FGSound::FGSound(const SGPropertyNode * node)
: _name(""),
+ _sample(0),
_factor(1.0),
_active(false),
_mode(FGSound::ONCE),
- _type(FGSound::LEVEL)
+ _type(FGSound::LEVEL),
+ _node(node)
{
- _node = node;
}
FGSound::~FGSound()
void
FGSound::init()
{
- FGSoundMgr * mgr = globals->get_soundmgr();
vector<const SGPropertyNode *> kids;
float p = 0.0;
float v = 0.0;
//
// Initialize the sample
//
- _sample = new FGSimpleSound(_node->getStringValue("path"));
+ FGSoundMgr * mgr = globals->get_soundmgr();
+ _sample = mgr->add(_name, _node->getStringValue("path"));
_sample->set_volume(v);
_sample->set_pitch(p);
-
- if (!mgr->exists(_name))
- mgr->add(_sample, _name);
}
void
// if (!_property)
// return;
- i = _property->getFloatValue() * _factor;
- if (_type == FGSound::INVERTED)
- i = !i;
-
if ((_type == FGSound::LEVEL) || (_type == FGSound::INVERTED)) {
- if (i == 0) {
+
+ //
+ // If the sound is already playing we have nothing to do.
+ //
+ if (_active && (_mode == FGSound::ONCE))
+ return;
+
+ int check = _property->getFloatValue() * _factor;
+ if (_type == FGSound::INVERTED)
+ check = !check;
+
+ //
+ // If the state changes to false, stop playing.
+ //
+ if (check == 0) {
_active = false;
if (mgr->is_playing(_name)) {
SG_LOG(SG_GENERAL, SG_INFO, "Stopping sound: " << _name);
return;
}
- if (_active && (_mode == FGSound::ONCE))
- return;
-
} else { // FGSound::FLIPFLOP
- if ((bool)i == _active)
+ bool check = _property->getFloatValue() * _factor;
+ if (check == _active)
return;
//
// 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();
// destructor
FGSoundMgr::~FGSoundMgr() {
- sound_map_iterator current = sounds.begin();
- sound_map_iterator end = sounds.end();
- for ( ; current != end; ++current ) {
- FGSimpleSound *s = current->second;
- delete s->get_sample();
- delete s;
+
+ //
+ // Remove the samples from the sample manager.
+ //
+ sample_map_iterator sample_current = samples.begin();
+ sample_map_iterator sample_end = samples.end();
+ for ( ; sample_current != sample_end; ++sample_current ) {
+ sample_ref *sr = sample_current->second;
+ delete sr->sample;
+ delete sr;
+ }
+
+ //
+ // Remove the sounds from the sound manager.
+ //
+ sound_map_iterator sound_current = sounds.begin();
+ sound_map_iterator sound_end = sounds.end();
+ for ( ; sound_current != sound_end; ++sound_current ) {
+ FGSimpleSound *s = sound_current->second;
+ delete s;
}
delete audio_sched;
// audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
- sound_map_iterator current = sounds.begin();
- sound_map_iterator end = sounds.end();
- for ( ; current != end; ++current ) {
- FGSimpleSound *s = current->second;
+
+ //
+ // Remove the samples from the sample manager.
+ //
+ sample_map_iterator sample_current = samples.begin();
+ sample_map_iterator sample_end = samples.end();
+ for ( ; sample_current != sample_end; ++sample_current ) {
+ sample_ref *sr = sample_current->second;
+ delete sr->sample;
+ delete sr;
+ }
+ samples.clear();
+
+ //
+ // Remove the sounds from the sound manager.
+ //
+ sound_map_iterator sound_current = sounds.begin();
+ sound_map_iterator sound_end = sounds.end();
+ for ( ; sound_current != sound_end; ++sound_current ) {
+ FGSimpleSound *s = sound_current->second;
delete s->get_sample();
delete s;
}
// add a sound effect, return true if successful
-bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
+bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
+
+ sample_map_iterator it = samples.find(refname);
+ if (it != samples.end())
+ return false;
+
+ sample_ref *sr = new sample_ref;
+
+ sr->n=1;
+ sr->sample = sound->get_sample();
+ samples[refname] = sr;
+
sounds[refname] = sound;
return true;
}
+// add a sound from a file, return the sample if successful, else return NULL
+FGSimpleSound *FGSoundMgr::add( const string& refname, const string &file ) {
+ FGSimpleSound *sound;
+
+ if (file == (string)"")
+ return NULL;
+
+ sample_map_iterator it = samples.find(file);
+ if (it == samples.end()) {
+ sound = new FGSimpleSound(file);
+ sounds[refname] = sound;
+
+ sample_ref *sr = new sample_ref;
+
+ sr->n=1;
+ sr->sample = sound->get_sample();
+ samples[file] = sr;
+
+ } else {
+ sample_ref *sr = it->second;
+
+ sr->n++;
+ sound =
+ new FGSimpleSound(sr->sample->getBuffer(), sr->sample->getLength());
+ sounds[refname] = sound;
+
+ }
+
+ return sound;
+}
// remove a sound effect, return true if successful
bool FGSoundMgr::remove( const string& refname ) {
// cout << "Still playing " << sample->get_sample()->getPlayCount()
// << " instances!" << endl;
- delete sample;
+ //
+ // FIXME:
+ // Due to the change in the sound manager, samples live
+ // until the sound manager gets removed.
+ //
+ // delete sample;
sounds.erase( it );
return true;
};
+typedef struct {
+ int n;
+ slSample *sample;
+} sample_ref;
+
+typedef map < string, sample_ref * > sample_map;
+typedef sample_map::iterator sample_map_iterator;
+typedef sample_map::const_iterator const_sample_map_iterator;
+
+
typedef map < string, FGSimpleSound * > sound_map;
typedef sound_map::iterator sound_map_iterator;
typedef sound_map::const_iterator const_sound_map_iterator;
slScheduler *audio_sched;
smMixer *audio_mixer;
+
sound_map sounds;
+ sample_map samples;
SGTimeStamp last;
double safety;
inline bool is_working() const { return !audio_sched->notWorking(); }
// add a sound effect, return true if successful
- bool add( FGSimpleSound *sound, const string& refname );
+ bool add( FGSimpleSound *sound, const string& refname);
+
+ // add a sound file, return the sample if successful, else return NULL
+ FGSimpleSound *add( const string& refname, const string& file = "" );
// remove a sound effect, return true if successful
bool remove( const string& refname );