-// fgfx.hxx -- Sound effect management class
+// fg_fx.hxx -- Sound effect management class
//
// 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
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
-
#include <simgear/compiler.h>
-#include <Main/fgfs.hxx>
-#include <Main/globals.hxx>
-#include "soundmgr.hxx"
+#include <queue>
+#include <vector>
+
+#include <simgear/sound/sample_openal.hxx>
+#include <simgear/structure/subsystem_mgr.hxx>
+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 FGSubsystem
+class FGFX : public SGSubsystem
{
public:
- enum {
- MAX_ENGINES = 2, // TODO: increase later
- MAX_GEAR = 20,
- };
+ 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 bind ();
- virtual void unbind ();
- virtual void update ();
+ /**
+ * 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:
- void set_playing (const char * soundName, bool state = true);
-
- double _old_flap_position;
- double _old_gear_position;
-
- bool _gear_on_ground[MAX_GEAR];
-
- // looped sounds
- FGSimpleSound * _engine[MAX_ENGINES];
- FGSimpleSound * _crank[MAX_ENGINES];
- FGSimpleSound * _wind;
- FGSimpleSound * _stall;
- FGSimpleSound * _rumble;
+ void update_pos_and_orientation(SGSoundMgr *smgr, double dt);
+ sgdVec3 last_visitor_pos;
+ sgdVec3 last_model_pos;
- // one-off sounds
- FGSimpleSound * _flaps;
- FGSimpleSound * _gear_up;
- FGSimpleSound * _gear_dn;
- FGSimpleSound * _squeal;
- FGSimpleSound * _click;
+ vector<SGXmlSound *> _sound;
+ queue<SGSoundSample *> _samplequeue;
- // Cached property nodes.
- const SGPropertyNode * _engine_running_prop[MAX_ENGINES];
- const SGPropertyNode * _engine_cranking_prop[MAX_ENGINES];
- const SGPropertyNode * _stall_warning_prop;
- const SGPropertyNode * _vc_prop;
- const SGPropertyNode * _flaps_prop;
- const SGPropertyNode * _gear_prop;
+ bool last_pause;
+ double last_volume;
+ SGPropertyNode_ptr _pause;
+ SGPropertyNode_ptr _volume;
};
#endif
-// end of fgfx.hxx
+// end of fg_fx.hxx