Basically, osgAudio should replace everything that osgAL provided. The requirements
didn't call for wrapping everything in openALpp, so I didn't. It's possible that there are
important functionalities you use which are in openALpp and not in osgAL/osgAudio. In this
case, you could either get the openALpp handles from within osgAudio manually, and call
the openALpp APIs you need (and limit yourself to only using openALpp) or, discuss how
those functionalities might be added to osgAudio with both openALpp and FMOD backend
implementations.
> Thanks,
> Peter
--
Chris 'Xenon' Hanson, omo sanza lettere. Xe...@AlphaPixel.com http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
In your osgAL code, the things you'd have to port would be:
* Use the new namespaces (global search and replace)
* Use .h on the header files, maybe change header path names
* Make sure you set up the Listener correctly (we changed this to provide
better support in multi display environments)
Maybe other stuff too, but that's all I can think of. The wiki has some porting
notes.
I agree with what Chris said: if you really do want to port your openalpp code
to use only the (backend-independent) osgAudio API, and you find any
functionality missing, then let's discuss how we might support it for both
OpenAL and FMOD backends.
-Paul
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/