1 // fg_fx.cxx -- Sound effect management class implementation
3 // Started by David Megginson, October 2001
4 // (Reuses some code from main.cxx, probably by Curtis Olson)
6 // Copyright (C) 2001 Curtis L. Olson - curt@flightgear.org
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 #include <FDM/flight.hxx> // FIXME: remove direct dependencies
25 #include <Main/fg_props.hxx>
30 static const char * engine_names[FGFX::MAX_ENGINES] = {
35 static const char * crank_names[FGFX::MAX_ENGINES] = {
42 : _old_flap_position(0),
43 _old_gear_position(0),
52 _stall_warning_prop(0),
56 for (int i = 0; i < MAX_ENGINES; i++) {
59 _engine_running_prop[i] = 0;
60 _engine_cranking_prop[i] = 0;
66 // FIXME: is this right, or does the
67 // sound manager assume pointer ownership?
68 for (int i = 0; i < MAX_ENGINES; i++) {
87 FGSoundMgr * mgr = globals->get_soundmgr();
91 // Create and add engine-related sounds.
93 for (i = 0; i < MAX_ENGINES; i++) {
96 new FGSimpleSound(fgGetString("/sim/sounds/engine/path",
98 _engine[i]->set_volume(fgGetFloat("/sim/sounds/engine/volume", 1.0));
99 _engine[i]->set_pitch(fgGetFloat("/sim/sounds/engine/pitch", 1.0));
100 mgr->add(_engine[i], engine_names[i]);
103 _crank[i] = new FGSimpleSound(fgGetString("/sim/sounds/cranking/path",
104 "Sounds/cranking.wav"));
105 _crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.5));
106 _crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.00));
107 mgr->add(_crank[i], crank_names[i]);
112 // Create and add the wind noise.
114 _wind = new FGSimpleSound(fgGetString("/sim/sounds/wind/path",
116 _wind->set_volume(fgGetFloat("/sim/sounds/wind/volume", 1.0));
117 _wind->set_pitch(fgGetFloat("/sim/sounds/wind/pitch", 1.0));
118 mgr->add(_wind, "wind");
122 // Create and add the stall noise.
124 _stall = new FGSimpleSound(fgGetString("/sim/sounds/stall/path",
125 "Sounds/stall.wav"));
126 _stall->set_volume(fgGetFloat("/sim/sounds/stall/volume", 1.0));
127 _stall->set_pitch(fgGetFloat("/sim/sounds/stall/pitch", 1.0));
128 mgr->add(_stall, "stall");
131 // Create and add the rumble noise.
133 _rumble = new FGSimpleSound(fgGetString("/sim/sounds/rumble/path",
134 "Sounds/rumble.wav"));
135 _rumble->set_volume(fgGetFloat("/sim/sounds/rumble/volume", 1.0));
136 _rumble->set_pitch(fgGetFloat("/sim/sounds/rumble/pitch", 1.0));
137 mgr->add(_rumble, "rumble");
141 // Create and add the flaps noise
143 _flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps/path",
144 "Sounds/flaps.wav"));
145 _flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.25));
146 _flaps->set_pitch(fgGetFloat("/sim/sounds/flaps/pitch", 1.0));
147 mgr->add(_flaps, "flaps");
150 // Create and add the gear noises.
152 _gear_up = new FGSimpleSound(fgGetString("/sim/sounds/gear-up/path",
153 "Sounds/gear-up.wav"));
154 _gear_dn = new FGSimpleSound(fgGetString("/sim/sounds/gear-down/path",
155 "Sounds/gear-dn.wav"));
156 _gear_up->set_volume(fgGetFloat("/sim/sounds/gear-up/volume", 1.0));
157 _gear_dn->set_volume(fgGetFloat("/sim/sounds/gear-down/volume", 1.0));
158 _gear_up->set_pitch(fgGetFloat("/sim/sounds/gear-up/pitch", 1.0));
159 _gear_dn->set_pitch(fgGetFloat("/sim/sounds/gear-down/pitch", 1.0));
160 mgr->add(_gear_up, "gear-up");
161 mgr->add(_gear_dn, "gear-down");
164 // Create and add the squeal noise.
