From: ehofman Date: Thu, 21 Aug 2008 14:26:27 +0000 (+0000) Subject: Move SGSoundMgr stuff oevr to FGFX X-Git-Url: https://git.mxchange.org/?a=commitdiff_plain;h=da96156c3078bff93a7a1679bae27a6612931e92;p=flightgear.git Move SGSoundMgr stuff oevr to FGFX --- diff --git a/src/Main/main.cxx b/src/Main/main.cxx index b38b3536a..54d2bdbc7 100644 --- a/src/Main/main.cxx +++ b/src/Main/main.cxx @@ -481,13 +481,6 @@ static void fgMainLoop( void ) { "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); // @@ -496,7 +489,6 @@ static void fgMainLoop( void ) { // 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... @@ -538,115 +530,6 @@ static void fgMainLoop( void ) { // 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() diff --git a/src/Sound/fg_fx.cxx b/src/Sound/fg_fx.cxx index b158c9051..b4c149d81 100644 --- a/src/Sound/fg_fx.cxx +++ b/src/Sound/fg_fx.cxx @@ -37,6 +37,10 @@ #include
+#include +#include +#include
+ #include "fg_fx.hxx" @@ -131,6 +135,9 @@ FGFX::update (double dt) return; } + smgr->update(dt); + update_pos_and_orientation(smgr, dt); + // command sound manger bool pause = _pause->getBoolValue(); if ( pause != last_pause ) { @@ -199,5 +206,118 @@ FGFX::play_message( const string path, const string fname, double volume ) play_message( sample ); } +void +FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt) +{ + // 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}; + + FGViewer *current_view = globals->get_current_view(); + + // 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 (dt > 0) { + sgScaleVec3( model_vel, 1 / dt ); + sgScaleVec3( listener_vel, 1 / dt ); + } + + // 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 + smgr->set_listener_vel( listener_vel ); + } + else + smgr->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]); + + smgr->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]; + } + smgr->set_listener_orientation( orient ); + + // set the velocity + // all sources are defined to be in the model + smgr->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 ); + smgr->set_listener_pos( listener_pos ); +} + // end of fg_fx.cxx diff --git a/src/Sound/fg_fx.hxx b/src/Sound/fg_fx.hxx index 882280680..0c8de9dfb 100644 --- a/src/Sound/fg_fx.hxx +++ b/src/Sound/fg_fx.hxx @@ -76,6 +76,8 @@ public: private: + void update_pos_and_orientation(SGSoundMgr *smgr, double dt); + vector _sound; queue _samplequeue; @@ -84,7 +86,6 @@ private: SGPropertyNode_ptr _pause; SGPropertyNode_ptr _volume; - };