-// 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;
}
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
}
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_engine(0) != NULL)
- 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_engine(0) != NULL)
- 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