~FGSoundManager();
void init(void);
- void bind(void);
void update(double dt);
+ void reinit(void);
- void runtime_init(void);
void activate(bool State);
-
- static void setNewSoundDevice(const char *device);
+ void update_device_list();
private:
- bool _is_initialized;
- SGPropertyNode_ptr _sound_working, _sound_enabled, _volume;
+ bool stationaryView() const;
+
+ bool _is_initialized, _enabled;
+ SGPropertyNode_ptr _sound_working, _sound_enabled, _volume, _device_name;
+ SGPropertyNode_ptr _currentView;
+ SGPropertyNode_ptr _viewPosLon, _viewPosLat, _viewPosElev;
+ SGPropertyNode_ptr _velocityNorthFPS, _velocityEastFPS, _velocityDownFPS;
+ SGPropertyNode_ptr _viewXoffset, _viewYoffset, _viewZoffset;
Listener* _listener;
};
#else
+#include "Main/fg_props.hxx"
// provide a dummy sound class
class FGSoundManager : public SGSubsystem
{
public:
- FGSoundManager() {}
+ FGSoundManager() { fgSetBool("/sim/sound/working", false);}
~FGSoundManager() {}
void update(double dt) {}