kinggori
13-02-2007 18:29:19
Hi guys
sorry for bothering you again
ok, so I'm still stuck lol. I'm trying to get a very simple backgroud sound running. So here is what I did
To make sure I'm not interfering with any of ogre's other functions I went to the main function and first thing in main I put:
OgreAL::SoundManager *soundManager;
soundManager = new OgreAL::SoundManager();
OgreAL::Sound *bgSound = soundManager->createSound("roar", "roar.wav", true);
bgSound->setRelativeToListener(true);
bgSound->play();
at the very top of that same file I put:
#include "OgreAL.h"
#include "OgreALListener.h"
#include "OgreALSoundManager.h"
This should be like the simplest test ever. Nothing should go wrong... but...when I build i get the error
Error 1 error C2512: 'OgreAL::SoundManager' : no appropriate default constructor available c:\mydev\LIAV\src\CAXApplication.cpp 341
any ideas what's wrong here?
Bagheera
13-02-2007 21:38:52
Funny question, but the error reports to the line you posted right? This bit of code?
OgreAL::SoundManager *soundManager;
soundManager = new OgreAL::SoundManager();
Because the same code works for me... I'm guessing you're trying to make another instant of OgreAL::SoundManager somewhere else in your code?
CaseyB
13-02-2007 21:58:20
In v0.2 you needed to pass in a pointer to the SceneManager, so you can either do that or update from SVN to fix this problem.
kinggori
14-02-2007 01:42:24
In v0.2 you needed to pass in a pointer to the SceneManager, so you can either do that or update from SVN to fix this problem.
thanks for your reply
so I guess I have 2 options. Is passing a pointer easy? I have no idea how this could be done
If I update from SVN how do I actually install/update? The stable version was a downloadable zip but the SVNs are just many files and they're not zipped.
And how do I know which version of ogre i have, Ogre 1.2 Dagon or Ogre 1.4 Eihort?
Sorry Casey for all the questions. Do you think I'm dumb or is it just bad luck?
CaseyB
14-02-2007 03:01:13
Is passing a pointer easy? I have no idea how this could be done
Then I would recommend that you put Ogre on the back burner for a while and spend some time learning the basics of C++. I don't think you are stupid or bad luck! In fact I admire your enthusiasm and that is why I make my suggestion! I don't want to see you get frustrated and give up!
kinggori
14-02-2007 03:25:17
Is passing a pointer easy? I have no idea how this could be done
Then I would recommend that you put Ogre on the back burner for a while and spend some time learning the basics of C++. I don't think you are stupid or bad luck! In fact I admire your enthusiasm and that is why I make my suggestion! I don't want to see you get frustrated and give up!
thanks for your reply
of course I know what pointers are but I have no idea where I have to pass the pointer coz I haven’t really looked at OgreAL's source code. Doesn’t the beauty of object-orientedness revolve around using the libraries without actually knowing any of the code inside?
Anyhow, I'll try updating my library so that the empty construct is available. I’ll let you know how things go.
t0tAl_mElTd0wN
15-02-2007 17:02:37
There's a sticky thread with the link to the documentation of OgreAL. In there you'll find the function (is it the constructor? I don't use that version) that you're looking for.
kungfoomasta
19-02-2007 23:54:37
So for the SVN version, are sounds movable objects that can be attached to Scene Nodes, or what is the proper way to sync with a Scene Node?
Thanks in advance,
KungFooMasta
[edit] scrolled down a little in the svn manual, and saw that it says you can attach to scene node. [/edit]
CaseyB
20-02-2007 00:48:41
It's never been the other way. Sounds have been MovableObjects from the beginning.