]> git.mxchange.org Git - flightgear.git/blobdiff - src/Sound/fg_fx.cxx
Updated --help message.
[flightgear.git] / src / Sound / fg_fx.cxx
index 5c60801d0d69038afc5749f5d364106467fcd8aa..1e28523e1f63be118128c69b263a08f04e67792d 100644 (file)
@@ -1,4 +1,4 @@
-// fgfx.cxx -- Sound effect management class implementation
+// fg_fx.cxx -- Sound effect management class implementation
 //
 // Started by David Megginson, October 2001
 // (Reuses some code from main.cxx, probably by Curtis Olson)
 //
 // $Id$
 
+#include <FDM/flight.hxx>      // FIXME: remove direct dependencies
+#include <Main/fg_props.hxx>
+
 #include "fg_fx.hxx"
 
-// FIXME: remove direct dependencies
-#include <Controls/controls.hxx>
-#include <FDM/flight.hxx>
-#include <Main/fg_props.hxx>
+
+static const char * engine_names[FGFX::MAX_ENGINES] = {
+  "engine0",
+  "engine1"
+};
+
+static const char * crank_names[FGFX::MAX_ENGINES] = {
+  "crank0",
+  "crank1"
+};
 
 
 FGFX::FGFX ()
-  : _is_cranking(false),
-    _is_stalling(false),
-    _is_rumbling(false),
-    _engine(0),
-    _crank(0),
+  : _old_flap_position(0),
+    _old_gear_position(0),
     _wind(0),
     _stall(0),
     _rumble(0),
     _flaps(0),
+    _gear_up(0),
+    _gear_dn(0),
     _squeal(0),
-    _click(0)
+    _click(0),
+    _stall_warning_prop(0),
+    _flaps_prop(0),
+    _gear_prop(0)
 {
+  for (int i = 0; i < MAX_ENGINES; i++) {
+    _engine[i] = 0;
+    _crank[i] = 0;
+    _engine_running_prop[i] = 0;
+    _engine_cranking_prop[i] = 0;
+  }
 }
 
 FGFX::~FGFX ()
 {
                                // FIXME: is this right, or does the
                                // sound manager assume pointer ownership?
-  delete _engine;
-  delete _crank;
+  for (int i = 0; i < MAX_ENGINES; i++) {
+    delete _engine[i];
+    delete _crank[i];
+  }
   delete _wind;
   delete _stall;
   delete _rumble;
 
   delete _flaps;
+  delete _gear_up;
+  delete _gear_dn;
   delete _squeal;
   delete _click;
 }
@@ -64,67 +85,121 @@ void
 FGFX::init ()
 {
   FGSoundMgr * mgr = globals->get_soundmgr();
+  int i;
 
   //
-  // Create and add the engine sound
-  //
-  _engine =
-    new FGSimpleSound(fgGetString("/sim/sounds/engine", "Sounds/wasp.wav"));
-  mgr->add(_engine, "engine loop");
-  mgr->play_looped("engine loop");
-
-  SG_LOG( SG_GENERAL, SG_INFO,
-         "Rate = " << _engine->get_sample()->getRate()
-         << "  Bps = " << _engine->get_sample()->getBps()
-         << "  Stereo = " << _engine->get_sample()->getStereo() );
-
-
-  //
-  // Create and add the cranking sound.
+  // Create and add engine-related sounds.
   //
-  _crank =
-    new FGSimpleSound(fgGetString("/sim/sounds/cranking",
-                                 "Sounds/cranking.wav"));
-  mgr->add(_crank, "crank");
-  _crank->set_pitch(1.5);
-  _crank->set_volume(0.25);
+  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", 0.5));
+    _crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 0.80));
+    mgr->add(_crank[i], crank_names[i]);
+  }
 
 
   //
   // Create and add the wind noise.
   //
-  _wind =
-    new FGSimpleSound(fgGetString("/sim/sounds/wind", "Sounds/wind.wav"));
+  _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");
-  mgr->play_looped("wind");
 
 
   //
   // Create and add the stall noise.
   //
-  _stall = new FGSimpleSound(fgGetString("/sim/sounds/stall",
+  _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",
+  _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", 0.25));
+  _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",
+  _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",
+  _click = new FGSimpleSound(fgGetString("/sim/sounds/click/path",
                                         "Sounds/click.wav"));
+  _flaps->set_volume(fgGetFloat("/sim/sounds/click/volume", 0.5));
+  _flaps->set_pitch(fgGetFloat("/sim/sounds/click/pitch", 1.0));
   mgr->add(_click, "click");
+
+
+  ////////////////////////////////////////////////////////////////////
+  // Grab some properties.
+  ////////////////////////////////////////////////////////////////////
+
+  for (i = 0; i < MAX_ENGINES; i++) {
+    SGPropertyNode * node = fgGetNode("engines/engine", i, true);
+    _engine_running_prop[i] = node->getChild("running", 0, true);
+    _engine_cranking_prop[i] = node->getChild("cranking", 0, true);
+  }
+  _stall_warning_prop = fgGetNode("/sim/aero/alarms/stall-warning", true);
+  _vc_prop = fgGetNode("/velocities/airspeed-kt", true);
+  _flaps_prop = fgGetNode("/controls/flaps", true);
+  _gear_prop = fgGetNode("/controls/gear-down", true);
 }
 
