difference between the two is this: A sample is file related and sound
is a authonomus entity. This means you can have several sounds pointing
to a single sample. In that case, just one sample is loaded into memory.
The advantage is you can play the same sample with different pitch or
volume, but with just one sample loaded into memory.
To fully support this there is a new fucntion call:
FGSimpleSound *sample = new FGSimpleSound("filename");
mgr->add(sample, "name");
should be replaced by:
FGSimpleSound *sample = mgr->add("name", "filename");
But the old behaviour is still supported with one minor change, sounds
with the same name aren't supported anymore.
Erik
1. Enable auto-configure on more versions of auto tools. (configure.in)
2. Warnings from auto-configure tools. (src/Time/Makefile.am)
3. Typo: "the it's" -> "its". (docs-mini/README.Joystick)
4. Remove definition of FGViewer::update() that now is (or can be) pure
virtual\
. (src/Main/viewer.cxx)
5. Preferred form of function name according to comments in plib:
"not_working"\
-> "notWorking". (src/Sound/soundmgr.hxx)
(i.e. multiloop). Most subsystems currently ignore the parameter, but
eventually, it will allow all subsystems to update by time rather than
by framerate.