#else
# include <math.h>
#endif
+#include STL_STRING
#include <simgear/debug/logstream.hxx>
#include "fg_sound.hxx"
+SG_USING_STD(string);
+
+
+// static double _fg_lin(double v) { return v; };
+static double _fg_inv(double v) { return (v == 0) ? 1e99 : 1/v; };
+static double _fg_abs(double v) { return (v >= 0) ? v : -v; };
+static double _fg_sqrt(double v) { return (v < 0) ? sqrt(-v) : sqrt(v); };
+static double _fg_log10(double v) { return (v < 1) ? 0 : log10(v+1); };
+static double _fg_log(double v) { return (v < 1) ? 0 : log(v+1); };
+// static double _fg_sqr(double v) { return pow(v, 2); };
+// static double _fg_pow3(double v) { return pow(v, 3); };
+
+static const struct {
+ string name;
+ double (*fn)(double);
+} __fg_snd_fn[] = {
+// {"lin", _fg_lin},
+ {"inv", _fg_inv},
+ {"abs", _fg_abs},
+ {"sqrt", _fg_sqrt},
+ {"log", _fg_log10},
+ {"ln", _fg_log},
+// {"sqr", _fg_sqr},
+// {"pow3", _fg_pow3},
+ {"", NULL}
+};
+
FGSound::FGSound(const SGPropertyNode * node)
: _name(""),
- _sample(0),
+ _sample(NULL),
_factor(1.0),
_active(false),
_mode(FGSound::ONCE),
void
FGSound::init()
{
- vector<const SGPropertyNode *> kids;
- float p = 0.0;
- float v = 0.0;
- int i;
_property = fgGetNode(_node->getStringValue("property"), true);
if ((_factor = _node->getFloatValue("factor")) == 0.0)
_factor = 1.0;
+ if ((_offset = _node->getFloatValue("offset")) == 0.0)
+ _offset = 0.0;
+
SG_LOG(SG_GENERAL, SG_INFO,
"Loading sound information for: " << _name );
if (_node->getStringValue("type") == "flipflop") {
_type = FGSound::FLIPFLOP;
+
} else if (_node->getStringValue("type") == "inverted") {
_type = FGSound::INVERTED;
+
+ } else if (_node->getStringValue("type") == "raise") {
+ _type = FGSound::RAISE;
+
+ } else if (_node->getStringValue("type") == "fall") {
+ _type = FGSound::FALL;
+
} else {
_type = FGSound::LEVEL;
if (_node->getStringValue("type") != (string)"level")
//
// set volume properties
//
- kids = _node->getChildren("volume");
+ int i;
+ float v = 0.0;
+ vector<const SGPropertyNode *> kids = _node->getChildren("volume");
for (i = 0; (i < kids.size()) && (i < FGSound::MAXPROP); i++) {
_snd_prop volume;
} else
volume.subtract = false;
- if (kids[i]->getStringValue("type") == "log")
- volume.type = FGSound::LOG;
-
- else if (kids[i]->getStringValue("type") == "ln")
- volume.type = FGSound::LN;
-
- else {
- volume.type = FGSound::LIN;
- if (kids[i]->getStringValue("type") != (string)"lin")
- SG_LOG( SG_GENERAL, SG_INFO,
- "Unknown volume type, default to 'lin'");
+ volume.fn = NULL;
+ for (int j=0; __fg_snd_fn[j].fn; j++)
+ if (__fg_snd_fn[j].name == kids[i]->getStringValue("type")) {
+ volume.fn = __fg_snd_fn[j].fn;
+ break;
}
+ if (!volume.fn)
+ SG_LOG( SG_GENERAL, SG_INFO, "Unknown volume type, default to 'lin'");
+
if ((volume.offset = kids[i]->getFloatValue("offset")) == 0.0)
volume.offset = 0.0;
//
// set pitch properties
//
+ float p = 0.0;
kids = _node->getChildren("pitch");
-
for (i = 0; (i < kids.size()) && (i < FGSound::MAXPROP); i++) {
_snd_prop pitch;
if ((pitch.factor = kids[i]->getFloatValue("factor")) == 0.0)
pitch.factor = 1.0;
- if (kids[i]->getStringValue("type") == "log")
- pitch.type = FGSound::LOG;
-
- else if (kids[i]->getStringValue("type") == "ln")
- pitch.type = FGSound::LN;
-
- else {
- pitch.type = FGSound::LIN;
- if (kids[i]->getStringValue("type") != (string)"lin")
- SG_LOG( SG_GENERAL, SG_INFO,
- "Unknown pitch type, default to 'lin'");
+ pitch.fn = NULL;
+ for (int j=0; __fg_snd_fn[j].fn; j++)
+ if(__fg_snd_fn[j].name == kids[i]->getStringValue("type")) {
+ pitch.fn = __fg_snd_fn[j].fn;
+ break;
}
+ if (!pitch.fn)
+ SG_LOG( SG_GENERAL, SG_INFO, "Unknown pitch type, default to 'lin'");
+
if ((pitch.offset = kids[i]->getFloatValue("offset")) == 0.0)
pitch.offset = 1.0;
// Initialize the sample
//
FGSoundMgr * mgr = globals->get_soundmgr();
- _sample = mgr->add(_name, _node->getStringValue("path"));
- _sample->set_volume(v);
- _sample->set_pitch(p);
+ if (mgr->find(_name) == NULL) {
+ _sample = mgr->add(_name, _node->getStringValue("path"));
+ _sample->set_volume(v);
+ _sample->set_pitch(p);
+
+ } else {
+ _sample = mgr->find(_name);
+ _sample->set_volume(_sample->get_volume() + v);
+ _sample->set_pitch(_sample->get_pitch() + p);
+ }
}
void
void
FGSound::update (int dt)
{
- int i;
FGSoundMgr * mgr = globals->get_soundmgr();
//
if ((_type == FGSound::LEVEL) || (_type == FGSound::INVERTED)) {
- //
- // If the sound is already playing we have nothing to do.