166 _squeal = new FGSimpleSound(fgGetString("/sim/sounds/squeal/path",
167 "Sounds/squeal.wav"));
168 _squeal->set_volume(fgGetFloat("/sim/sounds/squeal/volume", 1.0));
169 _squeal->set_pitch(fgGetFloat("/sim/sounds/squeal/pitch", 1.0));
170 mgr->add(_squeal, "squeal");
173 // Simplistic wheel spin model for audio effect purposes only. We
174 // don't want to play a full squeel, if the wheel has only departed
175 // from the ground for a split second.
177 for (i = 0; i < MAX_GEAR; i++) {
178 _wheel_spin[i] = 0.0;
182 // Create and add the click noise.
183 _click = new FGSimpleSound(fgGetString("/sim/sounds/click/path",
184 "Sounds/click.wav"));
185 _flaps->set_volume(fgGetFloat("/sim/sounds/click/volume", 1.0));
186 _flaps->set_pitch(fgGetFloat("/sim/sounds/click/pitch", 1.0));
187 mgr->add(_click, "click");
190 ////////////////////////////////////////////////////////////////////
191 // Grab some properties.
192 ////////////////////////////////////////////////////////////////////
194 for (i = 0; i < MAX_ENGINES; i++) {
195 SGPropertyNode * node = fgGetNode("engines/engine", i, true);
196 _engine_running_prop[i] = node->getChild("running", 0, true);
197 _engine_cranking_prop[i] = node->getChild("cranking", 0, true);
199 _stall_warning_prop = fgGetNode("/sim/aero/alarms/stall-warning", true);
200 _vc_prop = fgGetNode("/velocities/airspeed-kt", true);
201 _flaps_prop = fgGetNode("/controls/flaps", true);
202 _gear_prop = fgGetNode("/controls/gear-down", true);
216 FGFX::update (int dt)
218 FGSoundMgr * mgr = globals->get_soundmgr();
221 ////////////////////////////////////////////////////////////////////
222 // Update the engine sound.
223 ////////////////////////////////////////////////////////////////////
225 for (i = 0; i < MAX_ENGINES; i++) {
227 SGPropertyNode * node = fgGetNode("engines/engine", i, true);
229 if (_engine_running_prop[i]->getBoolValue()) {
230 // pitch corresponds to rpm
231 // volume corresponds to manifold pressure
234 rpm_factor = node->getDoubleValue("rpm") / 2500.0;
236 double pitch = 0.3 + rpm_factor * 3.0;
238 // don't run at absurdly slow rates -- not realistic
239 // and sounds bad to boot. :-)
246 mp_factor = node->getDoubleValue("mp-osi") / 100;
248 double volume = 0.15 + mp_factor / 2.0;
255 _engine[i]->set_pitch( pitch );
256 _engine[i]->set_volume( volume );
257 set_playing(engine_names[i], true);
259 set_playing(engine_names[i], false);
263 set_playing(crank_names[i], _engine_cranking_prop[i]->getBoolValue());
267 ////////////////////////////////////////////////////////////////////
268 // Update the wind noise.
269 ////////////////////////////////////////////////////////////////////
271 // The wind sound is airspeed and altitude
272 // dependent. The wind noise should become
273 // silent at about 65000 feet, and is based
274 // on a logarithmic scale.
275 float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS
276 float alt_vol = 1-log(cur_fdm_state->get_Altitude()/65000.0)/4.81;
277 if ((rel_wind > 2.0) && (alt_vol > 0.2)) {
278 float volume = rel_wind/937;
279 double pitch = 1.0+(rel_wind/53.0);
280 _wind->set_volume(volume*alt_vol/2);
281 _wind->set_pitch(pitch);
282 set_playing("wind", true);
284 set_playing("wind", false);
288 ////////////////////////////////////////////////////////////////////
289 // Update the stall horn.
