]> git.mxchange.org Git - flightgear.git/blobdiff - src/Sound/fg_fx.cxx
Fix the temperature computation.
[flightgear.git] / src / Sound / fg_fx.cxx
index e5a0f22e20aa147957bb2cf7f21aa225fe30cede..caff002e224a8e41a9754cb32040e254877e2517 100644 (file)
@@ -1,9 +1,9 @@
-// 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
 //
 // You should have received a copy of the GNU General Public License
 // along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
 // $Id$
 
-#include "fg_fx.hxx"
-#include <Main/fg_props.hxx>
+#ifdef _MSC_VER
+#pragma warning (disable: 4786)
+#endif
 
-// FIXME: remove direct dependencies
-#include <FDM/flight.hxx>
+#ifdef HAVE_CONFIG_H
+#  include <config.h>
+#endif
 
-static const char * engine_names[FGFX::MAX_ENGINES] = {
-  "engine0",
-  "engine1"
-};
+#include <simgear/debug/logstream.hxx>
+#include <simgear/structure/exception.hxx>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/props/props.hxx>
+#include <simgear/sound/xmlsound.hxx>
 
-static const char * crank_names[FGFX::MAX_ENGINES] = {
-  "crank0",
-  "crank1"
-};
+#include <Main/fg_props.hxx>
 
+#include <simgear/scene/model/placement.hxx>
+#include <Model/acmodel.hxx>
+#include <Main/viewer.hxx>
 
-FGFX::FGFX ()
-  : _old_flap_position(0),
-    _wind(0),
-    _stall(0),
-    _rumble(0),
-    _flaps(0),
-    _squeal(0),
-    _click(0),
-    _stall_warning_prop(0),
-    _flaps_prop(0)
+#include "fg_fx.hxx"
+
+
+FGFX::FGFX () :
+    last_pause( true ),
+    last_volume( 0.0 ),
+    _pause( fgGetNode("/sim/sound/pause") ),
+    _volume( fgGetNode("/sim/sound/volume") )
 {
-  for (int i = 0; i < MAX_ENGINES; i++) {
-    _engine[i] = 0;
-    _crank[i] = 0;
-    _engine_running_prop[i] = 0;
-    _engine_cranking_prop[i] = 0;
-  }
+    sgdSetVec3(last_visitor_pos, 0, 0, 0);
+    sgdSetVec3(last_model_pos, 0, 0, 0);
 }
 
 FGFX::~FGFX ()
 {
-                               // FIXME: is this right, or does the
-                               // sound manager assume pointer ownership?
-  for (int i = 0; i < MAX_ENGINES; i++) {
-    delete _engine[i];
-    delete _crank[i];
-  }
-  delete _wind;
-  delete _stall;
-  delete _rumble;
-
-  delete _flaps;
-  delete _squeal;
-  delete _click;
-}
+    unsigned int i;
+    for ( i = 0; i < _sound.size(); i++ ) {
+        delete _sound[i];
+    }
+    _sound.clear();
 
+    while ( _samplequeue.size() > 0 ) {
+        delete _samplequeue.front();
+        _samplequeue.pop();
+    }
+}
 
 void
-FGFX::init ()
+FGFX::init()
 {
-  FGSoundMgr * mgr = globals->get_soundmgr();
-
-  //
-  // Create and add engine-related sounds.
-  //
-  for (int i = 0; i < MAX_ENGINES; i++) {
-                               // Engine
-    _engine[i] =
-      new FGSimpleSound(fgGetString("/sim/sounds/engine", "Sounds/wasp.wav"));
-    mgr->add(_engine[i], engine_names[i]);
-
-                               // Starter
-    _crank[i] = new FGSimpleSound(fgGetString("/sim/sounds/cranking",
-                                             "Sounds/cranking.wav"));
-    _crank[i]->set_pitch(1.25);
-    _crank[i]->set_volume(0.175);
-    mgr->add(_crank[i], crank_names[i]);
-  }
-
-
-  //
-  // Create and add the wind noise.
-  //
-  _wind = new FGSimpleSound(fgGetString("/sim/sounds/wind",
-                                       "Sounds/wind.wav"));
-  mgr->add(_wind, "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 flaps noise
-  //
-  _flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps",
-                                        "Sounds/flaps.wav"));
-  _flaps->set_volume(0.50);
-  mgr->add(_flaps, "flaps");
-
-  //
-  // 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");
-
-
-  ////////////////////////////////////////////////////////////////////
-  // Grab some properties.
-  ////////////////////////////////////////////////////////////////////
-
-  for (int 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);
-  }
-  _stall_warning_prop = fgGetNode("/sim/aircraft/alarms/stall-warning", true);
-  _flaps_prop = fgGetNode("/controls/flaps", true);
+    SGPropertyNode *node = fgGetNode("/sim/sound", true);
+
+    string path_str = node->getStringValue("path");
+    SGPath path( globals->get_fg_root() );
+    if (path_str.empty()) {
+        SG_LOG(SG_GENERAL, SG_ALERT, "No path in /sim/sound/path");
+        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 &) {
+        SG_LOG(SG_GENERAL, SG_ALERT,
+               "Error reading file '" << path.str() << '\'');
+        return;
+    }
+
+    node = root.getNode("fx");
+    if(node) {
+        for (int i = 0; i < node->nChildren(); ++i) {
+            SGXmlSound *sound = new SGXmlSound();
+  
+            try {
+                sound->init(globals->get_props(), node->getChild(i),
+                            globals->get_soundmgr(), globals->get_fg_root());
+  
+                _sound.push_back(sound);
+            } catch ( sg_exception &e ) {
+                SG_LOG(SG_GENERAL, SG_ALERT, e.getFormattedMessage());
+                delete sound;
+            }
+        }
+    }
 }
 
