]> git.mxchange.org Git - flightgear.git/commitdiff
Major sound-effect architectural reworking from Eric Hofman, allowing
authordavid <david>
Wed, 27 Feb 2002 15:13:58 +0000 (15:13 +0000)
committerdavid <david>
Wed, 27 Feb 2002 15:13:58 +0000 (15:13 +0000)
individual aircraft to have different sounds (and cleaning up my code
a fair bit).  The most important user-visible change is the renaming
of the /sim/sound property to /sim/sound/audible.

src/Main/main.cxx
src/Main/options.cxx
src/Sound/Makefile.am
src/Sound/fg_fx.cxx
src/Sound/fg_fx.hxx
src/Sound/fg_sound.cxx [new file with mode: 0644]
src/Sound/fg_sound.hxx [new file with mode: 0644]

index cd56e6971f1522a7c902ecae626318a527f98c58..ec8c49161e7f833b6f909b77c5703e9ac7ca3316 100644 (file)
@@ -1139,7 +1139,8 @@ static void fgMainLoop( void ) {
 
     // Run audio scheduler
 #ifdef ENABLE_AUDIO_SUPPORT
-    if ( fgGetBool("/sim/sound") && globals->get_soundmgr()->is_working() ) {
+    if ( fgGetBool("/sim/sound/audible")
+           && globals->get_soundmgr()->is_working() ) {
        globals->get_fx()->update(1); // FIXME: use dt
        globals->get_soundmgr()->update(1); // FIXME: use dt
     }
index 5fbc483faa5cfbba6c91d194e9471ce59ec71fcc..5bba73077b291183d8c8a24c106b3e23fc7dec05 100644 (file)
@@ -150,7 +150,7 @@ fgSetDefaults ()
                                // Features
     fgSetBool("/sim/hud/visibility", false);
     fgSetBool("/sim/panel/visibility", true);
-    fgSetBool("/sim/sound", true);
+    fgSetBool("/sim/sound/audible", true);
     fgSetBool("/sim/hud/antialiased", false);
 
                                // Flight Model options
@@ -587,9 +587,9 @@ parse_option (const string& arg)
     } else if ( arg == "--enable-panel" ) {
        fgSetBool("/sim/panel/visibility", true);
     } else if ( arg == "--disable-sound" ) {
-       fgSetBool("/sim/sound", false);
+       fgSetBool("/sim/sound/audible", false);
     } else if ( arg == "--enable-sound" ) {
-       fgSetBool("/sim/sound", true);
+       fgSetBool("/sim/sound/audible", true);
     } else if ( arg.find( "--airport-id=") == 0 ) {
                                // NB: changed property name!!!
        fgSetString("/sim/startup/airport-id", arg.substr(13));
index 57fad4fd96c02f42bfa0a20439785681fd533bde..ef3619b84c446ff0017cd60aa08d9c23024d0660 100644 (file)
@@ -2,6 +2,7 @@ noinst_LIBRARIES = libSound.a
 
 libSound_a_SOURCES = \
        beacon.cxx beacon.hxx \
+       fg_sound.cxx fg_sound.hxx \
        fg_fx.cxx fg_fx.hxx \
        morse.cxx morse.hxx \
        soundmgr.cxx soundmgr.hxx
index 1e28523e1f63be118128c69b263a08f04e67792d..f76bfdd94a0fdaab5205cb3bb53ae4f074aa7d71 100644 (file)
 //
 // $Id$
 
-#include <FDM/flight.hxx>      // FIXME: remove direct dependencies
+#include <simgear/misc/props.hxx>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/misc/exception.hxx>
+#ifdef __BORLANDC__
+#  define exception c_exception
+#endif
+
 #include <Main/fg_props.hxx>
 
 #include "fg_fx.hxx"
-
-
-static const char * engine_names[FGFX::MAX_ENGINES] = {
-  "engine0",
-  "engine1"
-};
-
-static const char * crank_names[FGFX::MAX_ENGINES] = {
-  "crank0",
-  "crank1"
-};
+#include "fg_sound.hxx"
 
