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fgdata/Aircraft/README.xmlsound

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<>
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}.