add more tinyaudio preparation, some test wav files, play sound on collision events. Will expose this in the C-API to pick wav files and collision threshold levels etc. Use the premake --audio flag to try it out. The TinyAudio example in the ExampleBrowser works on Mac, Linux and Windows, you can play notes by pressing keys.
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@@ -35,12 +35,16 @@ int main(int argc, char* argv[])
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sim->loadURDF("plane.urdf");
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MinitaurSetup minitaur;
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int minitaurUid = minitaur.setupMinitaur(sim, b3MakeVector3(0,0,.3));
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b3RobotSimulatorLoadUrdfFileArgs args;
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args.m_startPosition.setValue(0,0,2);
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for (int i=0;i<10;i++)
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{
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args.m_startPosition[0] = 0.5*i;
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args.m_startPosition[1] = 0.5*i;
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args.m_startPosition[2] = 2+i*2;
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int r2d2 = sim->loadURDF("cube.urdf",args);
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}
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//b3RobotSimulatorLoadUrdfFileArgs args;
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//args.m_startPosition.setValue(2,0,1);
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//int r2d2 = sim->loadURDF("r2d2.urdf",args);
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//b3RobotSimulatorLoadFileResults sdfResults;
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@@ -123,8 +127,8 @@ int main(int argc, char* argv[])
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yaw+=0.1;
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b3Vector3 basePos;
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b3Quaternion baseOrn;
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sim->getBasePositionAndOrientation(minitaurUid,basePos,baseOrn);
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sim->resetDebugVisualizerCamera(distance,yaw,20,basePos);
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// sim->getBasePositionAndOrientation(minitaurUid,basePos,baseOrn);
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// sim->resetDebugVisualizerCamera(distance,yaw,20,basePos);
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}
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b3Clock::usleep(1000.*1000.*fixedTimeStep);
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}
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