-// 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)
// 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));
+ _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]);
}
//
_flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps/path",
"Sounds/flaps.wav"));
- _flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.5));
+ _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 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_volume(fgGetFloat("/sim/sounds/click/volume", 0.5));
_flaps->set_pitch(fgGetFloat("/sim/sounds/click/pitch", 1.0));
mgr->add(_click, "click");
////////////////////////////////////////////////////////////////////
for (i = 0; i < MAX_ENGINES; i++) {
- char buf[100];
- sprintf(buf, "/engines/engine[%d]/running", i);
- _engine_running_prop[i] = fgGetNode(buf, true);
- sprintf(buf, "/engines/engine[%d]/cranking", i);
- _engine_cranking_prop[i] = fgGetNode(buf, true);
+ 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);
for (i = 0; i < MAX_ENGINES; i++) {
- if (cur_fdm_state->get_num_engines() > 0 &&
- _engine_running_prop[i]->getBoolValue()) {
+ 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(i)->get_RPM() / 2500.0;
- else
- rpm_factor = 1.0;
+ rpm_factor = node->getDoubleValue("rpm") / 2500.0;
double pitch = 0.3 + rpm_factor * 3.0;
pitch = 5.0;
double mp_factor;
- if ( cur_fdm_state->get_num_engines() > 0 )
- mp_factor =
- cur_fdm_state->get_engine(i)->get_Manifold_Pressure() / 100;
- else
- mp_factor = 0.3;
+ mp_factor = node->getDoubleValue("mp-osi") / 100;
double volume = 0.15 + mp_factor / 2.0;
// Update the wind noise.
////////////////////////////////////////////////////////////////////
+ // 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 airspeed_kt = cur_fdm_state->get_V_equiv_kts();
- if (rel_wind > 60.0) { // a little off 30kt
- // float volume = rel_wind/600.0; // FIXME!!!
- float volume = rel_wind/937.0; // FIXME!!!
- double pitch = 1.0+(airspeed_kt/113.0);
- _wind->set_volume(volume);
+ 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 {
// Update the rumble.
////////////////////////////////////////////////////////////////////
- float totalGear = min(cur_fdm_state->get_num_gear(), int(MAX_GEAR));
float gearOnGround = 0;
// FIXME: take rotational velocities
// into account as well.
- for (i = 0; i < totalGear; i++) {
+ 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 (cur_fdm_state->get_gear_unit(i)->GetWoW()) {
+ if (node->getBoolValue("wow")) {
gearOnGround++;
if (!_gear_on_ground[i]) {
// wheel just touched down
// Now, if any of the gear is in
// contact with the ground play the
- // rumble sound. The volume is the
- // absolute velocity in knots divided
- // by 120.0. No rumble will be played
- // if the velocity is under 6kt.
+ // 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 >= 6.0) {
- double volume = 2.0 * (gearOnGround/totalGear) * (speed/60.0);
+ 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 {