Changes between Version 1 and Version 2 of ~archive/SoundEngine
- Timestamp:
- Nov 28, 2007, 12:07:47 AM (17 years ago)
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~archive/SoundEngine
v1 v2 1 = SoundEngine = 2 {{{ 3 #!html 4 <div style="border:1px outset #8c5b00;padding: 0.5em 1em 0.5em 1em;background: #ffe17b;-moz-border-radius:10px"><table style="width:100%"><tr><td align="left"> 5 }}} 6 [[Image(icons:archive.png, 50)]] 7 {{{ 8 #!html 9 </td><td align="center"><b>This is an archived page!</b><br/>This page is very old and the content is not up to date.<br/>Not everything (if any) which is written here will be in the final game!</td><td align="right"> 10 }}} 11 [[Image(icons:archive.png, 50)]] 12 {{{ 13 #!html 14 </td></tr></table></div> 15 }}} 1 = !SoundEngine = 2 [[ArchivePage]] 16 3 17 4 This is the Core of the sound and music in orxonox. … … 23 10 openAL is very easy to use, and the interface is even easier 24 11 25 Orxonox- SoundEngine-openAL has three classes:26 * SoundBuffers: Buffers that alocate the memory for playing sound. (they only hold the data, but cannot play)27 * SoundSources: Play the Buffers at a certain position12 Orxonox-!SoundEngine-openAL has three classes: 13 * !SoundBuffers: Buffers that alocate the memory for playing sound. (they only hold the data, but cannot play) 14 * !SoundSources: Play the Buffers at a certain position 28 15 * Listeners: Listen to the music from some position (usually camera) 29 16 30 Now orxonox implements initialisation of the SoundEngine for itself, so you do not have to worry about it. But there are some interessting functions in it:17 Now orxonox implements initialisation of the !SoundEngine for itself, so you do not have to worry about it. But there are some interessting functions in it: 31 18 {{{ 32 19 SoundSource* createSource(const char* fileName, PNode* sourceNode); … … 45 32 SoundSource* source = (newBuf, this->localPlayer); 46 33 }}} 47 this does the same thing, but is not really used, because one can flush the Buffers via the SoundEngine.34 this does the same thing, but is not really used, because one can flush the Buffers via the !SoundEngine. 48 35 49 == SoundSources ==50 important functions for SoundSources36 == !SoundSources == 37 important functions for !SoundSources 51 38 {{{ 52 39 void play();