Re: Time in VRML

Joe Geigel ([email protected])
Wed, 31 May 95 10:54:16 -0400


> > ambientSound node
> > Simple Behavior along the lines of Animation
> > (so we can do a waterfall!)

> Both of these nodes seem to require some notion of time passing. With the
> ambientSound node, you need to know when to play it, and with behavior
> nodes, you need to know when behavior takes place and how fast.

Absolutely...We must remember that, for now, VRML is simply a
static (in time) scene description language.

I've been working on adding audio to Open Inventor and plan to
use engines and sensors for real-time sound control. As far as I
can gather, the mechanism for time dependent control in VRML is still
being debated. Sound nodes (as well as behaviour) will have to work
in conjunction with whatever mechanism is chosen.

-- jogle
[email protected]