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flightgear/src/Sound/fg_fx.cxx

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2001-10-28 16:27:16 +00:00
// fgfx.cxx -- Sound effect management class implementation
//
// Started by David Megginson, October 2001
// (Reuses some code from main.cxx, probably by Curtis Olson)
//
// Copyright (C) 2001 Curtis L. Olson - curt@flightgear.org
//
// 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
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#include "fg_fx.hxx"
// FIXME: remove direct dependencies
#include <Controls/controls.hxx>
#include <FDM/flight.hxx>
#include <Main/fg_props.hxx>
FGFX::FGFX ()
: _is_cranking(false),
_is_stalling(false),
_is_rumbling(false),
_engine(0),
_crank(0),
_wind(0),
_stall(0),
_rumble(0),
_flaps(0),
_squeal(0),
_click(0)
{
}
FGFX::~FGFX ()
{
// FIXME: is this right, or does the
// sound manager assume pointer ownership?
delete _engine;
delete _crank;
delete _wind;
delete _stall;
delete _rumble;
delete _flaps;
delete _squeal;
delete _click;
}
void
FGFX::init ()
{
FGSoundMgr * mgr = globals->get_soundmgr();
//
// Create and add the engine sound
//
_engine =
new FGSimpleSound(fgGetString("/sim/sounds/engine", "Sounds/wasp.wav"));
mgr->add(_engine, "engine loop");
mgr->play_looped("engine loop");
SG_LOG( SG_GENERAL, SG_INFO,
"Rate = " << _engine->get_sample()->getRate()
<< " Bps = " << _engine->get_sample()->getBps()
<< " Stereo = " << _engine->get_sample()->getStereo() );
//
// Create and add the cranking sound.
//
_crank =
new FGSimpleSound(fgGetString("/sim/sounds/cranking",
"Sounds/cranking.wav"));
mgr->add(_crank, "crank");
_crank->set_pitch(1.5);
_crank->set_volume(0.25);
//
// Create and add the wind noise.
//
_wind =
new FGSimpleSound(fgGetString("/sim/sounds/wind", "Sounds/wind.wav"));
mgr->add(_wind, "wind");
mgr->play_looped("wind");
//
// Create and add the stall noise.
//
_stall = new FGSimpleSound(fgGetString("/sim/sounds/stall",
"Sounds/stall.wav"));
mgr->add(_stall, "stall");
//
// Create and add the rumble noise.
//
_rumble = new FGSimpleSound(fgGetString("/sim/sounds/rumble",
"Sounds/rumble.wav"));
mgr->add(_rumble, "rumble");
//
// Create and add the squeal noise.
//
_squeal = new FGSimpleSound(fgGetString("/sim/sounds/squeal",
"Sounds/squeal.wav"));
mgr->add(_squeal, "squeal");
//
// Create and add the click noise.
_click = new FGSimpleSound(fgGetString("/sim/sounds/click",
"Sounds/click.wav"));
mgr->add(_click, "click");
}
void
FGFX::bind ()
{
}
void
FGFX::unbind ()
{
}
void
FGFX::update ()
{
// FGSoundMgr * mgr = globals->get_soundmgr();
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////////////////////////////////////////////////////////////////////
// Update the engine sound.
////////////////////////////////////////////////////////////////////
if (fgGetBool("/engines/engine[0]/running")) { // FIXME
// pitch corresponds to rpm
// volume corresponds to manifold pressure
double rpm_factor;
if ( cur_fdm_state->get_num_engines() > 0 )
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rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
else
rpm_factor = 1.0;
double pitch = 0.3 + rpm_factor * 3.0;
// don't run at absurdly slow rates -- not realistic
// and sounds bad to boot. :-)
if (pitch < 0.7)
pitch = 0.7;
if (pitch > 5.0)
pitch = 5.0;
double mp_factor;
if ( cur_fdm_state->get_num_engines() > 0 )
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mp_factor = cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
else
mp_factor = 0.3;
double volume = 0.15 + mp_factor / 2.0;
if (volume < 0.15)
volume = 0.15;
if (volume > 0.5)
volume = 0.5;
_engine->set_pitch( pitch );
_engine->set_volume( volume );
} else {
_engine->set_pitch(0.0);
_engine->set_volume(0.0);
}
////////////////////////////////////////////////////////////////////
// Update the cranking sound.
////////////////////////////////////////////////////////////////////
if (fgGetBool("/engines/engine[0]/cranking")) { // FIXME
if(!_is_cranking) {
globals->get_soundmgr()->play_looped("crank");
_is_cranking = true;
}
} else {
if(_is_cranking) {
globals->get_soundmgr()->stop("crank");
_is_cranking = false;
}
}
////////////////////////////////////////////////////////////////////
// Update the wind noise.
////////////////////////////////////////////////////////////////////
float rel_wind = cur_fdm_state->get_V_rel_wind();
float volume = rel_wind/300.0; // FIXME!!!
_wind->set_volume(volume);
// TODO: stall
// TODO: rumble
// TODO: flaps
// TODO: squeal
// TODO: click
}
// end of fg_fx.cxx