 void
@@ -138,91 +213,209 @@ FGFX::unbind ()
 }
 
 void
-FGFX::update ()
+FGFX::update (int dt)
 {
-  // FGSoundMgr * mgr = globals->get_soundmgr();
-
+  FGSoundMgr * mgr = globals->get_soundmgr();
+  int i;
 
   ////////////////////////////////////////////////////////////////////
   // Update the engine sound.
   ////////////////////////////////////////////////////////////////////
+  
+  for (i = 0; i < MAX_ENGINES; i++) {
 
-  if (fgGetBool("/engines/engine[0]/running")) { // FIXME
+    SGPropertyNode * node = fgGetNode("engines/engine", i, true);
+
+    if (_engine_running_prop[i]->getBoolValue()) {
          // pitch corresponds to rpm
          // volume corresponds to manifold pressure
 
-    double rpm_factor;
-    if ( cur_fdm_state->get_num_engines() > 0 )
-      rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
-    else
-      rpm_factor = 1.0;
+      double rpm_factor;
+      rpm_factor = node->getDoubleValue("rpm") / 2500.0;
+
+      double pitch = 0.3 + rpm_factor * 3.0;
+
+      // don't run at absurdly slow rates -- not realistic
+      // and sounds bad to boot.  :-)
+      if (pitch < 0.7)
+       pitch = 0.7;
+      if (pitch > 5.0)
+       pitch = 5.0;
+
+      double mp_factor;
+      mp_factor = node->getDoubleValue("mp-osi") / 100;
 
-    double pitch = 0.3 + rpm_factor * 3.0;
+      double volume = 0.15 + mp_factor / 2.0;
 
-    // don't run at absurdly slow rates -- not realistic
-    // and sounds bad to boot.  :-)
-    if (pitch < 0.7)
-      pitch = 0.7;
-    if (pitch > 5.0)
-      pitch = 5.0;
+      if (volume < 0.15)
+       volume = 0.15;
+      if (volume > 0.5)
+       volume = 0.5;
 
-    double mp_factor;
-    if ( cur_fdm_state->get_num_engines() > 0 )
-      mp_factor = cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
-    else
-      mp_factor = 0.3;
+      _engine[i]->set_pitch( pitch );
+      _engine[i]->set_volume( volume );
+      set_playing(engine_names[i], true);
+    } else {
+      set_playing(engine_names[i], false);
+    }
+
+                               // FIXME
+    set_playing(crank_names[i], _engine_cranking_prop[i]->getBoolValue());
+  }
 
-    double volume = 0.15 + mp_factor / 2.0;
 
-    if (volume < 0.15)
-      volume = 0.15;
-    if (volume > 0.5)
-      volume = 0.5;
+  ////////////////////////////////////////////////////////////////////
+  // Update the wind noise.
+  ////////////////////////////////////////////////////////////////////
 
-    _engine->set_pitch( pitch );
-    _engine->set_volume( volume );
+                               // The wind sound is airspeed and altitude
+                               // dependent. The wind noise should become
+                               // silent at about 65000 feet, and is based
+                               // on a logarithmic scale.
+  float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS
+  float alt_vol = 1-log(cur_fdm_state->get_Altitude()/65000.0)/4.81;
+  if ((rel_wind > 2.0)  && (alt_vol > 0.2)) {
+    float volume = rel_wind/937;
+    double pitch = 1.0+(rel_wind/53.0);
+    _wind->set_volume(volume*alt_vol/2);
+    _wind->set_pitch(pitch);
+    set_playing("wind", true);
   } else {
-    _engine->set_pitch(0.0);
-    _engine->set_volume(0.0);
+    set_playing("wind", false);
   }
 
 
   ////////////////////////////////////////////////////////////////////
-  // Update the cranking sound.
+  // Update the stall horn.
   ////////////////////////////////////////////////////////////////////
 
-  if (fgGetBool("/engines/engine[0]/cranking")) { // FIXME
-    if(!_is_cranking) {
-      globals->get_soundmgr()->play_looped("crank");
-      _is_cranking = true;
-    }
+  double stall = _stall_warning_prop->getDoubleValue();
+  double vc = _vc_prop->getDoubleValue();
+  if (stall > 0.0 && vc > 30.0) {
+    _stall->set_volume(stall);
+    set_playing("stall", true);
   } else {
-    if(_is_cranking) {
-      globals->get_soundmgr()->stop("crank");
-      _is_cranking = false;
-    }
+    set_playing("stall", false);
   }
 
