#include <Main/fg_props.hxx>
+#include <simgear/scene/model/placement.hxx>
+#include <Model/acmodel.hxx>
+#include <Main/viewer.hxx>
+
#include "fg_fx.hxx"
_pause( fgGetNode("/sim/sound/pause") ),
_volume( fgGetNode("/sim/sound/volume") )
{
+ sgdSetVec3(last_visitor_pos, 0, 0, 0);
+ sgdSetVec3(last_model_pos, 0, 0, 0);
}
FGFX::~FGFX ()
globals->get_soundmgr(), globals->get_fg_root());
_sound.push_back(sound);
- } catch ( sg_io_exception &e ) {
+ } catch ( sg_exception &e ) {
SG_LOG(SG_GENERAL, SG_ALERT, e.getFormattedMessage());
delete sound;
}
return;
}
+#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 ) {
play_message( sample );
}
+void
+FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
+{
+ 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::fromLonLatDeg(
+ observer->getLongitude_deg(),
+ observer->getLatitude_deg());
+ 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.sg());
+ sgdAddVec3(last_model_pos, sgdv3_null, absolute_view_pos.sg());
+
+ 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.sg() );
+ 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