 
 FGFX::FGFX ()
-  : _old_flap_position(0),
-    _old_gear_position(0),
-    _wind(0),
-    _stall(0),
-    _rumble(0),
-    _flaps(0),
-    _gear_up(0),
-    _gear_dn(0),
-    _squeal(0),
-    _click(0),
-    _stall_warning_prop(0),
-    _flaps_prop(0),
-    _gear_prop(0)
 {
-  for (int i = 0; i < MAX_ENGINES; i++) {
-    _engine[i] = 0;
-    _crank[i] = 0;
-    _engine_running_prop[i] = 0;
-    _engine_cranking_prop[i] = 0;
-  }
 }
 
 FGFX::~FGFX ()
 {
-                               // FIXME: is this right, or does the
-                               // sound manager assume pointer ownership?
-  for (int i = 0; i < MAX_ENGINES; i++) {
-    delete _engine[i];
-    delete _crank[i];
-  }
-  delete _wind;
-  delete _stall;
-  delete _rumble;
-
-  delete _flaps;
-  delete _gear_up;
-  delete _gear_dn;
-  delete _squeal;
-  delete _click;
 }
 
-
 void
-FGFX::init ()
+FGFX::init()
 {
-  FGSoundMgr * mgr = globals->get_soundmgr();
-  int i;
-
-  //
-  // Create and add engine-related sounds.
-  //
-  for (i = 0; i < MAX_ENGINES; i++) {
-                               // Engine
-    _engine[i] =
-      new FGSimpleSound(fgGetString("/sim/sounds/engine/path",
-                                   "Sounds/wasp.wav"));
-    _engine[i]->set_volume(fgGetFloat("/sim/sounds/engine/volume", 1.0));
-    _engine[i]->set_pitch(fgGetFloat("/sim/sounds/engine/pitch", 1.0));
-    mgr->add(_engine[i], engine_names[i]);
-
-                               // Starter
-    _crank[i] = new FGSimpleSound(fgGetString("/sim/sounds/cranking/path",
-                                             "Sounds/cranking.wav"));
-    _crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.5));
-    _crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 0.80));
-    mgr->add(_crank[i], crank_names[i]);
-  }
-
-
-  //
-  // Create and add the wind noise.
-  //
-  _wind = new FGSimpleSound(fgGetString("/sim/sounds/wind/path",
-                                       "Sounds/wind.wav"));
-  _wind->set_volume(fgGetFloat("/sim/sounds/wind/volume", 1.0));
-  _wind->set_pitch(fgGetFloat("/sim/sounds/wind/pitch", 1.0));
-  mgr->add(_wind, "wind");
-
-
-  //
-  // Create and add the stall noise.
-  //
-  _stall = new FGSimpleSound(fgGetString("/sim/sounds/stall/path",
-                                        "Sounds/stall.wav"));
-  _stall->set_volume(fgGetFloat("/sim/sounds/stall/volume", 1.0));
-  _stall->set_pitch(fgGetFloat("/sim/sounds/stall/pitch", 1.0));
-  mgr->add(_stall, "stall");
-
-  //
-  // Create and add the rumble noise.
-  //
-  _rumble = new FGSimpleSound(fgGetString("/sim/sounds/rumble/path",
-                                         "Sounds/rumble.wav"));
-  _rumble->set_volume(fgGetFloat("/sim/sounds/rumble/volume", 1.0));
-  _rumble->set_pitch(fgGetFloat("/sim/sounds/rumble/pitch", 1.0));
-  mgr->add(_rumble, "rumble");
-
-
-  //
-  // Create and add the flaps noise
-  //
-  _flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps/path",
-                                        "Sounds/flaps.wav"));
