- FGSoundMgr * mgr = globals->get_soundmgr();
- int i;
-
- //
- // Create and add engine-related sounds.
- //
- for (i = 0; i < MAX_ENGINES; i++) {
- // Engine
- _engine[i] =
- new FGSimpleSound(fgGetString("/sim/sounds/engine/path",
- "Sounds/wasp.wav"));
- _engine[i]->set_volume(fgGetFloat("/sim/sounds/engine/volume", 1.0));
- _engine[i]->set_pitch(fgGetFloat("/sim/sounds/engine/pitch", 1.0));
- mgr->add(_engine[i], engine_names[i]);
-
- // Starter
- _crank[i] = new FGSimpleSound(fgGetString("/sim/sounds/cranking/path",
- "Sounds/cranking.wav"));
- _crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.175));
- _crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.25));
- mgr->add(_crank[i], crank_names[i]);
- }
-
-
- //
- // Create and add the wind noise.
- //
- _wind = new FGSimpleSound(fgGetString("/sim/sounds/wind/path",
- "Sounds/wind.wav"));
- _wind->set_volume(fgGetFloat("/sim/sounds/wind/volume", 1.0));
- _wind->set_pitch(fgGetFloat("/sim/sounds/wind/pitch", 1.0));
- mgr->add(_wind, "wind");
-
-
- //
- // Create and add the stall noise.
- //
- _stall = new FGSimpleSound(fgGetString("/sim/sounds/stall/path",
- "Sounds/stall.wav"));
- _stall->set_volume(fgGetFloat("/sim/sounds/stall/volume", 1.0));
- _stall->set_pitch(fgGetFloat("/sim/sounds/stall/pitch", 1.0));
- mgr->add(_stall, "stall");
-
- //
- // Create and add the rumble noise.
- //
- _rumble = new FGSimpleSound(fgGetString("/sim/sounds/rumble/path",
- "Sounds/rumble.wav"));
- _rumble->set_volume(fgGetFloat("/sim/sounds/rumble/volume", 1.0));
- _rumble->set_pitch(fgGetFloat("/sim/sounds/rumble/pitch", 1.0));
- mgr->add(_rumble, "rumble");
-
-
- //
- // Create and add the flaps noise
- //
- _flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps/path",
- "Sounds/flaps.wav"));
- _flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.5));
- _flaps->set_pitch(fgGetFloat("/sim/sounds/flaps/pitch", 1.0));
- mgr->add(_flaps, "flaps");
-
- //
- // Create and add the gear noises.
- //
- _gear_up = new FGSimpleSound(fgGetString("/sim/sounds/gear-up/path",
- "Sounds/gear-up.wav"));
- _gear_dn = new FGSimpleSound(fgGetString("/sim/sounds/gear-down/path",
- "Sounds/gear-dn.wav"));
- _gear_up->set_volume(fgGetFloat("/sim/sounds/gear-up/volume", 1.0));
- _gear_dn->set_volume(fgGetFloat("/sim/sounds/gear-down/volume", 1.0));
- _gear_up->set_pitch(fgGetFloat("/sim/sounds/gear-up/pitch", 1.0));
- _gear_dn->set_pitch(fgGetFloat("/sim/sounds/gear-down/pitch", 1.0));
- mgr->add(_gear_up, "gear-up");
- mgr->add(_gear_dn, "gear-down");
-
- //
- // Create and add the squeal noise.
- //
- _squeal = new FGSimpleSound(fgGetString("/sim/sounds/squeal/path",
- "Sounds/squeal.wav"));
- _squeal->set_volume(fgGetFloat("/sim/sounds/squeal/volume", 1.0));
- _squeal->set_pitch(fgGetFloat("/sim/sounds/squeal/pitch", 1.0));
- mgr->add(_squeal, "squeal");
-
- //
- // Simplistic wheel spin model for audio effect purposes only. We
- // don't want to play a full squeel, if the wheel has only departed
- // from the ground for a split second.
- //
- for (i = 0; i < MAX_GEAR; i++) {
- _wheel_spin[i] = 0.0;
- }
-
- //
- // Create and add the click noise.
- _click = new FGSimpleSound(fgGetString("/sim/sounds/click/path",
- "Sounds/click.wav"));
- _flaps->set_volume(fgGetFloat("/sim/sounds/click/volume", 1.0));
- _flaps->set_pitch(fgGetFloat("/sim/sounds/click/pitch", 1.0));
- mgr->add(_click, "click");