355 lines
8.8 KiB
C++
355 lines
8.8 KiB
C++
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// fg_sound.hxx -- Sound class implementation
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//
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// Started by Erik Hofman, February 2002
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// (Reuses some code from fg_fx.cxx created by David Megginson)
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//
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// Copyright (C) 2002 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 <simgear/compiler.h>
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#ifdef SG_HAVE_STD_INCLUDES
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# include <cmath>
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#else
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# include <math.h>
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#endif
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#include <simgear/debug/logstream.hxx>
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#include <Main/fg_props.hxx>
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#include "fg_sound.hxx"
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FGSound::FGSound(const SGPropertyNode * node)
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: _name(""),
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_factor(1.0),
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_active(false),
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_mode(FGSound::ONCE),
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_type(FGSound::LEVEL)
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{
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_node = node;
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}
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FGSound::~FGSound()
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{
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delete _sample;
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}
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void
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FGSound::init()
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{
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FGSoundMgr * mgr = globals->get_soundmgr();
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vector<const SGPropertyNode *> kids;
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float p = 0.0;
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float v = 0.0;
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int i;
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_property = fgGetNode(_node->getStringValue("property"), true);
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//
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// seet sound global properties
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//
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_name = _node->getStringValue("name");
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if ((_factor = _node->getFloatValue("factor")) == 0.0)
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_factor = 1.0;
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SG_LOG(SG_GENERAL, SG_INFO,
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"Loading sound information for: " << _name );
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if (_node->getStringValue("mode") == "looped") {
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_mode = FGSound::LOOPED;
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} else {
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_mode = FGSound::ONCE;
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if (_node->getStringValue("mode") != (string)"once")
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SG_LOG( SG_GENERAL, SG_INFO, "Unknown sound mode, default to 'once'");
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}
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if (_node->getStringValue("type") == "flipflop") {
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_type = FGSound::FLIPFLOP;
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} else if (_node->getStringValue("type") == "inverted") {
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_type = FGSound::INVERTED;
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} else {
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_type = FGSound::LEVEL;
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if (_node->getStringValue("type") != (string)"level")
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SG_LOG( SG_GENERAL, SG_INFO, "Unknown sound type, default to 'level'");
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}
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#if 0
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//
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// set position properties
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//
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_pos.dist = _node->getFloatValue("dist");
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_pos.hor = _node->getFloatValue("pos_hor");
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_pos.vert = _node->getFloatValue("pos_vert");
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#endif
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//
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// set volume properties
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//
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kids = _node->getChildren("volume");
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for (i = 0; (i < kids.size()) && (i < FGSound::MAXPROP); i++) {
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_snd_prop volume;
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if ((volume.prop=fgGetNode(kids[i]->getStringValue("property"), true))
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== 0)
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volume.prop = fgGetNode("/null", true);
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if ((volume.factor = kids[i]->getFloatValue("factor")) == 0.0)
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volume.factor = 1.0;
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else
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if (volume.factor < 0.0) {
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volume.factor = -volume.factor;
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volume.subtract = true;
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} else
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volume.subtract = false;
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if (kids[i]->getStringValue("type") == "log")
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volume.type = FGSound::LOG;
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else if (kids[i]->getStringValue("type") == "ln")
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volume.type = FGSound::LN;
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else {
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volume.type = FGSound::LIN;
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if (kids[i]->getStringValue("type") != (string)"lin")
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SG_LOG( SG_GENERAL, SG_INFO,
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"Unknown volume type, default to 'lin'");
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}
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if ((volume.offset = kids[i]->getFloatValue("offset")) == 0.0)
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volume.offset = 0.0;
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if ((volume.min = kids[i]->getFloatValue("min")) < 0.0) {
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SG_LOG( SG_GENERAL, SG_WARN,
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"Volume minimum value below 0. Forced to 0.");
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volume.min = 0.0;
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}
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if ((volume.max = kids[i]->getFloatValue("max")) <= volume.min) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"Volume maximum value below minimum value. Forced above minimum.");
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volume.max = volume.min + 5.0;
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}
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_volume.push_back(volume);
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v += volume.offset;
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}
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//
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// set pitch properties
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//
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kids = _node->getChildren("pitch");
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for (i = 0; (i < kids.size()) && (i < FGSound::MAXPROP); i++) {
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_snd_prop pitch;
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if ((pitch.prop = fgGetNode(kids[i]->getStringValue("property"), true))
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== 0)
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pitch.prop = fgGetNode("/null", true);
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if ((pitch.factor = kids[i]->getFloatValue("factor")) == 0.0)
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pitch.factor = 1.0;
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if (kids[i]->getStringValue("type") == "log")
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pitch.type = FGSound::LOG;
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else if (kids[i]->getStringValue("type") == "ln")
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pitch.type = FGSound::LN;