-  _flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.25));
-  _flaps->set_pitch(fgGetFloat("/sim/sounds/flaps/pitch", 1.0));
-  mgr->add(_flaps, "flaps");
-
-  //
-  // Create and add the gear noises.
-  //
-  _gear_up = new FGSimpleSound(fgGetString("/sim/sounds/gear-up/path",
-                                          "Sounds/gear-up.wav"));
-  _gear_dn = new FGSimpleSound(fgGetString("/sim/sounds/gear-down/path",
-                                          "Sounds/gear-dn.wav"));
-  _gear_up->set_volume(fgGetFloat("/sim/sounds/gear-up/volume", 1.0));
-  _gear_dn->set_volume(fgGetFloat("/sim/sounds/gear-down/volume", 1.0));
-  _gear_up->set_pitch(fgGetFloat("/sim/sounds/gear-up/pitch", 1.0));
-  _gear_dn->set_pitch(fgGetFloat("/sim/sounds/gear-down/pitch", 1.0));
-  mgr->add(_gear_up, "gear-up");
-  mgr->add(_gear_dn, "gear-down");
-
-  //
-  // Create and add the squeal noise.
-  //
-  _squeal = new FGSimpleSound(fgGetString("/sim/sounds/squeal/path",
-                                         "Sounds/squeal.wav"));
-  _squeal->set_volume(fgGetFloat("/sim/sounds/squeal/volume", 1.0));
-  _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",
-                                        "Sounds/click.wav"));
-  _flaps->set_volume(fgGetFloat("/sim/sounds/click/volume", 0.5));
-  _flaps->set_pitch(fgGetFloat("/sim/sounds/click/pitch", 1.0));
-  mgr->add(_click, "click");
-
-
-  ////////////////////////////////////////////////////////////////////
-  // Grab some properties.
-  ////////////////////////////////////////////////////////////////////
-
-  for (i = 0; i < MAX_ENGINES; i++) {
-    SGPropertyNode * node = fgGetNode("engines/engine", i, true);
-    _engine_running_prop[i] = node->getChild("running", 0, true);
-    _engine_cranking_prop[i] = node->getChild("cranking", 0, true);
-  }
-  _stall_warning_prop = fgGetNode("/sim/aero/alarms/stall-warning", true);
-  _vc_prop = fgGetNode("/velocities/airspeed-kt", true);
-  _flaps_prop = fgGetNode("/controls/flaps", true);
-  _gear_prop = fgGetNode("/controls/gear-down", true);
+   const SGPropertyNode * node = fgGetNode("/sim/sound", true);
+   int i;
+
+   SGPath path( globals->get_fg_root() );
+   if (node->getStringValue("path") == "") {
+      SG_LOG(SG_GENERAL, SG_ALERT, "Incorect path in configuration file.");
+      return;
+   }
+
+   path.append(node->getStringValue("path"));
+   SG_LOG(SG_GENERAL, SG_INFO, "Reading Instrument " << node->getName()
+    << " from " << path.str());
+
+   SGPropertyNode root;
+   try {
+      readProperties(path.str(), &root);
+   } catch (const sg_exception &e) {
+      SG_LOG(SG_GENERAL, SG_ALERT,
+       "Incorrect path specified in configuration file");
+      return;
+   }
+
+   node = root.getNode("fx");
+   for (i = 0; i < node->nChildren(); i++) {
+      FGSound * sound;
+      sound = new FGSound(node->getChild(i));
+      _sound.push_back(sound);
+   }
+
+   for (i = 0; i < _sound.size(); i++ ) {
+      _sound[i]->init();
+   }
 }
 
