06-24-2005
Sorry...
Quote:
OKay, I'm a complete dummy when it comes to Unix/Linux. I was under that impression that it's just like Windows, but not windows? I'm sure I sound like a moron.
First of all, I hate windows but I'm so very much a pc user. I'm not all that in love with Macs so, Mr.Gates seems like my only option, eventhough I don't liek Microsoft.
I just want to know what Unix/Linux is like? I mean, can I wipe my computer clean of Windows and just use Unix? Help?
I did not mean it to sound that way. I don't see how providing my opinion of windows is a flame? I'm not all that familiar with mac's, therefore, I'm not too optimistic. I didn't come here to start a flame war, I came here for information. Yes, I've read through your faq, but some of it, I don't understand. I just wanted a specific question answered. Guess I asked the wrong people. Sorry for not asking a question you wanted to answer.
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LEARN ABOUT DEBIAN
soaudiodevice
SoAudioDevice(3) Coin SoAudioDevice(3)
NAME
SoAudioDevice -
The SoAudioDevice class is used to control an audio device.
The SoAudioDevice class is responsible for initialization of an audio device, as well as enabling and disabling sound. It is a singleton
class.
SYNOPSIS
#include <Inventor/misc/SoAudioDevice.h>
Public Member Functions
SbBool init (const SbString &devicetype, const SbString &devicename)
SbBool enable ()
void disable ()
SbBool isEnabled ()
SbBool haveSound ()
void setGain (float gain)
void mute (SbBool mute=TRUE)
Static Public Member Functions
static SoAudioDevice * instance ()
Detailed Description
The SoAudioDevice class is used to control an audio device.
The SoAudioDevice class is responsible for initialization of an audio device, as well as enabling and disabling sound. It is a singleton
class.
The application programmer does not need to use this class directly, as audio support is enabled by default, and the default settings are
reasonable.
Coin uses OpenAL (http://www.openal.org/, http://developer.soundblaster.com [Games section]) to render audio. OpenAL should work with any
soundcard, and on most modern operating systems (including Unix, Linux, IRIX, *BSD, Mac OS X and Microsoft Windows). 2 speaker output is
always available, and on some OS and soundcard combinations, more advanced speaker configurations are supported. On Microsoft Windows,
OpenAL can use DirectSound3D to render audio, thus supporting any speaker configuration the current DirectSound3D driver supports.
Configuring speakers are done through the soundcard driver, and is transparent to both Coin and OpenAL.
Member Function Documentation
SoAudioDevice * SoAudioDevice::instance () [static]
Returns a pointer to the SoAudioDevice class, which is a singleton.
SbBool SoAudioDevice::init (const SbString &devicetype, const SbString &devicename)
Initializes the audio device. Currently, the only supported devicetype is 'OpenAL'. The supported devicename depends on the OS and on
installed soundcards and drivers. On Microsoft Windows, supported device names are 'DirectSound3D', 'DirectSound', and 'MMSYSTEM'. See
OpenAL documentation (available from http://www.openal.org/) for further information.
The application programmer may override the default setting by calling this method with the wanted device type and name.
The user can also control which devicename OpenAL uses by setting the COIN_SOUND_DRIVER_NAME environment variable. On Microsoft Windows,
the default driver name is 'DirectSound3D', which should normally be what the user wants.
SbBool SoAudioDevice::enable ()
Enables sound
void SoAudioDevice::disable ()
Disables sound. Effectively silencing all audio output.
SbBool SoAudioDevice::isEnabled (void)
Returns TRUE if audio is enabled.
SbBool SoAudioDevice::haveSound ()
returns true if the audio device has been initialized successfully.
Author
Generated automatically by Doxygen for Coin from the source code.
Version 3.1.3 Wed May 23 2012 SoAudioDevice(3)