+void
+FGFX::reinit()
+{
+   _sound.clear();
+   init();
+};
+
 void
 FGFX::bind ()
 {
@@ -169,167 +129,207 @@ FGFX::unbind ()
 }
 
 void
-FGFX::update ()
+FGFX::update (double dt)
 {
-  FGSoundMgr * mgr = globals->get_soundmgr();
+    SGSoundMgr *smgr = globals->get_soundmgr();
 
+    if (smgr->is_working() == false) {
+        return;
+    }
 
-  ////////////////////////////////////////////////////////////////////
-  // Update the engine sound.
-  ////////////////////////////////////////////////////////////////////
-  
-  for (int i = 0; i < MAX_ENGINES; i++) {
-
-    if (cur_fdm_state->get_num_engines() > 0 &&
-       _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;
-
-      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_num_engines() > 0 )
-       mp_factor =
-         cur_fdm_state->get_engine(i)->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[i]->set_pitch( pitch );
-      _engine[i]->set_volume( volume );
-      set_playing(engine_names[i], true);
-    } else {
-      set_playing(engine_names[i], false);
+#if 0
+    // moved back to the mainloop to prevent audio problems
+    smgr->update(dt);
+    update_pos_and_orientation(smgr, dt);
+#endif
+
+    // command sound manger
+    bool pause = _pause->getBoolValue();
+    if ( pause != last_pause ) {
+        if ( pause ) {
+            smgr->pause();
+        } else {
+            smgr->resume();
+        }
+        last_pause = pause;
     }
 
-                               // FIXME
-    set_playing(crank_names[i], _engine_cranking_prop[i]->getBoolValue());
-  }
-
-
-  ////////////////////////////////////////////////////////////////////
-  // Update the wind noise.
-  ////////////////////////////////////////////////////////////////////
-
-  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);
-    _wind->set_pitch(pitch);
-    set_playing("wind", true);
-  } else {
-    set_playing("wind", false);
-  }
-
-
-  ////////////////////////////////////////////////////////////////////
-  // Update the stall horn.
-  ////////////////////////////////////////////////////////////////////
-
-  double stall = _stall_warning_prop->getDoubleValue();
-  if (stall > 0.0) {
-    _stall->set_volume(stall);
-    set_playing("stall", true);
-  } else {
-    set_playing("stall", false);
-  }
-
-
-  ////////////////////////////////////////////////////////////////////
-  // Update the rumble.
-  ////////////////////////////////////////////////////////////////////
-
-  float totalGear = min(cur_fdm_state->get_num_gear(), int(MAX_GEAR));
-  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 (int i = 0; i < totalGear; i++) {
-    if (cur_fdm_state->get_gear_unit(i)->GetWoW()) {
-      gearOnGround++;
-      if (!_gear_on_ground[i]) {
-       double squeal_volume = cur_fdm_state->get_V_down() / 5.0;
-       if (squeal_volume > 0.1) {
-         _squeal->set_volume(squeal_volume);
-         mgr->play_once("squeal");
-       }
-       _gear_on_ground[i] = true;
-      }
-    } else {
-      _gear_on_ground[i] = false;
+    // process mesage queue
+    const string msgid = "Sequential Audio Message";
+    bool is_playing = false;
+    if ( smgr->exists( msgid ) ) {
+        if ( smgr->is_playing( msgid ) ) {
+            // still playing, do nothing
+            is_playing = true;
+        } else {
+            // current message finished, stop and remove
+            smgr->stop( msgid );   // removes source
+            smgr->remove( msgid ); // removes buffer
+        }
+    }
+    if ( !is_playing ) {
+        // message queue idle, add next sound if we have one
+        if ( _samplequeue.size() > 0 ) {
+            smgr->add( _samplequeue.front(), msgid );
+            _samplequeue.pop();
+            smgr->play_once( msgid );
+        }
     }
-  }
-
-                               // 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.
-  double speed = cur_fdm_state->get_V_equiv_kts();
-  if (gearOnGround > 0 && speed >= 6.0) {
-    double volume = 2.0 * (gearOnGround/totalGear) * (speed/60.0);
-    _rumble->set_volume(volume);
-    set_playing("rumble", true);
-  } else {
-    set_playing("rumble", false);
-  }
-
-
-  ////////////////////////////////////////////////////////////////////////
-  // Check for flap movement.
-  ////////////////////////////////////////////////////////////////////
-
-  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: click
 
