* Free the data associated with this audio sample
*/
void free_data() {
- if ( _data ) free( _data ); _data = NULL;
+ if ( _data != NULL ) free( _data ); _data = NULL;
}
/**
* Should be between 0.0 and 2.0 for maximum compatibility.
* @param p Pitch
*/
- inline void set_pitch( float p ) { _pitch = p; _changed = true; }
+ inline void set_pitch( float p ) {
+ if (p > 2.0) p = 2.0; else if (p < 0.01) p = 0.01;
+ _pitch = p; _changed = true;
+ }
/**
* Get the current pitch value of this audio sample.
* @param v Volume
*/
inline void set_master_volume( float v ) {
+ if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
_master_volume = v; _changed = true;
}
* volume.
* @param v Volume
*/
- inline void set_volume( float v ) { _volume = v; _changed = true; }
+ inline void set_volume( float v ) {
+ if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
+ _volume = v; _changed = true;
+ }
/**
* Get the final volume value of this audio sample.
* Set the frequency (in Herz) of this audio sample.
* @param freq Frequency
*/
- inline void set_frequency( int freq ) { _freq = freq; _changed = true; }
+ inline void set_frequency( int freq ) { _freq = freq; }
/**
* Returns the frequency (in Herz) of this audio sample.
}
/**
- * Set the base position of this sound in Geodetic coordinates.
- * @param pos Geodetic position
+ * Set the base position in Cartesian coordinates
+ * @param pos position in Cartesian coordinates
*/
- inline void set_position( const SGGeod& pos ) {
- _base_pos = pos; _changed = true;
+ inline void set_position( const SGVec3d& pos ) {
+ _base_pos = pos; _changed = true;
}
/**
_orientation = ori; _changed = true;
}
+ inline void set_rotation( const SGQuatd& ec2body ) {
+ _rotation = ec2body; _changed = true;
+ }
+
/**
* Set direction of this sound relative to the orientation.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
* @param dir Sound emission direction
*/
inline void set_direction( const SGVec3f& dir ) {
- _direction = dir; _changed = true;
+ _direction = toVec3d(dir); _static_changed = true;
}
/**
* Define the audio cone parameters for directional audio.
- * Note: setting it to 1 degree will result in 0.5 degrees to both sides.
+ * Note: setting it to 2 degree will result in 1 degree to both sides.
* @param inner Inner cone angle (0 - 360 degrees)
* @param outer Outer cone angle (0 - 360 degrees)
* @param gain Remaining gain at the edge of the outer cone (0.0 - 1.0)
*/
void set_audio_cone( float inner, float outer, float gain ) {
- _inner_angle = inner;
- _outer_angle = outer;
- _outer_gain = gain;
+ _inner_angle = inner; _outer_angle = outer; _outer_gain = gain;
_static_changed = true;
}
* @return Orientaton vector
*/
SGVec3f& get_orientation() { return _orivec; }
- SGVec3f& get_direction() { return _direction; }
/**
* Get the inner angle of the audio cone.
/**
* Set the velocity vector (in meters per second) of this sound.
- * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
+ * This is in the local frame coordinate system; x=north, y=east, z=down
* @param Velocity vector
*/
inline void set_velocity( const SGVec3f& vel ) {
*/
inline std::string get_sample_name() const { return _refname; }
- void update_absolute_position();
+ void update_pos_and_orientation();
private:
// Position of the source sound.
SGVec3d _absolute_pos; // absolute position
SGVec3d _relative_pos; // position relative to the base position
- SGVec3f _direction; // orientation offset
+ SGVec3d _direction; // orientation offset
SGVec3f _velocity; // Velocity of the source sound.
// The position and orientation of this sound
SGQuatd _orientation; // base orientation
SGVec3f _orivec; // orientation vector for OpenAL
- SGGeod _base_pos; // base position
+ SGVec3d _base_pos; // base position
+
+ SGQuatd _rotation;
std::string _refname; // name or file path
unsigned char* _data;