-// 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"
+#ifdef _MSC_VER
+#pragma warning (disable: 4786)
+#endif
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#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>
+
#include <Main/fg_props.hxx>
-// FIXME: remove direct dependencies
-#include <FDM/flight.hxx>
+#include "fg_fx.hxx"
-FGFX::FGFX ()
- : _old_flap_position(0),
- _engine(0),
- _crank(0),
- _wind(0),
- _stall(0),
- _rumble(0),
- _flaps(0),
- _squeal(0),
- _click(0),
- _engine_running_prop(0),
- _engine_cranking_prop(0),
- _stall_warning_prop(0),
- _flaps_prop(0)
+FGFX::FGFX () :
+ last_pause( true ),
+ last_volume( 0.0 ),
+ _pause( fgGetNode("/sim/sound/pause") ),
+ _volume( fgGetNode("/sim/sound/volume") )
{
}
FGFX::~FGFX ()
{
- // FIXME: is this right, or does the
- // sound manager assume pointer ownership?
- delete _engine;
- delete _crank;
- delete _wind;
- delete _stall;
- delete _rumble;
+ unsigned int i;
+ for ( i = 0; i < _sound.size(); i++ ) {
+ delete _sound[i];
+ }
+ _sound.clear();
- delete _flaps;
- delete _squeal;
- delete _click;
+ while ( _samplequeue.size() > 0 ) {
+ delete _samplequeue.front();
+ _samplequeue.pop();
+ }
}
-
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");
-
- //
- // Create and add the cranking sound.
- //
- _crank = new FGSimpleSound(fgGetString("/sim/sounds/cranking",
- "Sounds/cranking.wav"));
- _crank->set_pitch(1.5);
- _crank->set_volume(0.25);
- mgr->add(_crank, "crank");
-
-
- //
- // 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"));
- 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.
- ////////////////////////////////////////////////////////////////////
-
- _engine_running_prop = fgGetNode("/engines/engine[0]/running", true);
- _engine_cranking_prop = fgGetNode("/engines/engine[0]/cranking", true);
- _stall_warning_prop = fgGetNode("/sim/aircraft/alarms/stall-warning", true);
- _flaps_prop = fgGetNode("/controls/flaps", true);
+ 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, "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");
+ for (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_io_exception &e ) {
+ SG_LOG(SG_GENERAL, SG_ALERT, e.getFormattedMessage());
+ delete 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 (cur_fdm_state->get_num_engines() > 0 && _engine_running_prop->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 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;
+ SGSoundMgr *smgr = globals->get_soundmgr();
- 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;
-
- 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 );
- set_playing("engine", true);
- } else {
- set_playing("engine", false);
- }
-
-
- ////////////////////////////////////////////////////////////////////
- // Update the cranking sound.
- ////////////////////////////////////////////////////////////////////
-
- // FIXME
- set_playing("crank", _engine_cranking_prop->getBoolValue());
-
-
- ////////////////////////////////////////////////////////////////////
- // Update the wind noise.
- ////////////////////////////////////////////////////////////////////
-
- float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS
- if (rel_wind > 60.0) { // a little off 30kt
- float volume = rel_wind/1200.0; // FIXME!!!
- _wind->set_volume(volume);
- 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;
+ if (smgr->is_working() == false) {
+ return;
}
- }
-
- // 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 = (gearOnGround/totalGear) * (speed/60.0);
- _rumble->set_volume(volume);
- set_playing("rumble", true);
- } else {
- set_playing("rumble", false);
- }
+ // command sound manger
+ bool pause = _pause->getBoolValue();
+ if ( pause != last_pause ) {
+ if ( pause ) {
+ smgr->pause();
+ } else {
+ smgr->resume();
+ }
+ last_pause = pause;
+ }
- ////////////////////////////////////////////////////////////////////////
- // 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;
- }
+ // 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 );
+ }
+ }
- // 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::set_playing (const char * soundName, bool state)
+FGFX::play_message( const string path, const string fname, double volume )
{
- 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);
+ if (globals->get_soundmgr()->is_working() == false) {
+ return;
+ }
+ SGSoundSample *sample;
+ sample = new SGSoundSample( path.c_str(), fname.c_str() );
+ sample->set_volume( volume );
+ play_message( sample );
}
+
// end of fg_fx.cxx