 
   ////////////////////////////////////////////////////////////////////
-  // Update the wind noise.
+  // Update the rumble.
   ////////////////////////////////////////////////////////////////////
 
-  float rel_wind = cur_fdm_state->get_V_rel_wind();
-  float volume = rel_wind/300.0;       // FIXME!!!
-  _wind->set_volume(volume);
+  float gearOnGround = 0;
+
+
+                               // Calculate whether a squeal is
+                               // required, and set the volume.
+                               // Currently, the squeal volume is the
+                               // current local down velocity in feet
+                               // per second divided by 10.0, and
+                               // will not be played if under 0.1.
+
+                               // FIXME: take rotational velocities
+                               // into account as well.
+  for (i = 0; i < MAX_GEAR; i++) {
+    SGPropertyNode * node = fgGetNode("gear/gear", i, true);
+    // cout << "air speed = " << cur_fdm_state->get_V_equiv_kts();
+    // cout << "  wheel " << i << " speed = " << _wheel_spin[i];
+    if (node->getBoolValue("wow")) {
+      gearOnGround++;
+      if (!_gear_on_ground[i]) {
+          // wheel just touched down
+          // 3 parts horizontal velocity + 1 part vertical velocity
+          double squeal_volume = 0.75 * cur_fdm_state->get_V_equiv_kts() / 90.0
+              + 0.25 * cur_fdm_state->get_V_down() / 5.0;
+
+          // scale volume by difference between wheel spin speed and
+          // ground speed
+          double diff = fabs( cur_fdm_state->get_V_equiv_kts()
+                              - _wheel_spin[i] );
+          // cout << " speed diff = " << diff;
+          double scale_factor = 0.0;
+          if ( diff > 10 ) {
+              scale_factor = ( diff - 10.0 ) / 30.0f;
+              if ( scale_factor > 1.0 ) { scale_factor = 1.0; }
+          }
+          // cout << " scale_factor = " << scale_factor;
+          squeal_volume *= scale_factor;
+
+          if (squeal_volume > 0.1) {
+              _squeal->set_volume(squeal_volume);
+              _squeal->set_pitch(1.25);
+              mgr->play_once("squeal");
+          }
+          _gear_on_ground[i] = true;
+      }
+      // cout << " wow";
+      _wheel_spin[i] = cur_fdm_state->get_V_equiv_kts();
+    } else {
+        // cout << " airborn";
+        _gear_on_ground[i] = false;
+        /* fix me: wheel spindown is currently frame rate dependent which
+           it shouldn't be */
+        _wheel_spin[i] -= 0.2;
+        if ( _wheel_spin[i] < 0.0 ) { _wheel_spin[i] = 0.0; }
+    }
+    // cout << endl;
+  }
 
+                               // Now, if any of the gear is in
+                               // contact with the ground play the
+                               // rumble sound.  The volume is a
+                               // logarthmic scale of the absolute
+                               // velocity in knots divided by 12.0.
+                               // No rumble will be played if the
+                               // velocity is under ~0.25 kt.
+  double speed = cur_fdm_state->get_V_equiv_kts();
+  if (gearOnGround > 0  && speed > 0.5) {
+    double volume = 2.0 * (gearOnGround/MAX_GEAR) * log(speed)/12; //(speed/60.0);
+    _rumble->set_volume(volume);
+    set_playing("rumble", true);
+  } else {
+    set_playing("rumble", false);
+  }
 
-  // TODO: stall
 
-  // TODO: rumble
+  ////////////////////////////////////////////////////////////////////
+  // Check for flap movement.
+  ////////////////////////////////////////////////////////////////////
 
-  // TODO: flaps
+  double flap_position = _flaps_prop->getDoubleValue();
+  if (fabs(flap_position - _old_flap_position) > 0.1) {
+    mgr->play_once("flaps");
+    _old_flap_position = flap_position;
+  }
 
-  // TODO: squeal
+
+  ////////////////////////////////////////////////////////////////////
+  // Check for gear movement.
+  ////////////////////////////////////////////////////////////////////
+  
+  double gear_position = _gear_prop->getDoubleValue();
+  if (gear_position != _old_gear_position) {
+    if (gear_position < _old_gear_position) {
+      mgr->play_once("gear-up");
+    } else {
+      mgr->play_once("gear-down");
+    }
+    _old_gear_position = gear_position;
+  }
 
   // TODO: click
 
 }
 
+
+void
+FGFX::set_playing (const char * soundName, bool state)
+{
+  FGSoundMgr * mgr = globals->get_soundmgr();
+  bool playing = mgr->is_playing(soundName);
+  if (state && !playing)
+    mgr->play_looped(soundName);
+  else if (!state && playing)
+    mgr->stop(soundName);
+}
+
 // end of fg_fx.cxx