 void
@@ -215,207 +93,8 @@ FGFX::unbind ()
 void
 FGFX::update (int dt)
 {
-  FGSoundMgr * mgr = globals->get_soundmgr();
-  int i;
-
-  ////////////////////////////////////////////////////////////////////
-  // Update the engine sound.
-  ////////////////////////////////////////////////////////////////////
-  
-  for (i = 0; i < MAX_ENGINES; i++) {
-
-    SGPropertyNode * node = fgGetNode("engines/engine", i, true);
-
-    if (_engine_running_prop[i]->getBoolValue()) {
-         // pitch corresponds to rpm
-         // volume corresponds to manifold pressure
-
-      double rpm_factor;
-      rpm_factor = node->getDoubleValue("rpm") / 2500.0;
-
-      double pitch = 0.3 + rpm_factor * 3.0;
-
-      // don't run at absurdly slow rates -- not realistic
-      // and sounds bad to boot.  :-)
-      if (pitch < 0.7)
-       pitch = 0.7;
-      if (pitch > 5.0)
-       pitch = 5.0;
-
-      double mp_factor;
-      mp_factor = node->getDoubleValue("mp-osi") / 100;
-
-      double volume = 0.15 + mp_factor / 2.0;
-
-      if (volume < 0.15)
-       volume = 0.15;
-      if (volume > 0.5)
-       volume = 0.5;
-
-      _engine[i]->set_pitch( pitch );
-      _engine[i]->set_volume( volume );
-      set_playing(engine_names[i], true);
-    } else {
-      set_playing(engine_names[i], false);
-    }
-
-                               // FIXME
-    set_playing(crank_names[i], _engine_cranking_prop[i]->getBoolValue());
-  }
-
-
-  ////////////////////////////////////////////////////////////////////
-  // 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 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 {
-    set_playing("wind", false);
-  }
-
-
-  ////////////////////////////////////////////////////////////////////
-  // Update the stall horn.
-  ////////////////////////////////////////////////////////////////////
-
-  double stall = _stall_warning_prop->getDoubleValue();
-  double vc = _vc_prop->getDoubleValue();
-  if (stall > 0.0 && vc > 30.0) {
-    _stall->set_volume(stall);
-    set_playing("stall", true);
-  } else {
-    set_playing("stall", false);
-  }
-
-
-  ////////////////////////////////////////////////////////////////////
-  // Update the rumble.
-  ////////////////////////////////////////////////////////////////////
-
-  float gearOnGround = 0;
-
-
-                               // Calculate whether a squeal is
-                               // required, and set the volume.
-                               // Currently, the squeal volume is the
-                               // current local down velocity in feet
-                               // per second divided by 10.0, and
-                               // will not be played if under 0.1.
-
-                               // FIXME: take rotational velocities
-                               // into account as well.
-  for (i = 0; i < MAX_GEAR; i++) {
-    SGPropertyNode * node = fgGetNode("gear/gear", i, true);
-    // cout << "air speed = " << cur_fdm_state->get_V_equiv_kts();
-    // cout << "  wheel " << i << " speed = " << _wheel_spin[i];
-    if (node->getBoolValue("wow")) {
-      gearOnGround++;
-      if (!_gear_on_ground[i]) {
-          // 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 {
-        // 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
-                               // contact with the ground play the
-                               // 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 > 0.5) {
-    double volume = 2.0 * (gearOnGround/MAX_GEAR) * log(speed)/12; //(speed/60.0);
-    _rumble->set_volume(volume);
-    set_playing("rumble", true);
-  } else {
-    set_playing("rumble", false);
-  }
-
-
-  ////////////////////////////////////////////////////////////////////
-  // Check for flap movement.
-  ////////////////////////////////////////////////////////////////////
-
-  double flap_position = _flaps_prop->getDoubleValue();
-  if (fabs(flap_position - _old_flap_position) > 0.1) {
-    mgr->play_once("flaps");
-    _old_flap_position = flap_position;
-  }
-
-
-  ////////////////////////////////////////////////////////////////////
-  // Check for gear movement.
-  ////////////////////////////////////////////////////////////////////
-  
-  double gear_position = _gear_prop->getDoubleValue();
-  if (gear_position != _old_gear_position) {
-    if (gear_position < _old_gear_position) {
-      mgr->play_once("gear-up");
-    } else {
-      mgr->play_once("gear-down");
-    }
-    _old_gear_position = gear_position;
-  }
-
-  // TODO: click
-
-}
-
-
-void
-FGFX::set_playing (const char * soundName, bool state)
-{
-  FGSoundMgr * mgr = globals->get_soundmgr();
-  bool playing = mgr->is_playing(soundName);
-  if (state && !playing)
-    mgr->play_looped(soundName);
-  else if (!state && playing)
-    mgr->stop(soundName);
+   for (int i = 0; i < _sound.size(); i++ )
+      _sound[i]->update(dt);
 }
 
 // end of fg_fx.cxx
index c119469cb20a9d661ee9613de43dabed904536e6..6e59abb67b0b0433e83a0255833550a7b8d2f6ec 100644 (file)
 #ifndef __FGFX_HXX
 #define __FGFX_HXX 1
 
