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ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
We also added a new Orbiter-Forum Discord channel named #orbiter-development-general in the "ORBITER DEVELOPMENT" section for real-time discussion about open-source Orbiter core and open-source Orbiter add-on development. :probe:
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I have the latest code from the trunk building successfully (BTW all, be sure you re-run the VS 2019 setup program and install the latest MFC build package if you didn't already select that when you installed your VS 2019), but when I load a scenario, all the vessel loads fail with errors like...
The biggest dependency is its liberal use CStrings (they are super convenient!), plus a few Win32 API calls on the XRSound.lib side to avoid MSVCRT dependencies. However, the underlying sound engine, irrKlang, supports Linux (and even Mac), and the Linux binaries for irrKlang are freely...
Hi all! I'm pleased to announce that XRSound 3.0 is now public on GitHub as open source. EDIT 3-Aug-2021: XRSound is now a direct part of the open-source Orbiter repository here: https://github.com/orbitersim/orbiter/tree/main/Sound/XRSound (y)
The only major change so far for version 3.0 is...
Anyone have a (mostly) working set of x64 Orbiter and x64 D3D9 binaries I could download? I have an x64 version of XRSound built, and I'd like to test it. (y)
Just to double-check, we will use Visual Studio 2019 to build the new Orbiter, correct? I'm asking because I'm moving XRSound 3.0 to Git as we speak, and I'm updating it to use dynamic linking instead of static linking due to the irrKlang sound engine license requirements -- the irrKlang Pro...
We could also do the x64 build using #ifdef's and #typedef's to keep the changes all in the same branch (that's how we did it at work in a previous life) so we don't have to constantly merge two branches to keep changes in sync. But either way would work.
The staff has been chatting about this in Discord. For what it's worth, I like the idea of both sound clients (XRSound and OrbiterSound 5) and their corresponding sound bridges being open-sourced under the MIT license, and then we add a setting to the Orbiter launchpad to select the active...
Step through the method where the crash occurred one line at a time using the debugger, watching the variables the code is writing to as you step. You should be able to see when it writes to something that is out-of-bounds.
See this post for details about why Orbiter.exe does not have symbols...
This is due to different behavior between Orbiter 2016 (for which the XR vessels were built) and the Orbiter beta. See this post for an easy workaround.
tl;dr: set this in your XR vessel's .cfg file:
EnableParkingBrakes = 0
You should only activate either XRSound or OrbiterSound 5, but never both. Then you should activate the correct sound bridge based which sound module you have installed. i.e.,
If you activated XRSound, then you should also activate Face's SoundBridge so that OrbiterSound vessels play back...
Hello! You can't activate both modules at once because they will conflict. You can only have one sound module activated at once. But you can then also use one (not both!) of the two sound bridges available to play back sounds through the active sound module. This will let you have sound for...
O-F Staff Note: After staff review and discussion, this thread will remain locked. However, please feel free to continue the discussion in the COVID-19 pandemic: Basement Edition thread. Note, however, that O-F rules still apply, and so trolling or personal attacks are not permitted, even in the...
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