-// fgfx.cxx -- Sound effect management class implementation
+// fg_fx.cxx -- Sound effect management class implementation
//
// Started by David Megginson, October 2001
// (Reuses some code from main.cxx, probably by Curtis Olson)
// Starter
_crank[i] = new FGSimpleSound(fgGetString("/sim/sounds/cranking/path",
"Sounds/cranking.wav"));
- _crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.175));
- _crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.25));
+ _crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.5));
+ _crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.00));
mgr->add(_crank[i], crank_names[i]);
}
//
_flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps/path",
"Sounds/flaps.wav"));
- _flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.5));
+ _flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.25));
_flaps->set_pitch(fgGetFloat("/sim/sounds/flaps/pitch", 1.0));
mgr->add(_flaps, "flaps");
// Update the wind noise.
////////////////////////////////////////////////////////////////////
+ // The wind sound is airspeed and altitude
+ // dependent. The wind noise should become
+ // silent at about 65000 feet, and is based
+ // on a logarithmic scale.
float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS
- float airspeed_kt = cur_fdm_state->get_V_equiv_kts();
- if (rel_wind > 60.0) { // a little off 30kt
- // float volume = rel_wind/600.0; // FIXME!!!
- float volume = rel_wind/937.0; // FIXME!!!
- double pitch = 1.0+(airspeed_kt/113.0);
- _wind->set_volume(volume);
+ float alt_vol = 1-log(cur_fdm_state->get_Altitude()/65000.0)/4.81;
+ if ((rel_wind > 2.0) && (alt_vol > 0.2)) {
+ float volume = rel_wind/937;
+ double pitch = 1.0+(rel_wind/53.0);
+ _wind->set_volume(volume*alt_vol/2);
_wind->set_pitch(pitch);
set_playing("wind", true);
} else {
// Now, if any of the gear is in
// contact with the ground play the
- // rumble sound. The volume is the
- // absolute velocity in knots divided
- // by 120.0. No rumble will be played
- // if the velocity is under 6kt.
+ // rumble sound. The volume is a
+ // logarthmic scale of the absolute
+ // velocity in knots divided by 12.0.
+ // No rumble will be played if the
+ // velocity is under ~0.25 kt.
double speed = cur_fdm_state->get_V_equiv_kts();
- if (gearOnGround > 0 && speed >= 6.0) {
- double volume = 2.0 * (gearOnGround/totalGear) * (speed/60.0);
+ if (gearOnGround > 0 && speed > 0.5) {
+ double volume = 2.0 * (gearOnGround/totalGear) * log(speed)/12; //(speed/60.0);
_rumble->set_volume(volume);
set_playing("rumble", true);
} else {