-#ifdef HAVE_CONFIG_H
-#  include <config.h>
-#endif
-
 #include <simgear/compiler.h>
-#include <Main/fgfs.hxx>
-#include <Main/globals.hxx>
 
-#include "soundmgr.hxx"
+#include "fg_sound.hxx"
 
 
 /**
@@ -47,11 +41,6 @@ class FGFX : public FGSubsystem
 
 public:
 
-  enum {
-    MAX_ENGINES = 2,           // TODO: increase later
-    MAX_GEAR = 20,
-  };
-
   FGFX ();
   virtual ~FGFX ();
 
@@ -62,35 +51,7 @@ public:
 
 private:
 
-  void set_playing (const char * soundName, bool state = true);
-
-  double _old_flap_position;
-  double _old_gear_position;
-
-  bool _gear_on_ground[MAX_GEAR];
-  float _wheel_spin[MAX_GEAR];
-
-                               // looped sounds
-  FGSimpleSound * _engine[MAX_ENGINES];
-  FGSimpleSound * _crank[MAX_ENGINES];
-  FGSimpleSound * _wind;
-  FGSimpleSound * _stall;
-  FGSimpleSound * _rumble;
-
-                               // one-off sounds
-  FGSimpleSound * _flaps;
-  FGSimpleSound * _gear_up;
-  FGSimpleSound * _gear_dn;
-  FGSimpleSound * _squeal;
-  FGSimpleSound * _click;
-
-                               // Cached property nodes.
-  const SGPropertyNode * _engine_running_prop[MAX_ENGINES];
-  const SGPropertyNode * _engine_cranking_prop[MAX_ENGINES];
-  const SGPropertyNode * _stall_warning_prop;
-  const SGPropertyNode * _vc_prop;
-  const SGPropertyNode * _flaps_prop;
-  const SGPropertyNode * _gear_prop;
+  vector<FGSound *> _sound;
 
 };
 
