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flightgear/src/Sound/fg_fx.cxx

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// fg_fx.cxx -- Sound effect management class implementation
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//
// Started by David Megginson, October 2001
// (Reuses some code from main.cxx, probably by Curtis Olson)
//
// Copyright (C) 2001 Curtis L. Olson - http://www.flightgear.org/~curt
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//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
// $Id$
#ifdef _MSC_VER
#pragma warning (disable: 4786)
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "fg_fx.hxx"
#include <simgear/debug/logstream.hxx>
#include <simgear/structure/exception.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props.hxx>
#include <simgear/sound/xmlsound.hxx>
#include <simgear/sound/soundmgr_openal.hxx>
#include <Main/fg_props.hxx>
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#include <simgear/scene/model/placement.hxx>
#include <Model/acmodel.hxx>
#include <Main/viewer.hxx>
FGFX::FGFX () :
last_visitor_pos(SGVec3d::zeros()),
last_model_pos(SGVec3d::zeros()),
last_pause( true ),
last_volume( 0.0 ),
_pause( fgGetNode("/sim/sound/pause") ),
_volume( fgGetNode("/sim/sound/volume") )
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{
}
FGFX::~FGFX ()
{
unsigned int i;
for ( i = 0; i < _sound.size(); i++ ) {
delete _sound[i];
}
_sound.clear();
while ( _samplequeue.size() > 0 ) {
delete _samplequeue.front();
_samplequeue.pop();
}
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}
void
FGFX::init()
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{
SGPropertyNode *node = fgGetNode("/sim/sound", true);
string path_str = node->getStringValue("path");
SGPath path( globals->get_fg_root() );
if (path_str.empty()) {
SG_LOG(SG_GENERAL, SG_ALERT, "No path in /sim/sound/path");
return;
}
path.append(path_str.c_str());
SG_LOG(SG_GENERAL, SG_INFO, "Reading sound " << node->getName()
<< " from " << path.str());
SGPropertyNode root;
try {
readProperties(path.str(), &root);
} catch (const sg_exception &) {
SG_LOG(SG_GENERAL, SG_ALERT,
"Error reading file '" << path.str() << '\'');
return;
}
node = root.getNode("fx");
if(node) {
for (int i = 0; i < node->nChildren(); ++i) {
SGXmlSound *sound = new SGXmlSound();
try {
sound->init(globals->get_props(), node->getChild(i),
globals->get_soundmgr(), globals->get_fg_root());
_sound.push_back(sound);
} catch ( sg_exception &e ) {
SG_LOG(SG_GENERAL, SG_ALERT, e.getFormattedMessage());
delete sound;
}
}
}
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}
void
FGFX::reinit()
{
_sound.clear();
init();
};
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void
FGFX::bind ()
{
}
void
FGFX::unbind ()
{
}
void
FGFX::update (double dt)
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{
SGSoundMgr *smgr = globals->get_soundmgr();
if (smgr->is_working() == false) {
return;
}
#if 0
// moved back to the mainloop to prevent audio problems
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smgr->update(dt);
update_pos_and_orientation(smgr, dt);
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#endif
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// command sound manger
bool pause = _pause->getBoolValue();
if ( pause != last_pause ) {
if ( pause ) {
smgr->pause();
} else {
smgr->resume();
}
last_pause = pause;
}
// process mesage queue
const string msgid = "Sequential Audio Message";
bool is_playing = false;
if ( smgr->exists( msgid ) ) {
if ( smgr->is_playing( msgid ) ) {
// still playing, do nothing
is_playing = true;
} else {
// current message finished, stop and remove
smgr->stop( msgid ); // removes source
smgr->remove( msgid ); // removes buffer
}
}
if ( !is_playing ) {
// message queue idle, add next sound if we have one
if ( _samplequeue.size() > 0 ) {
smgr->add( _samplequeue.front(), msgid );
_samplequeue.pop();
smgr->play_once( msgid );
}
}
double volume = _volume->getDoubleValue();
if ( volume != last_volume ) {
smgr->set_volume( volume );
last_volume = volume;
}
if ( !pause ) {
// update sound effects if not paused
for ( unsigned int i = 0; i < _sound.size(); i++ ) {
_sound[i]->update(dt);
}
}
}
/**
* add a sound sample to the message queue which is played sequentially
* in order.
*/
void
FGFX::play_message( SGSoundSample *_sample )
{
_samplequeue.push( _sample );
}
void
FGFX::play_message( const std::string& path, const std::string& fname, double volume )
{
if (globals->get_soundmgr()->is_working() == true) {
SGSoundSample *sample;
sample = new SGSoundSample( path.c_str(), fname.c_str() );
sample->set_volume( volume );
play_message( sample );
}
}
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void
FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
{
SGModelPlacement *model = globals->get_aircraft_model()->get3DModel();
FGViewer *observer = globals->get_current_view();
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// 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
// EMH: Note: this is fine, to hear multiple aircraft simulataniously
// we just have to trigger one instance of the FGFX class for every
// aircraft
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// get the orientation
const SGQuatd view_or = observer->getViewOrientation();
SGQuatd surf_or = SGQuatd::fromLonLat(observer->getPosition());
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SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
model->getHeadingDeg(),
model->getPitchDeg(),
model->getRollDeg());
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// 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))));
SGVec3d sgv_at
= model_or.rotateBack(surf_or.rotateBack(view_or.rotate(SGVec3d(0,0,1))));
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// get the location data for the primary FDM (now hardcoded to ac model)...
// EMH: to add multiple sound sources this should be replaced
SGVec3d absolute_view_pos = SGVec3d::fromGeod(model->getPosition());
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// calculate speed of visitor and model
SGVec3d moved = last_visitor_pos - observer->get_view_pos();
last_visitor_pos = observer->get_view_pos();
SGVec3f listener_vel(model_or.rotateBack(surf_or.rotateBack(moved)));
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moved = last_model_pos - absolute_view_pos;
last_model_pos = absolute_view_pos;
SGVec3f model_vel(model_or.rotateBack(surf_or.rotateBack(moved)));
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if (dt > 0) {
model_vel /= dt;
listener_vel /= dt;
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}
// checking, if the listener pos has moved suddenly
if (length(listener_vel) > 1000) {
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// check if the relative speed model vs listener has moved suddenly, too
SGVec3f delta_vel = listener_vel - model_vel;
if (length(delta_vel) > 1000)
// a sane value
smgr->set_listener_vel(model_vel.data());
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else
smgr->set_listener_vel(listener_vel.data());
} else {
smgr->set_listener_vel( listener_vel.data());
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}
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// set positional offset for sources
SGVec3d dsource_pos_offset = observer->get_view_pos() - absolute_view_pos;
dsource_pos_offset = model_or.rotateBack(surf_or.rotateBack(
dsource_pos_offset
));
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smgr->set_source_pos_all( SGVec3f(dsource_pos_offset).data() );
smgr->set_source_vel_all(model_vel.data() );
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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 );
// The listener is always positioned at the origin.
smgr->set_listener_pos( SGVec3f::zeros().data() );
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}
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// end of fg_fx.cxx