+    double volume = _volume->getDoubleValue();
+    if ( volume != last_volume ) {
+        smgr->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);
+        }
+    }
 }
 
+/**
+ * add a sound sample to the message queue which is played sequentially
+ * in order.
+ */
+void
+FGFX::play_message( SGSoundSample *_sample )
+{
+    _samplequeue.push( _sample );
+}
+void
+FGFX::play_message( const string path, const string fname, double volume )
+{
+    if (globals->get_soundmgr()->is_working() == true) {
+        SGSoundSample *sample;
+        sample = new SGSoundSample( path.c_str(), fname.c_str() );
+        sample->set_volume( volume );
+        play_message( sample );
+    }
+}
 
 void
-FGFX::set_playing (const char * soundName, bool state)
+FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
 {
-  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);
+    SGModelPlacement *model = globals->get_aircraft_model()->get3DModel();
+    FGViewer *observer = globals->get_current_view();
+
+    // Right now we make a simplifying assumption that the primary
+    // aircraft is the source of all sounds and that all sounds are
+    // positioned in the aircraft base
+    // EMH: Note: this is fine, to hear multiple aircraft simulataniously
+    //      we just have to trigger one instance of the FGFX class for every
+    //      aircraft
+
+    // get the orientation
+    const SGQuatd view_or = observer->getViewOrientation();
+    SGQuatd surf_or = SGQuatd::fromLonLat(observer->getPosition());
+    
+    SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
+                                model->getHeadingDeg(),
+                                model->getPitchDeg(),
+                                model->getRollDeg());
+
+    // 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, sgv_at;
+    sgVec3 up, at;
+
+    sgv_up
+      = model_or.rotateBack(surf_or.rotateBack(view_or.rotate(SGVec3d(0,1,0))));
+    sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
+    sgv_at
+      = model_or.rotateBack(surf_or.rotateBack(view_or.rotate(SGVec3d(0,0,1))));
+    sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
+
+    // get the location data for the primary FDM (now hardcoded to ac model)...
+    // EMH: to add multiple sound sources this should be replaced
+    SGVec3d absolute_view_pos = SGVec3d::fromGeod(model->getPosition());
+
+    // 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 *)&observer->get_view_pos());
+    sgdAddVec3(last_visitor_pos,
+                sgdv3_null, (double *)&observer->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, absolute_view_pos.data());
+    sgdAddVec3(last_model_pos, sgdv3_null, absolute_view_pos.data());
+
+    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 (dt > 0) {
+        sgScaleVec3( model_vel, 1 / dt );
+        sgScaleVec3( listener_vel, 1 / dt );
+    }
+
+    // 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)
+            // a sane value
+            sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2]);
+        else
+            smgr->set_listener_vel(listener_vel);
+    }
+    else
+        smgr->set_listener_vel( listener_vel );
+
+    // set positional offset for sources
+    sgdVec3 dsource_pos_offset;
+    sgdSubVec3( dsource_pos_offset,
+                (double*) &observer->get_view_pos(),
+                absolute_view_pos.data() );
+    SGVec3d sgv_dsource_pos_offset;
+    sgv_dsource_pos_offset = model_or.rotateBack(
+                                surf_or.rotateBack(
+                                   SGVec3d(dsource_pos_offset[0],
+                                          dsource_pos_offset[1],
+                                          dsource_pos_offset[2])
+                                ));
+    sgVec3 source_pos_offset;
+    sgSetVec3(source_pos_offset,
+                 sgv_dsource_pos_offset[0],
+                 sgv_dsource_pos_offset[1],
+                 sgv_dsource_pos_offset[2]);
+
+    smgr->set_source_pos_all( source_pos_offset );
+    smgr->set_source_vel_all( model_vel );
+
+    float orient[6];
+    for (int i = 0; i < 3; i++) {
+        orient[i] = sgv_at[i];
+        orient[i + 3] = sgv_up[i];
+    }
+    smgr->set_listener_orientation( orient );
+
+    // The listener is always positioned at the origin.
+    sgVec3 listener_pos;
+    sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
+    smgr->set_listener_pos( listener_pos );
 }
 
 // end of fg_fx.cxx