// aircraft is the source of all sounds and that all sounds are
// positioned in the aircraft base
- static sgVec3 last_pos_offset = {0, 0, 0};
+ static sgdVec3 last_visitor_pos = {0, 0, 0};
+ static sgdVec3 last_model_pos = {0, 0, 0};
- //get the orientation
+ // get the orientation
const SGQuatd view_or = current_view->getViewOrientation();
SGQuatd surf_or = SGQuatd::fromLonLatDeg(
current_view->getLongitude_deg(), current_view->getLatitude_deg());
globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
globals->get_aircraft_model()->get3DModel()->getRollDeg());
- //get the up and at vector in the aircraft base
+ // 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))));
+ 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(
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,
surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
dsource_pos_offset[1], dsource_pos_offset[2])));
- //sgv_dsource_pos_offset = model_or.rotateBack(sgv_dsource_pos_offset);
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_listener_orientation( orient );
// set the velocity
- sgVec3 source_vel;
- sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
- if (delta_time_sec > 0)
- sgScaleVec3( source_vel, 1 / delta_time_sec );
- sgCopyVec3( last_pos_offset, source_pos_offset );
- // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
- globals->get_soundmgr()->set_source_vel_all( source_vel );
+ // all sources are defined to be in the model
+ globals->get_soundmgr()->set_source_vel_all( model_vel );
// The listener is always positioned at the origin.
sgVec3 listener_pos;