8a6e3e409a
textures). Most animations are working, but they're using the /controls/* properties, so flap movement isn't smooth. |
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.. | ||
Instruments | ||
747-uiuc-set.xml | ||
747-yasim-set.xml | ||
a4-yasim-set.xml | ||
beech99-uiuc-set.xml | ||
c172-ifr-set.xml | ||
c172-larcsim-set.xml | ||
c172-set.xml | ||
c172-uiuc-set.xml | ||
c172-yasim-set.xml | ||
c182-set.xml | ||
c310-set.xml | ||
c310-uiuc-set.xml | ||
c310-yasim-set.xml | ||
dc3-yasim-set.xml | ||
harrier-yasim-set.xml | ||
README.xmlsound | ||
shuttle-set.xml | ||
X15-set.xml | ||
x24b-set.xml |
<> This is the event seperator. The text inside the brackets can be anything. But since the text shows up in the property tree it is adviced to give it a meaningfull name like; crank, engine, rumble, gear, squeal, flap, wind, stall or click. The value can be defined multiple times, thus anything which is related may have the same name. <name> This defines the name of the event. This name is used internally and, although it can me defined multiple times, should have a unique value unless you realy know what you're doing. Defining it multiple times could lead to unexpected behaviour. <path> This defined th path to the sound file. The path is relative to the FlightGear root directory but could be specified absolue. <property> Define which property triggers the event, and reffers to a node in the FlightGear property tree. The value is converted to an integer value (anything less than 0.5 is is considered to be 0) and handled if it were a boolean value (0 = false, anything else = true). The triger depends on the value of <type>. <type> This specifies how the event is triggered. There are multiple options: level: events are active if the value is true. this is the default behaviour. inverted: events are active if the value is false. flipflop: events are triggered on state changes. this is only usefull for samples which are played once. <mode> This defines how the sample should be played: once: the sample is played once. this is the default. looped: the sample plays continuesly, until the event turns false. <volume> / <pitch> Defines the following subsection. <property> Defins which property supplies the value for the calculation. The value is treatened as a floating point number. <type> lin: lineair handling of the property value. this is the default. ln: convert the property value to a natural logarithmic value before scaling it. log: convert the property value to a true logarithmic value before scaling it. <scale>(**) Defines the multiplication factor for the property value. A special condition is when scale is defined as a negative value. In this case the result of |<scale>| * <property) will be subtracted from <default> <default> The initial value for this sound. This value is also used as an offset value for calulating the end result. <min> Minimum allowed value. This is usefull if sounds start to sound funny. Anything lower will be converted to 0. <max> Maximum allowed value. This is usefull if sounds gets to loud. Anything higher will be truncated to this value. Calculations are made the following way: if (scale < 0) value = default - abs(scale) * function(property) else value = default + scale * function(property) where function can be one of {none, log, log10}.