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1 // fgfx.cxx -- Sound effect management class implementation
2 //
3 // Started by David Megginson, October 2001
4 // (Reuses some code from main.cxx, probably by Curtis Olson)
5 //
6 // Copyright (C) 2001  Curtis L. Olson - curt@flightgear.org
7 //
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.
12 //
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.
17 //
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.
21 //
22 // $Id$
23
24 #include <FDM/flight.hxx>       // FIXME: remove direct dependencies
25 #include <Main/fg_props.hxx>
26
27 #include "fg_fx.hxx"
28
29
30 static const char * engine_names[FGFX::MAX_ENGINES] = {
31   "engine0",
32   "engine1"
33 };
34
35 static const char * crank_names[FGFX::MAX_ENGINES] = {
36   "crank0",
37   "crank1"
38 };
39
40
41 FGFX::FGFX ()
42   : _old_flap_position(0),
43     _old_gear_position(0),
44     _wind(0),
45     _stall(0),
46     _rumble(0),
47     _flaps(0),
48     _gear_up(0),
49     _gear_dn(0),
50     _squeal(0),
51     _click(0),
52     _stall_warning_prop(0),
53     _flaps_prop(0),
54     _gear_prop(0)
55 {
56   for (int i = 0; i < MAX_ENGINES; i++) {
57     _engine[i] = 0;
58     _crank[i] = 0;
59     _engine_running_prop[i] = 0;
60     _engine_cranking_prop[i] = 0;
61   }
62 }
63
64 FGFX::~FGFX ()
65 {
66                                 // FIXME: is this right, or does the
67                                 // sound manager assume pointer ownership?
68   for (int i = 0; i < MAX_ENGINES; i++) {
69     delete _engine[i];
70     delete _crank[i];
71   }
72   delete _wind;
73   delete _stall;
74   delete _rumble;
75
76   delete _flaps;
77   delete _gear_up;
78   delete _gear_dn;
79   delete _squeal;
80   delete _click;
81 }
82
83
84 void
85 FGFX::init ()
86 {
87   FGSoundMgr * mgr = globals->get_soundmgr();
88   int i;
89
90   //
91   // Create and add engine-related sounds.
92   //
93   for (i = 0; i < MAX_ENGINES; i++) {
94                                 // Engine
95     _engine[i] =
96       new FGSimpleSound(fgGetString("/sim/sounds/engine/path",
97                                     "Sounds/wasp.wav"));
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]);
101
102                                 // Starter
103     _crank[i] = new FGSimpleSound(fgGetString("/sim/sounds/cranking/path",
104                                               "Sounds/cranking.wav"));
105     _crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.175));
106     _crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.25));
107     mgr->add(_crank[i], crank_names[i]);
108   }
109
110
111   //
112   // Create and add the wind noise.
113   //
114   _wind = new FGSimpleSound(fgGetString("/sim/sounds/wind/path",
115                                         "Sounds/wind.wav"));
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");
119
120
121   //
122   // Create and add the stall noise.
123   //
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");
129
130   //
131   // Create and add the rumble noise.
132   //
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");
138
139
140   //
141   // Create and add the flaps noise
142   //
143   _flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps/path",
144                                          "Sounds/flaps.wav"));
145   _flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.5));
146   _flaps->set_pitch(fgGetFloat("/sim/sounds/flaps/pitch", 1.0));
147   mgr->add(_flaps, "flaps");
148
149   //
150   // Create and add the gear noises.
151   //
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");
162
163   //
164   // Create and add the squeal noise.
165   //
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");
171
172   //
173   // Create and add the click noise.
174   _click = new FGSimpleSound(fgGetString("/sim/sounds/click/path",
175                                          "Sounds/click.wav"));
176   _flaps->set_volume(fgGetFloat("/sim/sounds/click/volume", 1.0));
177   _flaps->set_pitch(fgGetFloat("/sim/sounds/click/pitch", 1.0));
178   mgr->add(_click, "click");
179
180
181   ////////////////////////////////////////////////////////////////////
182   // Grab some properties.
183   ////////////////////////////////////////////////////////////////////
184
185   for (i = 0; i < MAX_ENGINES; i++) {
186     char buf[100];
187     sprintf(buf, "/engines/engine[%d]/running", i);
188     _engine_running_prop[i] = fgGetNode(buf, true);
189     sprintf(buf, "/engines/engine[%d]/cranking", i);
190     _engine_cranking_prop[i] = fgGetNode(buf, true);
191   }
192   _stall_warning_prop = fgGetNode("/sim/aero/alarms/stall-warning", true);
193   _vc_prop = fgGetNode("/velocities/airspeed-kt", true);
194   _flaps_prop = fgGetNode("/controls/flaps", true);
195   _gear_prop = fgGetNode("/controls/gear-down", true);
196 }
197
198 void
199 FGFX::bind ()
200 {
201 }
202
203 void
204 FGFX::unbind ()
205 {
206 }
207
208 void
209 FGFX::update ()
210 {
211   FGSoundMgr * mgr = globals->get_soundmgr();
212   int i;
213
214   ////////////////////////////////////////////////////////////////////
215   // Update the engine sound.
