#include "soundmgr.hxx"
+#define FG_SOUND_SAFETY_MULT 3
+#define FG_MAX_SOUND_SAFETY ( 1.0 / FG_SOUND_SAFETY_MULT )
// constructor
FGSimpleSound::FGSimpleSound( string file ) {
// initialize the sound manager
bool FGSoundMgr::init() {
+ last.stamp();
+ safety = FG_MAX_SOUND_SAFETY;
+
audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
- audio_sched -> setSafetyMargin ( 1.0 ) ;
+ audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
sound_map_iterator current = sounds.begin();
sound_map_iterator end = sounds.end();
// run the audio scheduler
bool FGSoundMgr::update() {
+ SGTimeStamp current;
+ current.stamp();
+
+ double elapsed = (double)(current - last) / 1000000.0;
+ last = current;
+
+ if ( elapsed > safety ) {
+ safety = elapsed;
+ } else {
+ safety = safety * 0.99 + elapsed * 0.01;
+ }
+ if ( safety > FG_MAX_SOUND_SAFETY ) {
+ safety = FG_MAX_SOUND_SAFETY;
+ }
+ // cout << "safety = " << safety << endl;
+ audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
+
if ( !audio_sched->not_working() ) {
audio_sched -> update();
return true;