#ifdef ENABLE_AUDIO_SUPPORT
// Right now we make a simplifying assumption that the primary
// aircraft is the source of all sounds and that all sounds are
- // positioned relative to the current view position.
+ // positioned in the aircraft base
static sgVec3 last_pos_offset;
+ //get the orientation
+ const SGQuatd view_or = current_view->getViewOrientation();
+ SGQuatd surf_or = SGQuatd::fromLonLatDeg(
+ current_view->getLongitude_deg(), current_view->getLatitude_deg());
+ SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
+ globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
+ globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
+ globals->get_aircraft_model()->get3DModel()->getRollDeg());
+
+ //get the up and at vector in the aircraft base
+ SGVec3d sgv_up = model_or.rotateBack(
+ surf_or.rotateBack(view_or.rotate(SGVec3d(0, -1, 0))));
+ sgVec3 up;
+ sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
+ SGVec3d sgv_at = model_or.rotateBack(
+ surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
+ sgVec3 at;
+ sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
+
// get the location data for the primary FDM (now hardcoded to ac model)...
SGLocation *acmodel_loc = NULL;
acmodel_loc = (SGLocation *)globals->
// set positional offset for sources
sgdVec3 dsource_pos_offset;
sgdSubVec3( dsource_pos_offset,
- view_location->get_absolute_view_pos(),
+ (double*) ¤t_view->get_view_pos(),
acmodel_loc->get_absolute_view_pos() );
- // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
+ SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
+ surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
+ dsource_pos_offset[1], dsource_pos_offset[2])));
+
+ //sgv_dsource_pos_offset = model_or.rotateBack(sgv_dsource_pos_offset);
sgVec3 source_pos_offset;
- sgSetVec3(source_pos_offset, dsource_pos_offset);
+ sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
+ sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
+
globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
+ float orient[6];
+ for (int i = 0; i < 3; i++) {
+ orient[i] = sgv_at[i];
+ orient[i + 3] = sgv_up[i];
+ }
+ globals->get_soundmgr()->set_listener_orientation( orient );
+
// set the velocity
sgVec3 source_vel;
sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
- sgScaleVec3( source_vel, delta_time_sec );
+ sgScaleVec3( source_vel, 1 / delta_time_sec );
sgCopyVec3( last_pos_offset, source_pos_offset );
// cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
globals->get_soundmgr()->set_source_vel_all( source_vel );
- // Right now we make a simplifying assumption that the listener is
- // always positioned at the origin.
+ // The listener is always positioned at the origin.
sgVec3 listener_pos;
sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
- // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
globals->get_soundmgr()->set_listener_pos( listener_pos );
#endif