#include <simgear/misc/interpolator.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/particles.hxx>
+#include <simgear/sound/soundmgr_openal.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/timing/lowleveltime.h>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Scripting/NasalSys.hxx>
-#include <Sound/fg_fx.hxx>
-#include <Sound/beacon.hxx>
-#include <Sound/morse.hxx>
#include <Sound/voice.hxx>
#include <Systems/system_mgr.hxx>
#include <Time/light.hxx>
using std::string;
-class Sound;
-class SGSoundMgr;
extern const char *default_root;
-float init_volume;
// Scan the command line options for the specified option and return
globals->add_subsystem("replay", new FGReplay);
- ////////////////////////////////////////////////////////////////////
- // Add Sound Manager.
- // Put the sound manager last so it can use the CPU while the GPU
- // is processing the scenery (doubled the frame-rate for me) -EMH-
- ////////////////////////////////////////////////////////////////////
-#ifdef ENABLE_AUDIO_SUPPORT
- init_volume = fgGetFloat("/sim/sound/volume");
- fgSetFloat("/sim/sound/volume", 0.0f);
-
- globals->add_subsystem("soundmgr", new SGSoundMgr);
-#endif
-
////////////////////////////////////////////////////////////////////
// Bind and initialize subsystems.
////////////////////////////////////////////////////////////////////