# include <config.h>
#endif
-#include <simgear/debug/logstream.hxx>
-#include <simgear/structure/exception.hxx>
-#include <simgear/misc/sg_path.hxx>
-#include <simgear/props/props.hxx>
-#include <simgear/sound/xmlsound.hxx>
+#include "fg_fx.hxx"
#include <Main/fg_props.hxx>
-#include <simgear/scene/model/placement.hxx>
-#include <Model/acmodel.hxx>
-#include <Main/viewer.hxx>
-
-#include "fg_fx.hxx"
-
+#include <simgear/props/props.hxx>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/sound/soundmgr_openal.hxx>
+#include <simgear/sound/xmlsound.hxx>
-FGFX::FGFX () :
- last_pause( true ),
+FGFX::FGFX ( SGSoundMgr *smgr, const string &refname ) :
+ last_pause( false ),
last_volume( 0.0 ),
_pause( fgGetNode("/sim/sound/pause") ),
_volume( fgGetNode("/sim/sound/volume") )
{
- sgdSetVec3(last_visitor_pos, 0, 0, 0);
- sgdSetVec3(last_model_pos, 0, 0, 0);
+ SGSampleGroup::_smgr = smgr;
+ SGSampleGroup::_refname = refname;
+ SGSampleGroup::_smgr->add(this, refname);
+ _avionics = _smgr->find("avionics", true);
}
+
FGFX::~FGFX ()
{
- unsigned int i;
- for ( i = 0; i < _sound.size(); i++ ) {
+ for (unsigned int i = 0; i < _sound.size(); i++ ) {
delete _sound[i];
}
_sound.clear();
-
- while ( _samplequeue.size() > 0 ) {
- delete _samplequeue.front();
- _samplequeue.pop();
- }
}
+
void
FGFX::init()
{
SGXmlSound *sound = new SGXmlSound();
try {
- sound->init(globals->get_props(), node->getChild(i),
- globals->get_soundmgr(), globals->get_fg_root());
+ sound->init(globals->get_props(), node->getChild(i), this,
+ _avionics, globals->get_fg_root());
_sound.push_back(sound);
} catch ( sg_exception &e ) {
}
}
+
void
FGFX::reinit()
{
- _sound.clear();
- init();
+ _sound.clear();
+ init();
};
-void
-FGFX::bind ()
-{
-}
-
-void
-FGFX::unbind ()
-{
-}
void
FGFX::update (double dt)
{
- SGSoundMgr *smgr = globals->get_soundmgr();
-
- if (smgr->is_working() == false) {
- return;
- }
-
-#if 0
- // moved back to the mainloop to prevent audio problems
- smgr->update(dt);
- update_pos_and_orientation(smgr, dt);
-#endif
-
- // command sound manger
- bool pause = _pause->getBoolValue();
- if ( pause != last_pause ) {
- if ( pause ) {
- smgr->pause();
+ bool new_pause = _pause->getBoolValue();
+ if ( new_pause != last_pause ) {
+ if ( new_pause ) {
+ suspend();
} else {
- smgr->resume();
+ resume();
}
- last_pause = pause;
+ last_pause = new_pause;
}
- // process mesage queue
- const string msgid = "Sequential Audio Message";
- bool is_playing = false;
- if ( smgr->exists( msgid ) ) {
- if ( smgr->is_playing( msgid ) ) {
- // still playing, do nothing
- is_playing = true;
- } else {
- // current message finished, stop and remove
- smgr->stop( msgid ); // removes source
- smgr->remove( msgid ); // removes buffer
- }
- }
- if ( !is_playing ) {
- // message queue idle, add next sound if we have one
- if ( _samplequeue.size() > 0 ) {
- smgr->add( _samplequeue.front(), msgid );
- _samplequeue.pop();
- smgr->play_once( msgid );
+ if ( !new_pause ) {
+ double volume = _volume->getDoubleValue();
+ if ( volume != last_volume ) {
+ set_volume( volume );
+ last_volume = volume;
}
- }
- double volume = _volume->getDoubleValue();
- if ( volume != last_volume ) {
- smgr->set_volume( volume );
- last_volume = volume;
- }
-
- if ( !pause ) {
// update sound effects if not paused
for ( unsigned int i = 0; i < _sound.size(); i++ ) {
_sound[i]->update(dt);
}
- }
-}
-
-/**
- * add a sound sample to the message queue which is played sequentially
- * in order.
