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Showing content with the highest reputation on 02/19/2020 in all areas

  1. So this is a heads up that it might go quiet for a few weeks. Not because we're not working on it, we definitely are, but the conversion of sounds to FMOD is going to be a very intense task. We wrote our own sound engine before X-Plane adopted FMOD....and our system is quite versatile and very quick to add sounds in code, but its also based on OpenAL, which is going away in XPlane 12 IIRC. Now we could probably distribute an openAL DLL as a solution; however, that is probably asking for more trouble trying to play alongside X-Plane's FMOD sandbox....so we might as well tough-it-up and make the change. We have over 1400 lines of code that control various sounds in the sim...and we have to go through each of these situations, audit the behaviors and then port that behavior to FMOD...probably having to write new code just to drive the FMOD inputs. In the same way we ported the 3D, we will chip away each day on this task until its done and report back as we progress. -tkyler
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  2. Conversion of all 3D to the new toolchain is complete and we have exported out all of the 737 objects from the new version of Blender. Jan and I will begin testing the functionality to see what I may have missed in the conversion as I had to hand-edit an enormous volume of elements to prep it for the conversion software. Next up is converting the sounds. The attached screenshot shows a "quickie adjustment" I made to test drive the 3D update process......about 15 minutes of fooling around in Blender to see how quick I could make an update to the 3D with the new toolchain. (I know, the circle isn't perfectly round....but it was only 15 minutes) -tkyler
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