290 ////////////////////////////////////////////////////////////////////
292 double stall = _stall_warning_prop->getDoubleValue();
293 double vc = _vc_prop->getDoubleValue();
294 if (stall > 0.0 && vc > 30.0) {
295 _stall->set_volume(stall);
296 set_playing("stall", true);
298 set_playing("stall", false);
302 ////////////////////////////////////////////////////////////////////
303 // Update the rumble.
304 ////////////////////////////////////////////////////////////////////
306 float gearOnGround = 0;
309 // Calculate whether a squeal is
310 // required, and set the volume.
311 // Currently, the squeal volume is the
312 // current local down velocity in feet
313 // per second divided by 10.0, and
314 // will not be played if under 0.1.
316 // FIXME: take rotational velocities
317 // into account as well.
318 for (i = 0; i < MAX_GEAR; i++) {
319 SGPropertyNode * node = fgGetNode("gear/gear", i, true);
320 // cout << "air speed = " << cur_fdm_state->get_V_equiv_kts();
321 // cout << " wheel " << i << " speed = " << _wheel_spin[i];
322 if (node->getBoolValue("wow")) {
324 if (!_gear_on_ground[i]) {
325 // wheel just touched down
326 // 3 parts horizontal velocity + 1 part vertical velocity
327 double squeal_volume = 0.75 * cur_fdm_state->get_V_equiv_kts() / 90.0
328 + 0.25 * cur_fdm_state->get_V_down() / 5.0;
330 // scale volume by difference between wheel spin speed and
332 double diff = fabs( cur_fdm_state->get_V_equiv_kts()
334 // cout << " speed diff = " << diff;
335 double scale_factor = 0.0;
337 scale_factor = ( diff - 10.0 ) / 30.0f;
338 if ( scale_factor > 1.0 ) { scale_factor = 1.0; }
340 // cout << " scale_factor = " << scale_factor;
341 squeal_volume *= scale_factor;
343 if (squeal_volume > 0.1) {
344 _squeal->set_volume(squeal_volume);
345 _squeal->set_pitch(1.25);
346 mgr->play_once("squeal");
348 _gear_on_ground[i] = true;
351 _wheel_spin[i] = cur_fdm_state->get_V_equiv_kts();
353 // cout << " airborn";
354 _gear_on_ground[i] = false;
355 /* fix me: wheel spindown is currently frame rate dependent which
357 _wheel_spin[i] -= 0.2;
358 if ( _wheel_spin[i] < 0.0 ) { _wheel_spin[i] = 0.0; }
363 // Now, if any of the gear is in
364 // contact with the ground play the
365 // rumble sound. The volume is a
366 // logarthmic scale of the absolute
367 // velocity in knots divided by 12.0.
368 // No rumble will be played if the
369 // velocity is under ~0.25 kt.
370 double speed = cur_fdm_state->get_V_equiv_kts();
371 if (gearOnGround > 0 && speed > 0.5) {
372 double volume = 2.0 * (gearOnGround/MAX_GEAR) * log(speed)/12; //(speed/60.0);
373 _rumble->set_volume(volume);
374 set_playing("rumble", true);
376 set_playing("rumble", false);
380 ////////////////////////////////////////////////////////////////////
381 // Check for flap movement.
382 ////////////////////////////////////////////////////////////////////
384 double flap_position = _flaps_prop->getDoubleValue();
385 if (fabs(flap_position - _old_flap_position) > 0.1) {
386 mgr->play_once("flaps");
387 _old_flap_position = flap_position;
391 ////////////////////////////////////////////////////////////////////
392 // Check for gear movement.
393 ////////////////////////////////////////////////////////////////////
395 double gear_position = _gear_prop->getDoubleValue();
396 if (gear_position != _old_gear_position) {
397 if (gear_position < _old_gear_position) {
398 mgr->play_once("gear-up");
400 mgr->play_once("gear-down");
402 _old_gear_position = gear_position;
411 FGFX::set_playing (const char * soundName, bool state)
413 FGSoundMgr * mgr = globals->get_soundmgr();
414 bool playing = mgr->is_playing(soundName);
415 if (state && !playing)
416 mgr->play_looped(soundName);
417 else if (!state && playing)
418 mgr->stop(soundName);