diff --git a/src/Sound/fg_sound.cxx b/src/Sound/fg_sound.cxx
new file mode 100644 (file)
index 0000000..c8bb87e
--- /dev/null
@@ -0,0 +1,354 @@
+// fg_sound.hxx -- Sound class implementation
+//
+// Started by Erik Hofman, February 2002
+// (Reuses some code from  fg_fx.cxx created by David Megginson)
+//
+// Copyright (C) 2002  Curtis L. Olson - curt@flightgear.org
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+
+#include <simgear/compiler.h>
+
+#ifdef SG_HAVE_STD_INCLUDES
+#  include <cmath>
+#else
+#  include <math.h>
+#endif
+
+#include <simgear/debug/logstream.hxx>
+
+#include <Main/fg_props.hxx>
+
+#include "fg_sound.hxx"
+
+FGSound::FGSound(const SGPropertyNode * node)
+  : _name(""),
+    _factor(1.0),
+    _active(false),
+    _mode(FGSound::ONCE),
+    _type(FGSound::LEVEL)
+{
+   _node = node;
+}
+
+FGSound::~FGSound()
+{
+   delete _sample;
+}
+
+void
+FGSound::init()
+{
+   FGSoundMgr * mgr = globals->get_soundmgr();
+   vector<const SGPropertyNode *> kids;
+   float p = 0.0;
+   float v = 0.0;
+   int i;
+
+   _property = fgGetNode(_node->getStringValue("property"), true);
+
+   //
+   // seet sound global properties
+   //
+   _name = _node->getStringValue("name");
+
+   if ((_factor = _node->getFloatValue("factor")) == 0.0)
+      _factor = 1.0;
+
+   SG_LOG(SG_GENERAL, SG_INFO,
+    "Loading sound information for: " << _name );
+
+   if (_node->getStringValue("mode") == "looped") {
+       _mode = FGSound::LOOPED;
+   } else {
+      _mode = FGSound::ONCE;
+      if (_node->getStringValue("mode") != (string)"once")
+        SG_LOG( SG_GENERAL, SG_INFO, "Unknown sound mode, default to 'once'");
+   }
+
+   if (_node->getStringValue("type") == "flipflop") {
+      _type = FGSound::FLIPFLOP;
+   } else if (_node->getStringValue("type") == "inverted") {
+      _type = FGSound::INVERTED;
+   } else {
+      _type = FGSound::LEVEL;
+      if (_node->getStringValue("type") != (string)"level")
+        SG_LOG( SG_GENERAL, SG_INFO, "Unknown sound type, default to 'level'");
+   }
+
+
+#if 0
+   //
+   // set position properties
+   //
+   _pos.dist = _node->getFloatValue("dist");
+   _pos.hor = _node->getFloatValue("pos_hor");
+   _pos.vert = _node->getFloatValue("pos_vert"); 
+#endif
+
+   //
+   // set volume properties
+   //
+   kids = _node->getChildren("volume");
+   for (i = 0; (i < kids.size()) && (i < FGSound::MAXPROP); i++) {
+      _snd_prop volume;
+
+      if ((volume.prop=fgGetNode(kids[i]->getStringValue("property"), true))
+          == 0)
+         volume.prop = fgGetNode("/null", true);
+
+      if ((volume.factor = kids[i]->getFloatValue("factor")) == 0.0)
+         volume.factor = 1.0;
+      else 
+         if (volume.factor < 0.0) {
+            volume.factor = -volume.factor;
+            volume.subtract = true;
+         } 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'");
+      }
+
+      if ((volume.offset = kids[i]->getFloatValue("offset")) == 0.0)
+         volume.offset = 0.0;
+
+      if ((volume.min = kids[i]->getFloatValue("min")) < 0.0) {
+         SG_LOG( SG_GENERAL, SG_WARN,
+          "Volume minimum value below 0. Forced to 0.");
+         volume.min = 0.0;
+      }
+
+      if ((volume.max = kids[i]->getFloatValue("max")) <= volume.min) {
+         SG_LOG( SG_GENERAL, SG_ALERT,
+          "Volume maximum value below minimum value. Forced above minimum.");
+        volume.max = volume.min + 5.0;
+      }
+
+      _volume.push_back(volume);
+      v += volume.offset;
+
+   }
+
+
+   //
+   // set pitch properties
+   //
+   kids = _node->getChildren("pitch");
+
+   for (i = 0; (i < kids.size()) && (i < FGSound::MAXPROP); i++) {
+      _snd_prop pitch;
+
+      if ((pitch.prop = fgGetNode(kids[i]->getStringValue("property"), true))
+          == 0)
+         pitch.prop = fgGetNode("/null", true);
+
+      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'");
+      }
+
+      if ((pitch.offset = kids[i]->getFloatValue("offset")) == 0.0)
+         pitch.offset = 1.0;
+
+      if ((pitch.min = kids[i]->getFloatValue("min")) < 0.0) {
+         SG_LOG( SG_GENERAL, SG_WARN,
+              "Pitch minimum value below 0. Forced to 0.");
+         pitch.min = 0.0;
+      }
+
+      if ((pitch.max = kids[i]->getFloatValue("max")) <= pitch.min) {
+         SG_LOG( SG_GENERAL, SG_ALERT,
+              "Pitch maximum value below minimum value. Forced above minimum.");
