-// 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)
//
-// Copyright (C) 2001 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 2001 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
//
// $Id$
-#include "fg_fx.hxx"
+#ifdef _MSC_VER
+#pragma warning (disable: 4786)
+#endif
+
+#include <simgear/debug/logstream.hxx>
+#include <simgear/structure/exception.hxx>
+#ifdef __BORLANDC__
+# define exception c_exception
+#endif
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/props/props.hxx>
+#include <simgear/sound/xmlsound.hxx>
-// FIXME: remove direct dependencies
-#include <Controls/controls.hxx>
-#include <FDM/flight.hxx>
#include <Main/fg_props.hxx>
+#include "fg_fx.hxx"
+
-FGFX::FGFX ()
- : _is_cranking(false),
- _is_stalling(false),
- _is_rumbling(false),
- _engine(0),
- _crank(0),
- _wind(0),
- _stall(0),
- _rumble(0),
- _flaps(0),
- _squeal(0),
- _click(0)
+FGFX::FGFX () :
+ _volume( fgGetNode("/sim/sound/volume") ),
+ _pause( fgGetNode("/sim/sound/pause") ),
+ last_pause( true ),
+ last_volume( 0.0 )
{
}
FGFX::~FGFX ()
{
- // FIXME: is this right, or does the
- // sound manager assume pointer ownership?
- delete _engine;
- delete _crank;
- delete _wind;
- delete _stall;
- delete _rumble;
-
- delete _flaps;
- delete _squeal;
- delete _click;
+ _sound.clear();
}
-
void
-FGFX::init ()
+FGFX::init()
{
- FGSoundMgr * mgr = globals->get_soundmgr();
-
- //
- // 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.
- //
- _crank =
- new FGSimpleSound(fgGetString("/sim/sounds/cranking",
- "Sounds/cranking.wav"));
- mgr->add(_crank, "crank");
- _crank->set_pitch(1.5);
- _crank->set_volume(0.25);
-
-
- //
- // Create and add the wind noise.
- //
- _wind =
- new FGSimpleSound(fgGetString("/sim/sounds/wind", "Sounds/wind.wav"));
- mgr->add(_wind, "wind");
- mgr->play_looped("wind");
-
-
- //
- // Create and add the stall noise.
- //
- _stall = new FGSimpleSound(fgGetString("/sim/sounds/stall",
- "Sounds/stall.wav"));
- mgr->add(_stall, "stall");
-
- //
- // Create and add the rumble noise.
- //
- _rumble = new FGSimpleSound(fgGetString("/sim/sounds/rumble",
- "Sounds/rumble.wav"));
- mgr->add(_rumble, "rumble");
-
- //
- // Create and add the squeal noise.
- //
- _squeal = new FGSimpleSound(fgGetString("/sim/sounds/squeal",
- "Sounds/squeal.wav"));
- mgr->add(_squeal, "squeal");
-
- //
- // Create and add the click noise.
- _click = new FGSimpleSound(fgGetString("/sim/sounds/click",
- "Sounds/click.wav"));
- mgr->add(_click, "click");
+ SGPropertyNode *node = fgGetNode("/sim/sound", true);
+ int i;
+
+ string path_str = node->getStringValue("path");
+ SGPath path( globals->get_fg_root() );
+ if (path_str.empty()) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Incorrect path in configuration file.");
+ return;
+ }
+
+ path.append(path_str.c_str());
+ SG_LOG(SG_GENERAL, SG_INFO, "Reading sound " << node->getName()
+ << " from " << path.str());
+
+ SGPropertyNode root;
+ try {
+ readProperties(path.str(), &root);
+ } catch (const sg_exception &e) {
+ SG_LOG(SG_GENERAL, SG_ALERT,
+ "Incorrect path specified in configuration file");
+ return;
+ }
+
+ node = root.getNode("fx");
+ for (i = 0; i < node->nChildren(); i++) {
+ SGXmlSound *sound = new SGXmlSound();
+
+ sound->init(globals->get_props(), node->getChild(i),
+ globals->get_soundmgr(), globals->get_fg_root());
+
+ _sound.push_back(sound);
+ }
}
+void
+FGFX::reinit()
+{
+ _sound.clear();
+ init();
+};
+
void
FGFX::bind ()
{
}
void
-FGFX::update ()
+FGFX::update (double dt)
{
- FGSoundMgr * mgr = globals->get_soundmgr();
-
-
- ////////////////////////////////////////////////////////////////////
- // Update the engine sound.
- ////////////////////////////////////////////////////////////////////
-
- if (fgGetBool("/engines/engine[0]/running")) { // FIXME
- // 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 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;
- 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;
-
- double volume = 0.15 + mp_factor / 2.0;
-
- if (volume < 0.15)
- volume = 0.15;
- if (volume > 0.5)
- volume = 0.5;
-
- _engine->set_pitch( pitch );
- _engine->set_volume( volume );
- } else {
- _engine->set_pitch(0.0);
- _engine->set_volume(0.0);
- }
-
-
- ////////////////////////////////////////////////////////////////////
- // Update the cranking sound.
- ////////////////////////////////////////////////////////////////////
-
- if (fgGetBool("/engines/engine[0]/cranking")) { // FIXME
- if(!_is_cranking) {
- globals->get_soundmgr()->play_looped("crank");
- _is_cranking = true;
- }
- } else {
- if(_is_cranking) {
- globals->get_soundmgr()->stop("crank");
- _is_cranking = false;
+ // command sound manger
+ bool pause = _pause->getBoolValue();
+ if ( pause != last_pause ) {
+ if ( pause ) {
+ globals->get_soundmgr()->pause();
+ } else {
+ globals->get_soundmgr()->resume();
+ }
+ last_pause = pause;
}
- }
-
-
- ////////////////////////////////////////////////////////////////////
- // Update the wind noise.
- ////////////////////////////////////////////////////////////////////
- float rel_wind = cur_fdm_state->get_V_rel_wind();
- float volume = rel_wind/300.0; // FIXME!!!
- _wind->set_volume(volume);
-
-
- // TODO: stall
-
- // TODO: rumble
-
- // TODO: flaps
-
- // TODO: squeal
-
- // TODO: click
+ double volume = _volume->getDoubleValue();
+ if ( volume != last_volume ) {
+ globals->get_soundmgr()->set_volume( volume );
+ last_volume = volume;
+ }
+ if ( !pause ) {
+ // update sound effects if not paused
+ for ( unsigned int i = 0; i < _sound.size(); i++ ) {
+ _sound[i]->update(dt);
+ }
+ }
}
// end of fg_fx.cxx