216   ////////////////////////////////////////////////////////////////////
217   
218   for (i = 0; i < MAX_ENGINES; i++) {
219
220     if (cur_fdm_state->get_num_engines() > 0 &&
221         _engine_running_prop[i]->getBoolValue()) {
222           // pitch corresponds to rpm
223           // volume corresponds to manifold pressure
224
225       double rpm_factor;
226       if ( cur_fdm_state->get_num_engines() > 0 )
227         rpm_factor = cur_fdm_state->get_engine(i)->get_RPM() / 2500.0;
228       else
229         rpm_factor = 1.0;
230
231       double pitch = 0.3 + rpm_factor * 3.0;
232
233       // don't run at absurdly slow rates -- not realistic
234       // and sounds bad to boot.  :-)
235       if (pitch < 0.7)
236         pitch = 0.7;
237       if (pitch > 5.0)
238         pitch = 5.0;
239
240       double mp_factor;
241       if ( cur_fdm_state->get_num_engines() > 0 )
242         mp_factor =
243           cur_fdm_state->get_engine(i)->get_Manifold_Pressure() / 100;
244       else
245         mp_factor = 0.3;
246
247       double volume = 0.15 + mp_factor / 2.0;
248
249       if (volume < 0.15)
250         volume = 0.15;
251       if (volume > 0.5)
252         volume = 0.5;
253
254       _engine[i]->set_pitch( pitch );
255       _engine[i]->set_volume( volume );
256       set_playing(engine_names[i], true);
257     } else {
258       set_playing(engine_names[i], false);
259     }
260
261                                 // FIXME
262     set_playing(crank_names[i], _engine_cranking_prop[i]->getBoolValue());
263   }
264
265
266   ////////////////////////////////////////////////////////////////////
267   // Update the wind noise.
268   ////////////////////////////////////////////////////////////////////
269
270   float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS
271   float airspeed_kt = cur_fdm_state->get_V_equiv_kts();
272   if (rel_wind > 60.0) {        // a little off 30kt
273     // float volume = rel_wind/600.0;   // FIXME!!!
274     float volume = rel_wind/937.0;      // FIXME!!!
275     double pitch = 1.0+(airspeed_kt/113.0);
276     _wind->set_volume(volume);
277     _wind->set_pitch(pitch);
278     set_playing("wind", true);
279   } else {
280     set_playing("wind", false);
281   }
282
283
284   ////////////////////////////////////////////////////////////////////
285   // Update the stall horn.
286   ////////////////////////////////////////////////////////////////////
287
288   double stall = _stall_warning_prop->getDoubleValue();
289   double vc = _vc_prop->getDoubleValue();
290   if (stall > 0.0 && vc > 30.0) {
291     _stall->set_volume(stall);
292     set_playing("stall", true);
293   } else {
294     set_playing("stall", false);
295   }
296
297
298   ////////////////////////////////////////////////////////////////////
299   // Update the rumble.
300   ////////////////////////////////////////////////////////////////////
301
302   float totalGear = min(cur_fdm_state->get_num_gear(), int(MAX_GEAR));
303   float gearOnGround = 0;
304
305
306                                 // Calculate whether a squeal is
307                                 // required, and set the volume.
308                                 // Currently, the squeal volume is the
309                                 // current local down velocity in feet
310                                 // per second divided by 10.0, and
311                                 // will not be played if under 0.1.
312
313                                 // FIXME: take rotational velocities
314                                 // into account as well.
315   for (i = 0; i < totalGear; i++) {
316     if (cur_fdm_state->get_gear_unit(i)->GetWoW()) {
317       gearOnGround++;
318       if (!_gear_on_ground[i]) {
319         // 3 parts horizontal velocity + 1 part vertical velocity
320         double squeal_volume = 0.75 * cur_fdm_state->get_V_equiv_kts() / 90.0 +
321             0.25 * cur_fdm_state->get_V_down() / 5.0;
322         if (squeal_volume > 0.1) {
323           _squeal->set_volume(squeal_volume);
324           _squeal->set_pitch(1.25);
325           mgr->play_once("squeal");
326         }
327         _gear_on_ground[i] = true;
328       }
329     } else {
330       _gear_on_ground[i] = false;
331     }
332   }
333
334                                 // Now, if any of the gear is in
335                                 // contact with the ground play the
336                                 // rumble sound.  The volume is the
337                                 // absolute velocity in knots divided
338                                 // by 120.0.  No rumble will be played
339                                 // if the velocity is under 6kt.
340   double speed = cur_fdm_state->get_V_equiv_kts();
341   if (gearOnGround > 0 && speed >= 6.0) {
342     double volume = 2.0 * (gearOnGround/totalGear) * (speed/60.0);
343     _rumble->set_volume(volume);
344     set_playing("rumble", true);
345   } else {
346     set_playing("rumble", false);
347   }
348
349
350   ////////////////////////////////////////////////////////////////////
351   // Check for flap movement.
352   ////////////////////////////////////////////////////////////////////
353
354   double flap_position = _flaps_prop->getDoubleValue();
355   if (fabs(flap_position - _old_flap_position) > 0.1) {
356     mgr->play_once("flaps");
357     _old_flap_position = flap_position;
358   }
359
360
361   ////////////////////////////////////////////////////////////////////
362   // Check for gear movement.
363   ////////////////////////////////////////////////////////////////////
364   
365   double gear_position = _gear_prop->getDoubleValue();
366   if (gear_position != _old_gear_position) {
367     if (gear_position < _old_gear_position) {
368       mgr->play_once("gear-up");
369     } else {
370       mgr->play_once("gear-down");
371     }
372     _old_gear_position = gear_position;
373   }
374
375   // TODO: click
376
377 }
378
379
380 void
381 FGFX::set_playing (const char * soundName, bool state)
382 {
383   FGSoundMgr * mgr = globals->get_soundmgr();
384   bool playing = mgr->is_playing(soundName);
385   if (state && !playing)
386     mgr->play_looped(soundName);
387   else if (!state && playing)
388     mgr->stop(soundName);
389 }
390
391 // end of fg_fx.cxx