFX change I made before but which
> turned out to be less than ideal. I think I'm slowly getting at what
> is
> happening. If I get this sorted out adding sound effects to models
> should be easy. I'll let y
Vladimir Karmishin wrote:
> Hello !
>
> I'm still digging into FlightGear sound subsystem. :-)
> Today, I make a small modification in AI Aircrafts, to let them
> produce some noise.
This encouraged me to look at the FGFX change I made before but which
turned out to be less than ideal. I thi
Hi James !
Thank you for your help !
In fact, i'm thought about extending FGFX functionality with some
members, like
adding some members to it, like FGFX::ConvertGLCoordinates,
FGFX::BindToModelNode, etc...
That little hack I published before - is based at approach like you
told, but at my
On 22 Oct 2008, at 22:00, Vladimir Karmishin wrote:
> Right now, I'm not completely understand how does FGFX class work, it
> seems it standing for some kind
> of "global" sound proxy between FG and SimGear.
> If somebody has worked with or on this class - then I'd like to ask
> him for a little
Hello !
I'm still digging into FlightGear sound subsystem. :-)
Today, I make a small modification in AI Aircrafts, to let them
produce some noise.
If someone is interested - the code can be found at
http://www.karmishin.com/fg/ai_sound/
(do not forget to back up existent files).
This code is
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