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.
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
globals->add_subsystem("performance-mon",
new SGPerformanceMonitor(globals->get_subsystem_mgr(),
- fgGetNode("/sim/performance", true)));
+ fgGetNode("/sim/performance-monitor", true)));
////////////////////////////////////////////////////////////////////
// Initialize the material property subsystem.