- */
-void
-FGFX::play_message( SGSoundSample *_sample )
-{
- _samplequeue.push( _sample );
-}
-void
-FGFX::play_message( const string path, const string fname, double volume )
-{
- if (globals->get_soundmgr()->is_working() == true) {
- SGSoundSample *sample;
- sample = new SGSoundSample( path.c_str(), fname.c_str() );
- sample->set_volume( volume );
- play_message( sample );
- }
-}
-
-void
-FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
-{
- SGModelPlacement *model = globals->get_aircraft_model()->get3DModel();
- FGViewer *observer = globals->get_current_view();
-
- // Right now we make a simplifying assumption that the primary
- // aircraft is the source of all sounds and that all sounds are
- // positioned in the aircraft base
- // EMH: Note: this is fine, to hear multiple aircraft simulataniously
- // we just have to trigger one instance of the FGFX class for every
- // aircraft
- // get the orientation
- const SGQuatd view_or = observer->getViewOrientation();
- SGQuatd surf_or = SGQuatd::fromLonLat(observer->getPosition());
-
- SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
- model->getHeadingDeg(),
- model->getPitchDeg(),
- model->getRollDeg());
-
- // get the up and at vector in the aircraft base
- // (ok, the up vector is a down vector, but the coordinates
- // are finally calculated in a left hand system and openal
- // lives in a right hand system. Therefore we need to pass
- // the down vector to get correct stereo sound.)
- SGVec3d sgv_up, sgv_at;
- sgVec3 up, at;
-
- sgv_up
- = model_or.rotateBack(surf_or.rotateBack(view_or.rotate(SGVec3d(0,1,0))));
- sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
- sgv_at
- = model_or.rotateBack(surf_or.rotateBack(view_or.rotate(SGVec3d(0,0,1))));
- sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
-
- // get the location data for the primary FDM (now hardcoded to ac model)...
- // EMH: to add multiple sound sources this should be replaced
- SGVec3d absolute_view_pos = SGVec3d::fromGeod(model->getPosition());
-
- // calculate speed of visitor and model
- sgVec3 listener_vel, model_vel;
- SGVec3d SGV3d_help;
- sgdVec3 sgdv3_help;
- sgdVec3 sgdv3_null = {0, 0, 0};
-
-
- sgdSubVec3(sgdv3_help,
- last_visitor_pos, (double *)&observer->get_view_pos());
- sgdAddVec3(last_visitor_pos,
- sgdv3_null, (double *)&observer->get_view_pos());
-
- SGV3d_help = model_or.rotateBack(
- surf_or.rotateBack(
- SGVec3d(sgdv3_help[0], sgdv3_help[1], sgdv3_help[2])
- ));
- sgSetVec3(listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
-
- sgdSubVec3(sgdv3_help, last_model_pos, absolute_view_pos.data());
- sgdAddVec3(last_model_pos, sgdv3_null, absolute_view_pos.data());
-
- SGV3d_help = model_or.rotateBack(
- surf_or.rotateBack(
- SGVec3d(sgdv3_help[0], sgdv3_help[1], sgdv3_help[2])
- ));
- sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
-
- if (dt > 0) {
- sgScaleVec3( model_vel, 1 / dt );
- sgScaleVec3( listener_vel, 1 / dt );
- }
-
- // checking, if the listener pos has moved suddenly
- if (sgLengthVec3(listener_vel) > 1000)
- {
- // check if the relative speed model vs listener has moved suddenly, too
- sgVec3 delta_vel;
- sgSubVec3(delta_vel, listener_vel, model_vel);
- if (sgLengthVec3(delta_vel) > 1000)
- // a sane value
- sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2]);
- else
- smgr->set_listener_vel(listener_vel);
- }
- else
- smgr->set_listener_vel( listener_vel );
-
- // set positional offset for sources
- sgdVec3 dsource_pos_offset;
- sgdSubVec3( dsource_pos_offset,
- (double*) &observer->get_view_pos(),
- absolute_view_pos.data() );
- SGVec3d sgv_dsource_pos_offset;
- sgv_dsource_pos_offset = model_or.rotateBack(
- surf_or.rotateBack(
- SGVec3d(dsource_pos_offset[0],
- dsource_pos_offset[1],
- dsource_pos_offset[2])
- ));
- sgVec3 source_pos_offset;
- sgSetVec3(source_pos_offset,
- sgv_dsource_pos_offset[0],
- sgv_dsource_pos_offset[1],
- sgv_dsource_pos_offset[2]);
-
- smgr->set_source_pos_all( source_pos_offset );
- smgr->set_source_vel_all( model_vel );
-
- float orient[6];
- for (int i = 0; i < 3; i++) {
- orient[i] = sgv_at[i];
- orient[i + 3] = sgv_up[i];
+ SGSampleGroup::update(dt);
}
- smgr->set_listener_orientation( orient );
-
- // The listener is always positioned at the origin.
- sgVec3 listener_pos;
- sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
- smgr->set_listener_pos( listener_pos );
}
// end of fg_fx.cxx