Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Changes between Version 1 and Version 2 of ~archive/SoundEngine


Ignore:
Timestamp:
Nov 28, 2007, 12:07:47 AM (16 years ago)
Author:
landauf
Comment:

Legend:

Unmodified
Added
Removed
Modified
  • ~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This is an archived page!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]]
    163
    174This is the Core of the sound and music in orxonox.
     
    2310openAL is very easy to use, and the interface is even easier
    2411
    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 position
     12Orxonox-!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
    2815  * Listeners: Listen to the music from some position (usually camera)
    2916
    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:
     17Now 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:
    3118{{{
    3219  SoundSource* createSource(const char* fileName, PNode* sourceNode);
     
    4532SoundSource* source = (newBuf, this->localPlayer);
    4633}}}
    47 this does the same thing, but is not really used, because one can flush the Buffers via the SoundEngine.
     34this does the same thing, but is not really used, because one can flush the Buffers via the !SoundEngine.
    4835
    49 == SoundSources ==
    50 important functions for SoundSources
     36== !SoundSources ==
     37important functions for !SoundSources
    5138{{{
    5239  void play();