"Elapsed time is zero ... we're zinging" );
}
+ // Run audio scheduler
+#ifdef ENABLE_AUDIO_SUPPORT
+ if ( globals->get_soundmgr()->is_working() ) {
+ globals->get_soundmgr()->update( delta_time_sec );
+ }
+#endif
+
globals->get_subsystem_mgr()->update(delta_time_sec);
//
// we may want to move this to its own class at some point
//
double visibility_meters = fgGetDouble("/environment/visibility-m");
+ FGViewer *current_view = globals->get_current_view();
globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
// update tile manager for view...
// Do any I/O channel work that might need to be done (must come after viewmgr)
globals->get_io()->update(real_delta_time_sec);
+#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 in the aircraft base
+
+ static sgdVec3 last_visitor_pos = {0, 0, 0};
+ static sgdVec3 last_model_pos = {0, 0, 0};
+
+ // 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
+ // (ok, the up vector is a down vector, but the coordinates
+ // are finally calculated in a left hand system and openal
+ // lives in a right hand system. Therefore we need to pass
+ // the down vector to get correct stereo sound.)
+ 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->
+ get_aircraft_model()->get3DModel()->getSGLocation();
+
+ // calculate speed of visitor and model
+ sgVec3 listener_vel, model_vel;
+ SGVec3d SGV3d_help;
+ sgdVec3 sgdv3_help;
+ sgdVec3 sgdv3_null = {0, 0, 0};
+
+ sgdSubVec3( sgdv3_help,
+ last_visitor_pos, (double *)¤t_view->get_view_pos());
+ sgdAddVec3( last_visitor_pos, sgdv3_null, (double *)¤t_view->get_view_pos());
+ SGV3d_help = model_or.rotateBack(
+ surf_or.rotateBack(SGVec3d(sgdv3_help[0],
+ sgdv3_help[1], sgdv3_help[2])));
+ sgSetVec3( listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
+
+ sgdSubVec3( sgdv3_help,
+ last_model_pos, acmodel_loc->get_absolute_view_pos());
+ sgdAddVec3( last_model_pos, sgdv3_null, acmodel_loc->get_absolute_view_pos());
+ SGV3d_help = model_or.rotateBack(
+ surf_or.rotateBack(SGVec3d(sgdv3_help[0],
+ sgdv3_help[1], sgdv3_help[2])));
+ sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
+
+ if (delta_time_sec > 0) {
+ sgScaleVec3( model_vel, 1 / delta_time_sec );
+ sgScaleVec3( listener_vel, 1 / delta_time_sec );
+ }
+
+ // checking, if the listener pos has moved suddenly
+ if (sgLengthVec3(listener_vel) > 1000)
+ {
+ // check if the relative speed model vs listener has moved suddenly, too
+ sgVec3 delta_vel;
+ sgSubVec3(delta_vel, listener_vel, model_vel );
+ if (sgLengthVec3(delta_vel) > 1000)
+ sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2] ); // a sane value
+ else
+ globals->get_soundmgr()->set_listener_vel( listener_vel );
+ }
+ else
+ globals->get_soundmgr()->set_listener_vel( listener_vel );
+
+ // set positional offset for sources
+ sgdVec3 dsource_pos_offset;
+ sgdSubVec3( dsource_pos_offset,
+ (double*) ¤t_view->get_view_pos(),
+ acmodel_loc->get_absolute_view_pos() );
+ SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
+ surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
+ dsource_pos_offset[1], dsource_pos_offset[2])));
+
+ sgVec3 source_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
+ // all sources are defined to be in the model
+ globals->get_soundmgr()->set_source_vel_all( model_vel );
+
+ // The listener is always positioned at the origin.
+ sgVec3 listener_pos;
+ sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
+ globals->get_soundmgr()->set_listener_pos( listener_pos );
+#endif
+
// END Tile Manager udpates
if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()