// The repeating flag indicates whether the message should be repeated continuously or played once.
void FGAIPlane::Render(string refname, bool repeating) {
#ifdef ENABLE_AUDIO_SUPPORT
- voice = (voiceOK && fgGetBool("/sim/sound/audible")
- && fgGetBool("/sim/sound/voice"));
+ voice = (voiceOK && fgGetBool("/sim/sound/voice"));
if(voice) {
int len;
unsigned char* buf = vPtr->WriteMessage((char*)pending_transmission.c_str(), len, voice);
// The repeating flag indicates whether the message should be repeated continuously or played once.
void FGATC::Render(string msg, string refname, bool repeating) {
#ifdef ENABLE_AUDIO_SUPPORT
- voice = (voiceOK && fgGetBool("/sim/sound/audible")
- && fgGetBool("/sim/sound/voice"));
+ voice = (voiceOK && fgGetBool("/sim/sound/voice"));
if(voice) {
int len;
unsigned char* buf = vPtr->WriteMessage((char*)msg.c_str(), len, voice);
voiceOK = v1->LoadVoice("default");
voice = true;
- /* I've loaded the voice even if /sim/sound/audible is false
+ /* I've loaded the voice even if /sim/sound/pause is true
* since I know no way of forcing load of the voice if the user
- * subsequently switches /sim/sound/audible to true. */
+ * subsequently switches /sim/sound/audible to true.
+ * (which is the right thing to do -- CLO) :-) */
#else
voice = false;
#endif