2001-10-28 16:27:16 +00:00
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// fgfx.cxx -- Sound effect management class implementation
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//
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// Started by David Megginson, October 2001
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// (Reuses some code from main.cxx, probably by Curtis Olson)
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//
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// Copyright (C) 2001 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#include "fg_fx.hxx"
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// FIXME: remove direct dependencies
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#include <Controls/controls.hxx>
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#include <FDM/flight.hxx>
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#include <Main/fg_props.hxx>
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FGFX::FGFX ()
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: _is_cranking(false),
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_is_stalling(false),
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_is_rumbling(false),
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_engine(0),
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_crank(0),
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_wind(0),
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_stall(0),
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_rumble(0),
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_flaps(0),
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_squeal(0),
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_click(0)
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{
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}
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FGFX::~FGFX ()
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{
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// FIXME: is this right, or does the
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// sound manager assume pointer ownership?
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delete _engine;
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delete _crank;
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delete _wind;
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delete _stall;
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delete _rumble;
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delete _flaps;
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delete _squeal;
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delete _click;
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}
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void
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FGFX::init ()
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{
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FGSoundMgr * mgr = globals->get_soundmgr();
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//
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// Create and add the engine sound
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//
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_engine =
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new FGSimpleSound(fgGetString("/sim/sounds/engine", "Sounds/wasp.wav"));
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mgr->add(_engine, "engine loop");
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mgr->play_looped("engine loop");
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SG_LOG( SG_GENERAL, SG_INFO,
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"Rate = " << _engine->get_sample()->getRate()
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<< " Bps = " << _engine->get_sample()->getBps()
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<< " Stereo = " << _engine->get_sample()->getStereo() );
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//
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// Create and add the cranking sound.
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//
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_crank =
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new FGSimpleSound(fgGetString("/sim/sounds/cranking",
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"Sounds/cranking.wav"));
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mgr->add(_crank, "crank");
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_crank->set_pitch(1.5);
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_crank->set_volume(0.25);
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//
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// Create and add the wind noise.
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//
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_wind =
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new FGSimpleSound(fgGetString("/sim/sounds/wind", "Sounds/wind.wav"));
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mgr->add(_wind, "wind");
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mgr->play_looped("wind");
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//
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// Create and add the stall noise.
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//
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_stall = new FGSimpleSound(fgGetString("/sim/sounds/stall",
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"Sounds/stall.wav"));
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mgr->add(_stall, "stall");
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//
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// Create and add the rumble noise.
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//
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_rumble = new FGSimpleSound(fgGetString("/sim/sounds/rumble",
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"Sounds/rumble.wav"));
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mgr->add(_rumble, "rumble");
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//
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// Create and add the squeal noise.
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//
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_squeal = new FGSimpleSound(fgGetString("/sim/sounds/squeal",
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"Sounds/squeal.wav"));
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mgr->add(_squeal, "squeal");
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//
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// Create and add the click noise.
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_click = new FGSimpleSound(fgGetString("/sim/sounds/click",
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"Sounds/click.wav"));
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mgr->add(_click, "click");
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}
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void
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FGFX::bind ()
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{
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}
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void
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FGFX::unbind ()
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{
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}
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void
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FGFX::update ()
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{
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2001-10-29 04:40:43 +00:00
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// FGSoundMgr * mgr = globals->get_soundmgr();
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2001-10-28 16:27:16 +00:00
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////////////////////////////////////////////////////////////////////
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// Update the engine sound.
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////////////////////////////////////////////////////////////////////
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if (fgGetBool("/engines/engine[0]/running")) { // FIXME
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// pitch corresponds to rpm
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// volume corresponds to manifold pressure
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double rpm_factor;
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2001-10-29 19:00:24 +00:00
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if ( cur_fdm_state->get_num_engines() > 0 )
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2001-10-28 16:27:16 +00:00
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rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
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else
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rpm_factor = 1.0;
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double pitch = 0.3 + rpm_factor * 3.0;
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// don't run at absurdly slow rates -- not realistic
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// and sounds bad to boot. :-)
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if (pitch < 0.7)
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pitch = 0.7;
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if (pitch > 5.0)
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pitch = 5.0;
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double mp_factor;
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2001-10-29 19:00:24 +00:00
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if ( cur_fdm_state->get_num_engines() > 0 )
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2001-10-28 16:27:16 +00:00
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mp_factor = cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
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else
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mp_factor = 0.3;
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double volume = 0.15 + mp_factor / 2.0;
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if (volume < 0.15)
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volume = 0.15;
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if (volume > 0.5)
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volume = 0.5;
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_engine->set_pitch( pitch );
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_engine->set_volume( volume );
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} else {
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_engine->set_pitch(0.0);
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_engine->set_volume(0.0);
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}
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////////////////////////////////////////////////////////////////////
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// Update the cranking sound.
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////////////////////////////////////////////////////////////////////
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if (fgGetBool("/engines/engine[0]/cranking")) { // FIXME
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if(!_is_cranking) {
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globals->get_soundmgr()->play_looped("crank");
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_is_cranking = true;
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}
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} else {
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if(_is_cranking) {
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globals->get_soundmgr()->stop("crank");
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_is_cranking = false;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Update the wind noise.
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////////////////////////////////////////////////////////////////////
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float rel_wind = cur_fdm_state->get_V_rel_wind();
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float volume = rel_wind/300.0; // FIXME!!!
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_wind->set_volume(volume);
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// TODO: stall
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// TODO: rumble
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// TODO: flaps
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// TODO: squeal
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// TODO: click
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}
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// end of fg_fx.cxx
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