- // 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
-
- static sgdVec3 last_visitor_pos = {0, 0, 0};
- static sgdVec3 last_model_pos = {0, 0, 0};
-
- // get the orientation
- const SGQuatd view_or = current_view->getViewOrientation();
- SGQuatd surf_or = SGQuatd::fromLonLatDeg(
- current_view->getLongitude_deg(), current_view->getLatitude_deg());
- SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
- globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
- globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
- globals->get_aircraft_model()->get3DModel()->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 = model_or.rotateBack(
- surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
- sgVec3 up;
- sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
- SGVec3d sgv_at = model_or.rotateBack(
- surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
- sgVec3 at;
- sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
-
- // get the location data for the primary FDM (now hardcoded to ac model)...
- SGLocation *acmodel_loc = NULL;
- acmodel_loc = (SGLocation *)globals->
- get_aircraft_model()->get3DModel()->getSGLocation();
-
- // 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 *)¤t_view->get_view_pos());
- sgdAddVec3( last_visitor_pos, sgdv3_null, (double *)¤t_view->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, acmodel_loc->get_absolute_view_pos());
- sgdAddVec3( last_model_pos, sgdv3_null, acmodel_loc->get_absolute_view_pos());
- 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 (delta_time_sec > 0) {
- sgScaleVec3( model_vel, 1 / delta_time_sec );
- sgScaleVec3( listener_vel, 1 / delta_time_sec );
- }
-
- // 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)
- sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2] ); // a sane value
- else
- globals->get_soundmgr()->set_listener_vel( listener_vel );
- }
- else
- globals->get_soundmgr()->set_listener_vel( listener_vel );
-
- // set positional offset for sources
- sgdVec3 dsource_pos_offset;
- sgdSubVec3( dsource_pos_offset,
- (double*) ¤t_view->get_view_pos(),
- acmodel_loc->get_absolute_view_pos() );
- SGVec3d 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]);
-
- globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
-
- float orient[6];
- for (int i = 0; i < 3; i++) {
- orient[i] = sgv_at[i];
- orient[i + 3] = sgv_up[i];
- }
- globals->get_soundmgr()->set_listener_orientation( orient );