// 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.
//
// $Id$
#ifndef __FGFX_HXX
#define __FGFX_HXX 1
+#include <simgear/compiler.h>
+
+#include <queue>
+#include <vector>
+
+#include <simgear/sound/sample_openal.hxx>
#include <simgear/structure/subsystem_mgr.hxx>
-class SGSound;
+using std::queue;
+using std::vector;
+
+class SGXmlSound;
/**
* Generator for FlightGear sound effects.
* This module uses FGSoundMgr to generate sound effects based
* on current flight conditions. The sound manager must be initialized
* before this object is.
+ *
+ * Note: this module supports two separate sound mechanisms concurrently.
+ *
+ * 1. This module will load and play a set of sound effects defined in an
+ * xml file and tie them to various property states.
+ * 2. This modules also maintains a queue of 'message' audio files. These
+ * are played sequentially with no overlap until the queue is finished.
+ * This second mechanims is useful for things like tutorial messages or
+ * background atc chatter.
*/
class FGFX : public SGSubsystem
{
public:
- FGFX ();
- virtual ~FGFX ();
+ FGFX ();
+ virtual ~FGFX ();
+
+ virtual void init ();
+ virtual void reinit ();
+ virtual void bind ();
+ virtual void unbind ();
+ virtual void update (double dt);
- virtual void init ();
- virtual void reinit ();
- virtual void bind ();
- virtual void unbind ();
- virtual void update (double dt);
+ /**
+ * add a sound sample to the message queue which is played sequentially
+ * in order.
+ */
+ void play_message( SGSoundSample *_sample );
+ void play_message( const string path, const string fname, double volume );
private:
- vector<SGSound *> _sound;
+ void update_pos_and_orientation(SGSoundMgr *smgr, double dt);
+ sgdVec3 last_visitor_pos;
+ sgdVec3 last_model_pos;
+
+ vector<SGXmlSound *> _sound;
+ queue<SGSoundSample *> _samplequeue;
+
+ bool last_pause;
+ double last_volume;
+ SGPropertyNode_ptr _pause;
+ SGPropertyNode_ptr _volume;
};