SGPath appData;
appData.set((const char*) path);
- appData.append("flightgear.org");
+ appData.append("FlightGear");
return appData;
}
#else
<< "(from " << e.getOrigin() << ")");
}
}
-
- // Scan user config files and command line for a specified aircraft.
+
+ // Scan user config files and command line for a specified aircraft.
flightgear::Options::sharedInstance()->initAircraft();
-
+
FindAndCacheAircraft f(&autosave);
if (!f.loadAircraft()) {
return false;
copyProperties(&autosave, globals->get_props());
+ // TODO Move some of the code above into loadUserSettings after the 2.6 release
+ // call dummy function, for now just to indicate that data was loaded
+ globals->loadUserSettings();
+
// parse options after loading aircraft to ensure any user
// overrides of defaults are honored.
flightgear::Options::sharedInstance()->processOptions();
SG_LOG( SG_GENERAL, SG_INFO, "Initialize Subsystems");
SG_LOG( SG_GENERAL, SG_INFO, "========== ==========");
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the sound subsystem.
+ ////////////////////////////////////////////////////////////////////
+ // Sound manager uses an own subsystem group "SOUND" which is the last
+ // to be updated in every loop.
+ // Sound manager is updated last so it can use the CPU while the GPU
+ // is processing the scenery (doubled the frame-rate for me) -EMH-
+ globals->add_subsystem("sound", new SGSoundMgr, SGSubsystemMgr::SOUND);
+
////////////////////////////////////////////////////////////////////
// Initialize the event manager subsystem.
////////////////////////////////////////////////////////////////////