- //
- if (_active && (_mode == FGSound::ONCE))
- return;
-
- int check = _property->getFloatValue() * _factor;
+ int check = (_offset + _property->getFloatValue() * _factor);
if (_type == FGSound::INVERTED)
check = !check;
return;
}
- } else { // FGSound::FLIPFLOP
-
- bool check = _property->getFloatValue() * _factor;
- if (check == _active)
+ //
+ // If the sound is already playing we have nothing to do.
+ //
+ if (_active && (_mode == FGSound::ONCE))
return;
+ } else { // FLIPFLOP, RAISE, FALL
+
+ int check = (_offset + _property->getFloatValue() * _factor);
+ if ((bool)check == _active)
+ return;
+
//
// Check for state changes.
// If the state changed, and the sound is still playing: stop playing.
SG_LOG(SG_GENERAL, SG_INFO, "Stopping sound: " << _name);
mgr->stop(_name);
}
+
+ if ( ((_type == FGSound::RAISE) && !check) ||
+ ((_type == FGSound::FALL) && check) )
+ return;
}
//
//
int max = _volume.size();
+ int i;
double volume = 1.0, volume_offset = 0.0;
for(i = 0; i < max; i++) {
double v = _volume[i].prop->getDoubleValue();
- if (_volume[i].type == FGSound::LOG)
- v = log10(1+v);
- else
- if (_volume[i].type == FGSound::LN)
- v = log(1+v);
+ if (_volume[i].fn)
+ v = _volume[i].fn(v);
v *= _volume[i].factor;
for(i = 0; i < max; i++) {
double p = _pitch[i].prop->getDoubleValue();
- if (_pitch[i].type == FGSound::LOG)
- p = log10(1+p);
- else
- if (_pitch[i].type == FGSound::LN)
- p = log(1+p);
+ if (_pitch[i].fn)
+ p = _pitch[i].fn(p);
p *= _pitch[i].factor;
if (p < _pitch[i].min)
p = _pitch[i].min;
- pitch *= p;
- pitch_offset += _pitch[i].offset;
+ if (_pitch[i].subtract) // Hack!
+ pitch = _pitch[i].offset - p;
+ else {
+ pitch_offset += _pitch[i].offset;
+ pitch *= p;
+ }
}
//
//
// Do we need to start playing the sample?
//
- if ((!_active) || (_type == FGSound::FLIPFLOP)) {
- //
- // This is needed for FGSound::FLIPFLOP and it works for
- // FGSound::LEVEl. Doing it this way saves an extra 'if'.
- //
- _active = !_active;
-
- if (_mode == FGSound::ONCE)
- mgr->play_once(_name);
- else
- mgr->play_looped(_name);
+ if (_active && ((_type == FGSound::LEVEL) || (_type == FGSound::INVERTED)))
+ return;
- SG_LOG(SG_GENERAL, SG_INFO, "Starting audio playback for: " << _name);
- SG_LOG(SG_GENERAL, SG_BULK,
- "Playing " << ((_mode == ONCE) ? "once" : "looped"));
- SG_LOG(SG_GENERAL, SG_BULK, "Initial volume: " << volume_offset);
- SG_LOG(SG_GENERAL, SG_BULK, "Initial pitch: " << pitch_offset);
- }
+ //
+ // This is needed for FGSound::FLIPFLOP and it works for
+ // FGSound::LEVEl. Doing it this way saves an extra 'if'.
+ //
+ _active = !_active;
+
+ if (_mode == FGSound::ONCE)
+ mgr->play_once(_name);
+ else
+ mgr->play_looped(_name);
+
+ SG_LOG(SG_GENERAL, SG_INFO, "Starting audio playback for: " << _name);
+ SG_LOG(SG_GENERAL, SG_BULK,
+ "Playing " << ((_mode == ONCE) ? "once" : "looped"));
+ SG_LOG(SG_GENERAL, SG_BULK, "Initial volume: " << volume_offset);
+ SG_LOG(SG_GENERAL, SG_BULK, "Initial pitch: " << pitch_offset);
}