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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.
//
// $Id$
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#include <FDM/flight.hxx> // FIXME: remove direct dependencies
#include <Main/fg_props.hxx>
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#include "fg_fx.hxx"
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static const char * engine_names[FGFX::MAX_ENGINES] = {
"engine0",
"engine1"
};
static const char * crank_names[FGFX::MAX_ENGINES] = {
"crank0",
"crank1"
};
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FGFX::FGFX ()
: _old_flap_position(0),
_old_gear_position(0),
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_wind(0),
_stall(0),
_rumble(0),
_flaps(0),
_gear_up(0),
_gear_dn(0),
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_squeal(0),
_click(0),
_stall_warning_prop(0),
_flaps_prop(0),
_gear_prop(0)
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{
for (int i = 0; i < MAX_ENGINES; i++) {
_engine[i] = 0;
_crank[i] = 0;
_engine_running_prop[i] = 0;
_engine_cranking_prop[i] = 0;
}
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}
FGFX::~FGFX ()
{
// FIXME: is this right, or does the
// sound manager assume pointer ownership?
for (int i = 0; i < MAX_ENGINES; i++) {
delete _engine[i];
delete _crank[i];
}
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delete _wind;
delete _stall;
delete _rumble;
delete _flaps;
delete _gear_up;
delete _gear_dn;
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delete _squeal;
delete _click;
}
void
FGFX::init ()
{
FGSoundMgr * mgr = globals->get_soundmgr();
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int i;
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//
// Create and add engine-related sounds.
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//
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for (i = 0; i < MAX_ENGINES; i++) {
// Engine
_engine[i] =
new FGSimpleSound(fgGetString("/sim/sounds/engine/path",
"Sounds/wasp.wav"));
_engine[i]->set_volume(fgGetFloat("/sim/sounds/engine/volume", 1.0));
_engine[i]->set_pitch(fgGetFloat("/sim/sounds/engine/pitch", 1.0));
mgr->add(_engine[i], engine_names[i]);
// Starter
_crank[i] = new FGSimpleSound(fgGetString("/sim/sounds/cranking/path",
"Sounds/cranking.wav"));
_crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.175));
_crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.25));
mgr->add(_crank[i], crank_names[i]);
}
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//
// Create and add the wind noise.
//
_wind = new FGSimpleSound(fgGetString("/sim/sounds/wind/path",
"Sounds/wind.wav"));
_wind->set_volume(fgGetFloat("/sim/sounds/wind/volume", 1.0));
_wind->set_pitch(fgGetFloat("/sim/sounds/wind/pitch", 1.0));
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mgr->add(_wind, "wind");
//
// Create and add the stall noise.
//
_stall = new FGSimpleSound(fgGetString("/sim/sounds/stall/path",
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"Sounds/stall.wav"));
_stall->set_volume(fgGetFloat("/sim/sounds/stall/volume", 1.0));
_stall->set_pitch(fgGetFloat("/sim/sounds/stall/pitch", 1.0));
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mgr->add(_stall, "stall");
//
// Create and add the rumble noise.
//
_rumble = new FGSimpleSound(fgGetString("/sim/sounds/rumble/path",
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"Sounds/rumble.wav"));
_rumble->set_volume(fgGetFloat("/sim/sounds/rumble/volume", 1.0));
_rumble->set_pitch(fgGetFloat("/sim/sounds/rumble/pitch", 1.0));
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mgr->add(_rumble, "rumble");
//
// Create and add the flaps noise
//
_flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps/path",
"Sounds/flaps.wav"));
_flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.5));
_flaps->set_pitch(fgGetFloat("/sim/sounds/flaps/pitch", 1.0));
mgr->add(_flaps, "flaps");
//
// Create and add the gear noises.
//
_gear_up = new FGSimpleSound(fgGetString("/sim/sounds/gear-up/path",
"Sounds/gear-up.wav"));
_gear_dn = new FGSimpleSound(fgGetString("/sim/sounds/gear-down/path",
"Sounds/gear-dn.wav"));
_gear_up->set_volume(fgGetFloat("/sim/sounds/gear-up/volume", 1.0));
_gear_dn->set_volume(fgGetFloat("/sim/sounds/gear-down/volume", 1.0));
_gear_up->set_pitch(fgGetFloat("/sim/sounds/gear-up/pitch", 1.0));
_gear_dn->set_pitch(fgGetFloat("/sim/sounds/gear-down/pitch", 1.0));
mgr->add(_gear_up, "gear-up");
mgr->add(_gear_dn, "gear-down");
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//
// Create and add the squeal noise.
//
_squeal = new FGSimpleSound(fgGetString("/sim/sounds/squeal/path",
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"Sounds/squeal.wav"));
_squeal->set_volume(fgGetFloat("/sim/sounds/squeal/volume", 1.0));
_squeal->set_pitch(fgGetFloat("/sim/sounds/squeal/pitch", 1.0));
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mgr->add(_squeal, "squeal");
//
// Simplistic wheel spin model for audio effect purposes only. We
// don't want to play a full squeel, if the wheel has only departed
// from the ground for a split second.