+         pitch.max = pitch.min + 5.0;
+      }
+
+      _pitch.push_back(pitch);
+      p += pitch.offset;
+   }
+
+   //
+   // Initialize the sample
+   //
+   _sample = new FGSimpleSound(_node->getStringValue("path"));
+   _sample->set_volume(v);
+   _sample->set_pitch(p);
+
+   if (!mgr->exists(_name))
+      mgr->add(_sample, _name);
+}
+
+void
+FGSound::bind ()
+{
+}
+
+void
+FGSound::unbind ()
+{
+}
+
+void
+FGSound::update (int dt)
+{
+   int i;
+   FGSoundMgr * mgr = globals->get_soundmgr();
+
+   //
+   // Do we have something to do?
+   //
+
+   // if (!_property)
+   //   return;
+
+   i = _property->getFloatValue() * _factor;
+   if (_type == FGSound::INVERTED)
+      i = !i;
+   if ((_type == FGSound::LEVEL)  || (_type == FGSound::INVERTED)) {
+      if (i == 0) {
+         _active = false;
+         if (mgr->is_playing(_name)) {
+            SG_LOG(SG_GENERAL, SG_INFO, "Stopping sound: " << _name);
+            mgr->stop(_name);
+         }
+
+         return;
+      }
+
+      if (_active && (_mode == FGSound::ONCE))
+         return;
+
+   } else {            // FGSound::FLIPFLOP
+
+      if ((bool)i == _active)
+         return;
+
+      //
+      // Check for state changes.
+      // If the state changed, and the sound is still playing: stop playing.
+      //
+      if (mgr->is_playing(_name)) {
+         SG_LOG(SG_GENERAL, SG_INFO, "Stopping sound: " << _name);
+         mgr->stop(_name);
+      }
+   }
+
+   //
+   // Update the volume
+   //
+   int max = _volume.size();
+   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);
+
+      v *= _volume[i].factor;
+
+      if (v > _volume[i].max)
+         v = _volume[i].max;
+      else
+         if (v < _volume[i].min) 
+            v = 0;  // v = _volume[i].min;
+
+      if (_volume[i].subtract)                         // Hack!
+         volume = _volume[i].offset - v;
+      else {
+         volume_offset += _volume[i].offset;
+         volume *= v;
+      }
+   }
+
+   //
+   // Update the pitch
+   //
+   max = _pitch.size();
+   double pitch = 1.0, pitch_offset = 0.0;
+   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);
+
+      p *= _pitch[i].factor;
+
+      if (p > _pitch[i].max)
+         p = _pitch[i].max;
+      else
+         if (p < _pitch[i].min) 
+            p = _pitch[i].min;
+
+      pitch *= p;
+      pitch_offset += _pitch[i].offset;
+   }
+
+   //
+   // Change sample state
+   //
+   _sample->set_pitch( pitch_offset + pitch );
+   _sample->set_volume( volume_offset + volume );
+
+   //
+   // 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);
+
+      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);
+   }
+}
diff --git a/src/Sound/fg_sound.hxx b/src/Sound/fg_sound.hxx
new file mode 100644 (file)
index 0000000..2ceb2ae
--- /dev/null
@@ -0,0 +1,98 @@
+// fg_sound.hxx -- Sound class implementation
+//
+// Started by Erik Hofman, February 2002
+//
+// Copyright (C) 2002  Erik Hofman - erik@ehofman.com
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+
+#ifndef __FGSOUND_HXX
+#define __FGSOUND_HXX 1
+
+#ifdef HAVE_CONFIG_H
+#  include <config.h>
+#endif
+
+#include <simgear/compiler.h>
+#include <Main/fgfs.hxx>
+#include <Main/globals.hxx>
+
+#include "soundmgr.hxx"
+
+/**
+ * Class for handling one sound.
+ *
+ */
+class FGSound : public FGSubsystem
+{
+
+public:
+
+  enum { MAXPROP=5 };
+  enum { LIN=0, LOG, LN };
+  enum { ONCE=0, LOOPED };
+  enum { LEVEL=0, INVERTED, FLIPFLOP };
+
+  FGSound(const SGPropertyNode *);
+  virtual ~FGSound();
+
+  virtual void init ();
+  virtual void bind ();
+  virtual void unbind ();
+  virtual void update (int dt);
+
+private:
+
+  const SGPropertyNode * _node;
+
+  FGSimpleSound * _sample;
+  const SGPropertyNode * _property;
+
+  bool _active;
+
+  int _mode;
+  int _type;
+  string _name;
+  float _factor;
+
+#if 0
+  // Sound source (distance, horizontal position in degrees and 
+  // vertical position in degrees)
+  struct {
+       float dist;
+       float hor;
+       float vert;
+  } _pos;
+#endif
+
+  // Sound properties
+  typedef struct {
+        const SGPropertyNode * prop;
+        float factor;
+        int type;
+        float offset;
+        float min;
+        float max;
+       bool subtract;
+  } _snd_prop;
+
+  vector<_snd_prop> _volume;
+  vector<_snd_prop> _pitch;
+
+};
+
+#endif