_squeal->set_pitch(fgGetFloat("/sim/sounds/squeal/pitch", 1.0));
mgr->add(_squeal, "squeal");
+ //
+ // Simplistic wheel spin model for audio effect purposes only. We
+ // don't want to play a full squeel, if the wheel has only departed
+ // from the ground for a split second.
+ //
+ for (i = 0; i < MAX_GEAR; i++) {
+ _wheel_spin[i] = 0.0;
+ }
+
//
// Create and add the click noise.
_click = new FGSimpleSound(fgGetString("/sim/sounds/click/path",
// FIXME: take rotational velocities
// into account as well.
for (i = 0; i < totalGear; i++) {
+ // cout << "air speed = " << cur_fdm_state->get_V_equiv_kts();
+ // cout << " wheel " << i << " speed = " << _wheel_spin[i];
if (cur_fdm_state->get_gear_unit(i)->GetWoW()) {
gearOnGround++;
if (!_gear_on_ground[i]) {
- // 3 parts horizontal velocity + 1 part vertical velocity
- double squeal_volume = 0.75 * cur_fdm_state->get_V_equiv_kts() / 90.0 +
- 0.25 * cur_fdm_state->get_V_down() / 5.0;
- if (squeal_volume > 0.1) {
- _squeal->set_volume(squeal_volume);
- _squeal->set_pitch(1.25);
- mgr->play_once("squeal");
- }
- _gear_on_ground[i] = true;
+ // wheel just touched down
+ // 3 parts horizontal velocity + 1 part vertical velocity
+ double squeal_volume = 0.75 * cur_fdm_state->get_V_equiv_kts() / 90.0
+ + 0.25 * cur_fdm_state->get_V_down() / 5.0;
+
+ // scale volume by difference between wheel spin speed and
+ // ground speed
+ double diff = fabs( cur_fdm_state->get_V_equiv_kts()
+ - _wheel_spin[i] );
+ // cout << " speed diff = " << diff;
+ double scale_factor = 0.0;
+ if ( diff > 10 ) {
+ scale_factor = ( diff - 10.0 ) / 30.0f;
+ if ( scale_factor > 1.0 ) { scale_factor = 1.0; }
+ }
+ // cout << " scale_factor = " << scale_factor;
+ squeal_volume *= scale_factor;
+
+ if (squeal_volume > 0.1) {
+ _squeal->set_volume(squeal_volume);
+ _squeal->set_pitch(1.25);
+ mgr->play_once("squeal");
+ }
+ _gear_on_ground[i] = true;
}
+ // cout << " wow";
+ _wheel_spin[i] = cur_fdm_state->get_V_equiv_kts();
} else {
- _gear_on_ground[i] = false;
+ // cout << " airborn";
+ _gear_on_ground[i] = false;
+ /* fix me: wheel spindown is currently frame rate dependent which
+ it shouldn't be */
+ _wheel_spin[i] -= 0.2;
+ if ( _wheel_spin[i] < 0.0 ) { _wheel_spin[i] = 0.0; }
}
+ // cout << endl;
}
// Now, if any of the gear is in