101 lines
2.8 KiB
Text
101 lines
2.8 KiB
Text
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<>
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This is the event seperator. The text inside the brackets
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can be anything. But since the text shows up in the property
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tree it is adviced to give it a meaningfull name like;
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crank, engine, rumble, gear, squeal, flap, wind, stall or click.
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The value can be defined multiple times, thus anything which is
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related may have the same name.
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<name>
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This defines the name of the event. This name is used internally
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and, although it can me defined multiple times, should have a
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unique value unless you realy know what you're doing.
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Defining it multiple times could lead to unexpected behaviour.
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<path>
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This defined th path to the sound file. The path is relative to the
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FlightGear root directory but could be specified absolue.
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<property>
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Define which property triggers the event, and reffers to a node
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in the FlightGear property tree.
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The value is converted to an integer value (anything less than 0.5 is
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is considered to be 0) and handled if it were a boolean value
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(0 = false, anything else = true).
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The triger depends on the value of <type>.
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<type>
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This specifies how the event is triggered.
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There are multiple options:
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level: events are active if the value is true.
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this is the default behaviour.
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inverted: events are active if the value is false.
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flipflop: events are triggered on state changes.
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this is only usefull for samples which are played
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once.
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<mode>
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This defines how the sample should be played:
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once: the sample is played once.
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this is the default.
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looped: the sample plays continuesly,
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until the event turns false.
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<volume> / <pitch>
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Defines the following subsection.
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<property>
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Defins which property supplies the value for the calculation.
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The value is treatened as a floating point number.
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<type>
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lin: lineair handling of the property value.
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this is the default.
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ln: convert the property value to a natural logarithmic
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value before scaling it.
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log: convert the property value to a true logarithmic
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value before scaling it.
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<scale>(**)
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Defines the multiplication factor for the property value.
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A special condition is when scale is defined as a negative
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value. In this case the result of |<scale>| * <property) will be
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subtracted from <default>
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<default>
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The initial value for this sound. This value is also used as an
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offset value for calulating the end result.
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<min>
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Minimum allowed value.
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This is usefull if sounds start to sound funny. Anything lower
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will be converted to 0.
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<max>
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Maximum allowed value.
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This is usefull if sounds gets to loud. Anything higher will be
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truncated to this value.
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Calculations are made the following way:
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if (scale < 0)
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value = default - abs(scale) * function(property)
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else
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value = default + scale * function(property)
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where function can be one of {none, log, log10}.
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