FGFX::~FGFX ()
{
- _sound.clear();
+ unsigned int i;
+ for ( i = 0; i < _sound.size(); i++ ) {
+ delete _sound[i];
+ }
+ _sound.clear();
+
+ while ( _samplequeue.size() > 0 ) {
+ delete _samplequeue.front();
+ _samplequeue.pop();
+ }
}
void
void
FGFX::update (double dt)
{
+ SGSoundMgr *smgr = globals->get_soundmgr();
+
// command sound manger
bool pause = _pause->getBoolValue();
if ( pause != last_pause ) {
if ( pause ) {
- globals->get_soundmgr()->pause();
+ smgr->pause();
} else {
- globals->get_soundmgr()->resume();
+ smgr->resume();
}
last_pause = pause;
}
+ // 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, remove
+ smgr->remove( msgid );
+ }
+ }
+ 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 );
+ }
+ }
+
double volume = _volume->getDoubleValue();
if ( volume != last_volume ) {
- globals->get_soundmgr()->set_volume( volume );
+ smgr->set_volume( volume );
last_volume = volume;
}
}
}
+/**
+ * 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::play_message( const string path, const string fname )
+{
+ SGSoundSample *sample;
+ sample = new SGSoundSample( path.c_str(), fname.c_str() );
+ play_message( sample );
+}
+
+
// end of fg_fx.cxx
#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>
+SG_USING_STD(queue);
+SG_USING_STD(vector);
+
class SGXmlSound;
/**
* 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 );
private:
- vector<SGXmlSound *> _sound;
+ vector<SGXmlSound *> _sound;
+ queue<SGSoundSample *> _samplequeue;
- bool last_pause;
- double last_volume;
+ bool last_pause;
+ double last_volume;
- SGPropertyNode *_pause;
- SGPropertyNode *_volume;
+ SGPropertyNode *_pause;
+ SGPropertyNode *_volume;
};