//
for (i = 0; i < MAX_GEAR; i++) {
_wheel_spin[i] = 0.0;
}
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//
// Create and add the click noise.
_click = new FGSimpleSound(fgGetString("/sim/sounds/click/path",
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"Sounds/click.wav"));
_flaps->set_volume(fgGetFloat("/sim/sounds/click/volume", 1.0));
_flaps->set_pitch(fgGetFloat("/sim/sounds/click/pitch", 1.0));
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mgr->add(_click, "click");
////////////////////////////////////////////////////////////////////
// Grab some properties.
////////////////////////////////////////////////////////////////////
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for (i = 0; i < MAX_ENGINES; i++) {
char buf[100];
sprintf(buf, "/engines/engine[%d]/running", i);
_engine_running_prop[i] = fgGetNode(buf, true);
sprintf(buf, "/engines/engine[%d]/cranking", i);
_engine_cranking_prop[i] = fgGetNode(buf, true);
}
_stall_warning_prop = fgGetNode("/sim/aero/alarms/stall-warning", true);
_vc_prop = fgGetNode("/velocities/airspeed-kt", true);
_flaps_prop = fgGetNode("/controls/flaps", true);
_gear_prop = fgGetNode("/controls/gear-down", true);
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}
void
FGFX::bind ()
{
}
void
FGFX::unbind ()
{
}
void
FGFX::update (int dt)
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{
FGSoundMgr * mgr = globals->get_soundmgr();
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int i;
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////////////////////////////////////////////////////////////////////
// Update the engine sound.
////////////////////////////////////////////////////////////////////
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for (i = 0; i < MAX_ENGINES; i++) {
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if (cur_fdm_state->get_num_engines() > 0 &&
_engine_running_prop[i]->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 )
rpm_factor = cur_fdm_state->get_engine(i)->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 )
mp_factor =
cur_fdm_state->get_engine(i)->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[i]->set_pitch( pitch );
_engine[i]->set_volume( volume );
set_playing(engine_names[i], true);
} else {
set_playing(engine_names[i], false);
}
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// FIXME
set_playing(crank_names[i], _engine_cranking_prop[i]->getBoolValue());
}
////////////////////////////////////////////////////////////////////
// Update the wind noise.
////////////////////////////////////////////////////////////////////
float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS
float airspeed_kt = cur_fdm_state->get_V_equiv_kts();
if (rel_wind > 60.0) { // a little off 30kt
// float volume = rel_wind/600.0; // FIXME!!!
float volume = rel_wind/937.0; // FIXME!!!
double pitch = 1.0+(airspeed_kt/113.0);
_wind->set_volume(volume);
_wind->set_pitch(pitch);
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();
double vc = _vc_prop->getDoubleValue();
if (stall > 0.0 && vc > 30.0) {
_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(), int(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.
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for (i = 0; i < totalGear; i++) {
// cout << "air speed = " << cur_fdm_state->get_V_equiv_kts();
// cout << " wheel " << i << " speed = " << _wheel_spin[i];
if (cur_fdm_state->get_gear_unit(i)->GetWoW()) {
gearOnGround++;
if (!_gear_on_ground[i]) {
// wheel just touched down
// 3 parts horizontal velocity + 1 part vertical velocity
double squeal_volume = 0.75 * cur_fdm_state->get_V_equiv_kts() / 90.0
+ 0.25 * cur_fdm_state->get_V_down() / 5.0;
// scale volume by difference between wheel spin speed and
// ground speed
double diff = fabs( cur_fdm_state->get_V_equiv_kts()
- _wheel_spin[i] );
// cout << " speed diff = " << diff;
double scale_factor = 0.0;
if ( diff > 10 ) {
scale_factor = ( diff - 10.0 ) / 30.0f;
if ( scale_factor > 1.0 ) { scale_factor = 1.0; }
}
// cout << " scale_factor = " << scale_factor;
squeal_volume *= scale_factor;
if (squeal_volume > 0.1) {
_squeal->set_volume(squeal_volume);
_squeal->set_pitch(1.25);
mgr->play_once("squeal");
}
_gear_on_ground[i] = true;
}
// cout << " wow";
_wheel_spin[i] = cur_fdm_state->get_V_equiv_kts();
} else {
// cout << " airborn";
_gear_on_ground[i] = false;
/* fix me: wheel spindown is currently frame rate dependent which
it shouldn't be */
_wheel_spin[i] -= 0.2;
if ( _wheel_spin[i] < 0.0 ) { _wheel_spin[i] = 0.0; }
}
// cout << endl;
}
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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) {
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double volume = 2.0 * (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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////////////////////////////////////////////////////////////////////
// Check for gear movement.
////////////////////////////////////////////////////////////////////
double gear_position = _gear_prop->getDoubleValue();
if (gear_position != _old_gear_position) {
if (gear_position < _old_gear_position) {
mgr->play_once("gear-up");
} else {
mgr->play_once("gear-down");
}
_old_gear_position = gear_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