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flightgear/src/Sound/fg_fx.cxx

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// 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"
#include <Main/fg_props.hxx>
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// FIXME: remove direct dependencies
#include <FDM/flight.hxx>
FGFX::FGFX ()
: _old_flap_position(0),
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_engine(0),
_crank(0),
_wind(0),
_stall(0),
_rumble(0),
_flaps(0),
_squeal(0),
_click(0),
_engine_running_prop(0),
_engine_cranking_prop(0),
_stall_warning_prop(0),
_flaps_prop(0)
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{
}
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");
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//
// Create and add the cranking sound.
//
_crank = new FGSimpleSound(fgGetString("/sim/sounds/cranking",
"Sounds/cranking.wav"));
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_crank->set_pitch(1.5);
_crank->set_volume(0.25);
mgr->add(_crank, "crank");
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//
// Create and add the wind noise.
//
_wind = new FGSimpleSound(fgGetString("/sim/sounds/wind",
"Sounds/wind.wav"));
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mgr->add(_wind, "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 flaps noise
//
_flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps",
"Sounds/flaps.wav"));
mgr->add(_flaps, "flaps");
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//
// 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");
////////////////////////////////////////////////////////////////////
// Grab some properties.
////////////////////////////////////////////////////////////////////
_engine_running_prop = fgGetNode("/engines/engine[0]/running", true);
_engine_cranking_prop = fgGetNode("/engines/engine[0]/cranking", true);
_stall_warning_prop = fgGetNode("/sim/aircraft/alarms/stall-warning", true);
_flaps_prop = fgGetNode("/controls/flaps", true);
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}
void
FGFX::bind ()
{
}
void
FGFX::unbind ()
{
}
void
FGFX::update ()
{
FGSoundMgr * mgr = globals->get_soundmgr();
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////////////////////////////////////////////////////////////////////
// Update the engine sound.
////////////////////////////////////////////////////////////////////
if (cur_fdm_state->get_num_engines() > 0 && _engine_running_prop->getBoolValue()) {
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// 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 );
set_playing("engine", true);
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} else {
set_playing("engine", false);
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}
////////////////////////////////////////////////////////////////////
// Update the cranking sound.
////////////////////////////////////////////////////////////////////
// FIXME
set_playing("crank", _engine_cranking_prop->getBoolValue());
////////////////////////////////////////////////////////////////////
// Update the wind noise.
////////////////////////////////////////////////////////////////////
float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS
if (rel_wind > 60.0) { // a little off 30kt
float volume = rel_wind/1200.0; // FIXME!!!
_wind->set_volume(volume);
set_playing("wind", true);
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} else {
set_playing("wind", false);
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}
////////////////////////////////////////////////////////////////////
// Update the stall horn.
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////////////////////////////////////////////////////////////////////
double stall = _stall_warning_prop->getDoubleValue();
if (stall > 0.0) {
_stall->set_volume(stall);
set_playing("stall", true);
} else {
set_playing("stall", false);
}
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////////////////////////////////////////////////////////////////////
// Update the rumble.
////////////////////////////////////////////////////////////////////
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float totalGear = min(cur_fdm_state->get_num_gear(), MAX_GEAR);
float gearOnGround = 0;
// Calculate whether a squeal is
// required, and set the volume.
// Currently, the squeal volume is the
// current local down velocity in feet
// per second divided by 10.0, and
// will not be played if under 0.1.
// FIXME: take rotational velocities
// into account as well.
for (int i = 0; i < totalGear; i++) {
if (cur_fdm_state->get_gear_unit(i)->GetWoW()) {
gearOnGround++;
if (!_gear_on_ground[i]) {
double squeal_volume = cur_fdm_state->get_V_down() / 5.0;
if (squeal_volume > 0.1) {
_squeal->set_volume(squeal_volume);
mgr->play_once("squeal");
}
_gear_on_ground[i] = true;
}
} else {
_gear_on_ground[i] = false;
}
}
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// Now, if any of the gear is in
// contact with the ground play the
// rumble sound. The volume is the
// absolute velocity in knots divided
// by 120.0. No rumble will be played
// if the velocity is under 6kt.
double speed = cur_fdm_state->get_V_equiv_kts();
if (gearOnGround > 0 && speed >= 6.0) {
double volume = (gearOnGround/totalGear) * (speed/60.0);
_rumble->set_volume(volume);
set_playing("rumble", true);
} else {
set_playing("rumble", false);
}
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////////////////////////////////////////////////////////////////////////
// Check for flap movement.
////////////////////////////////////////////////////////////////////
double flap_position = _flaps_prop->getDoubleValue();
if (fabs(flap_position - _old_flap_position) > 0.1) {
mgr->play_once("flaps");
_old_flap_position = flap_position;
}
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// TODO: click
}
void
FGFX::set_playing (const char * soundName, bool state)
{
FGSoundMgr * mgr = globals->get_soundmgr();
bool playing = mgr->is_playing(soundName);
if (state && !playing)
mgr->play_looped(soundName);
else if (!state && playing)
mgr->stop(soundName);
}
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// end of fg_fx.cxx