/**
* Test if this audio sample configuration has changed since the last call.
* Calling this function will reset the flag so calling it a second
/**
* Test if this audio sample configuration has changed since the last call.
* Calling this function will reset the flag so calling it a second
* at the next call op SoundGroup::update()
* @param _loop Define whether this sound should be played in a loop.
*/
* at the next call op SoundGroup::update()
* @param _loop Define whether this sound should be played in a loop.
*/
/**
* Test if the source-id of this audio sample may be passed to OpenAL.
* @return true if the source-id is valid
*/
/**
* Test if the source-id of this audio sample may be passed to OpenAL.
* @return true if the source-id is valid
*/
/**
* Get the absolute position of this sound.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
/**
* Get the absolute position of this sound.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
- /**
- * Set the rotation quatgernion of this sound.
- * @param rotation Quaternion containing the rotation information
- */
- inline void set_rotation( const SGQuatd& rotation ) {
- _rotation = rotation; _changed = true;
+ inline void set_rotation( const SGQuatd& ec2body ) {
+ _rotation = ec2body; _changed = true;
* @param inner Inner cone angle (0 - 360 degrees)
* @param outer Outer cone angle (0 - 360 degrees)
* @param gain Remaining gain at the edge of the outer cone (0.0 - 1.0)
*/
void set_audio_cone( float inner, float outer, float gain ) {
* @param inner Inner cone angle (0 - 360 degrees)
* @param outer Outer cone angle (0 - 360 degrees)
* @param gain Remaining gain at the edge of the outer cone (0.0 - 1.0)
*/
void set_audio_cone( float inner, float outer, float gain ) {