199 lines
6.2 KiB
Text
199 lines
6.2 KiB
Text
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Users Guide to FlightGear sound configuration
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Version 0.7.10, Mar 02 2002
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Author: Erik Hofman <erik@ehofman.com>
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This document is an attempt to describe the configuration of
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FlightGear flight simulator's aircraft sound via XML.
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Some History:
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------------
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Older versions of FGFS had a hard coded audio layer. This was a
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than ideal state of affairs due to FGFS ability to use different
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aircraft models. Being primarily developed on UNIX type systems, a
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modular approach is taken towards the simulation. To date, most
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alternatives to the default Cessna 172 aircraft are the product
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of research institutions interested in the flight characteristics and
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not cosmetics. The result of this was that one could fly the X-15 or
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a Boeing 747 but be limited to C172 sounds.
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A rewrite of the sound code was done around v0.7.10 by Erik Hofman
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allowing for configuration of the sounds via XML to address this
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limitation.
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About The Property Manager:
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--------------------------
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The
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Sound Architecture:
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------------------
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All of the sound configuration files are XML-encoded* property lists.
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The root element of each file is always named <PropertyList>. Tags are
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almost always found in pairs, with the closing tag having a slash
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prefixing the tag name, i.e </PropertyList>. The exception is the tag
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representing an aliased property. In this case a slash is prepended to
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the closing angle bracket. (see section Aliasing)
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The top level sound configuration file is composed of a <fx>, a
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<name>, a <path> sound file and zero or more <volume> and/or <pitch>
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definitions.
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[ Paths are relative to $FG_ROOT (the installed location of FGFS data files.) ]
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[ Absolute paths may be used.Comments are bracketed with <!-- -->. ]
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A limited sound configuration file would look something like this:
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<PropertyList>
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<fx>
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<engine>
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<name>engine</name>
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<path>Sounds/wasp.wav</path>
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<mode>looped</mode>
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<property>/engines/engine/running</property>
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<volume>
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<property>/engines/engine/mp-osi</property>
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<factor>0.005</factor>
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<min>0.15</min>
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<max>0.5</max>
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<offset>0.15</offset>
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</volume>
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<pitch>
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<property>/engines/engine/rpm</property>
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<factor>0.0012</factor>
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<min>0.3</min>
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<max>5.0</max>
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<offset>0.3</offset>
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</pitch>
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</engine>
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</fx>
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</PropertyList>
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This would define an engine sound event handler for a piston engine driven
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aeroplane. The sound representing the engine is located in $FG_ROOT/Sounds
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and is named wasp.wav. The event is started when the property
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/engines/engine/running becomes non zero.
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When that happens, the sound will be played looped (see <mode>) until the
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property returns zero again. As you can see the volume is mp-osi dependant,
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and the pitch of the sound depents on the engine rpm.
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Configuration description:
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-------------------------
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<fx>
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Named FX subtree living under /sim/sound
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< ... >
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This is the event seperator. The text inside the brackets
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can be anything. Bit it is adviced to give it a meaningfull name
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like:
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crank, engine, rumble, gear, squeal, flap, wind, stall or click.
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The value can be defined multiple times, thus anything which is
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related may have the same name.
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<name>
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This defines the name of the event. This name is used internally
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and, although it can me defined multiple times in the same file,
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should have a unique value unless you realy know what you're doing.
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Defining it multiple times could lead to unexpected behaviour.
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<path>
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This defined th path to the sound file. The path is relative to the
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FlightGear root directory but could be specified absolute.
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<property>
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Define which property triggers the event, and reffers to a node
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in the FlightGear property tree.
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The value is converted to an integer value (anything less than 0.5 is
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is considered to be 0) and handled if it were a boolean value
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(0 = false, anything else = true).
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The triger depends on the value of <type>.
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<type>
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This specifies how the event is triggered.
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There are multiple options:
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level: events are active if the value is true.
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this is the default behaviour.
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inverted: events are active if the value is false.
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flipflop: events are triggered on state changes.
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this is only usefull for samples which are played
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once.
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<mode>
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This defines how the sample should be played:
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once: the sample is played once.
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this is the default.
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looped: the sample plays continuesly,
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until the event turns false.
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<volume> / <pitch>
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Volume or Pitch definition. Currently there may be up to 5
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volume and up to 5 pitch definitions defined within one sound
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event. Normally all <offset> values are added together and the
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results after property calculations will be miltplied.
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A special condition occurs when the <factor> value is negative,
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in which case the offset doesn't get added to the other offset values
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but instead will be used in the multiplication section.
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<property>
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Defins which property supplies the value for the calculation.
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The value is treatened as a floating point number.
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<type>
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lin: lineair handling of the property value.
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this is the default.
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ln: convert the property value to a natural logarithmic
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value before scaling it.
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log: convert the property value to a true logarithmic
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value before scaling it.
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<factor>
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Defines the multiplication factor for the property value.
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A special condition is when scale is defined as a negative
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value. In this case the result of |<scale>| * <property) will be
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subtracted from <default>
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<offset>
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The initial value for this sound. This value is also used as an
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offset value for calulating the end result.
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<min>
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Minimum allowed value.
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This is usefull if sounds start to sound funny. Anything lower
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will be converted to 0.
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<max>
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Maximum allowed value.
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This is usefull if sounds gets to loud. Anything higher will be
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truncated to this value.
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Calculations are made the following way
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(function can be one of: none, ln or log ):
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if (scale < 0) {
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value[i] = offset[n] - abs(scale[n]) * function(property[n])
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offset[i] = 0;
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} else
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value[i] = scale[n] * function(property[n])
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And the end result will be:
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result = offset[0..max] + value[0..max];
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