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else {
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pitch.type = FGSound::LIN;
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if (kids[i]->getStringValue("type") != (string)"lin")
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SG_LOG( SG_GENERAL, SG_INFO,
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"Unknown pitch type, default to 'lin'");
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}
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if ((pitch.offset = kids[i]->getFloatValue("offset")) == 0.0)
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pitch.offset = 1.0;
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if ((pitch.min = kids[i]->getFloatValue("min")) < 0.0) {
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SG_LOG( SG_GENERAL, SG_WARN,
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"Pitch minimum value below 0. Forced to 0.");
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pitch.min = 0.0;
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}
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if ((pitch.max = kids[i]->getFloatValue("max")) <= pitch.min) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"Pitch maximum value below minimum value. Forced above minimum.");
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pitch.max = pitch.min + 5.0;
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}
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_pitch.push_back(pitch);
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p += pitch.offset;
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}
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//
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// Initialize the sample
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//
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_sample = new FGSimpleSound(_node->getStringValue("path"));
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_sample->set_volume(v);
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_sample->set_pitch(p);
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if (!mgr->exists(_name))
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mgr->add(_sample, _name);
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}
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void
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FGSound::bind ()
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{
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}
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void
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FGSound::unbind ()
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{
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}
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void
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FGSound::update (int dt)
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{
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int i;
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FGSoundMgr * mgr = globals->get_soundmgr();
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//
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// Do we have something to do?
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//
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// if (!_property)
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// return;
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i = _property->getFloatValue() * _factor;
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if (_type == FGSound::INVERTED)
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i = !i;
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if ((_type == FGSound::LEVEL) || (_type == FGSound::INVERTED)) {
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if (i == 0) {
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_active = false;
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if (mgr->is_playing(_name)) {
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SG_LOG(SG_GENERAL, SG_INFO, "Stopping sound: " << _name);
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mgr->stop(_name);
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}
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return;
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}
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if (_active && (_mode == FGSound::ONCE))
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return;
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} else { // FGSound::FLIPFLOP
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if ((bool)i == _active)
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return;
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//
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// Check for state changes.
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// If the state changed, and the sound is still playing: stop playing.
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//
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if (mgr->is_playing(_name)) {
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SG_LOG(SG_GENERAL, SG_INFO, "Stopping sound: " << _name);
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mgr->stop(_name);
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}
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}
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//
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// Update the volume
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//
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int max = _volume.size();
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double volume = 1.0, volume_offset = 0.0;
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for(i = 0; i < max; i++) {
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double v = _volume[i].prop->getDoubleValue();
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if (_volume[i].type == FGSound::LOG)
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v = log10(1+v);
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else
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if (_volume[i].type == FGSound::LN)
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v = log(1+v);
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v *= _volume[i].factor;
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if (v > _volume[i].max)
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v = _volume[i].max;
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else
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if (v < _volume[i].min)
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v = 0; // v = _volume[i].min;
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if (_volume[i].subtract) // Hack!
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volume = _volume[i].offset - v;
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else {
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volume_offset += _volume[i].offset;
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volume *= v;
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}
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}
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//
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// Update the pitch
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//
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max = _pitch.size();
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double pitch = 1.0, pitch_offset = 0.0;
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for(i = 0; i < max; i++) {
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double p = _pitch[i].prop->getDoubleValue();
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if (_pitch[i].type == FGSound::LOG)
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p = log10(1+p);
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else
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if (_pitch[i].type == FGSound::LN)
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p = log(1+p);
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p *= _pitch[i].factor;
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if (p > _pitch[i].max)
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p = _pitch[i].max;
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else
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if (p < _pitch[i].min)
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p = _pitch[i].min;
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pitch *= p;
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pitch_offset += _pitch[i].offset;
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}
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//
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// Change sample state
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//
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_sample->set_pitch( pitch_offset + pitch );
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_sample->set_volume( volume_offset + volume );
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//
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// Do we need to start playing the sample?
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//
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if ((!_active) || (_type == FGSound::FLIPFLOP)) {
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//
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// This is needed for FGSound::FLIPFLOP and it works for
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// FGSound::LEVEl. Doing it this way saves an extra 'if'.
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//
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_active = !_active;
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if (_mode == FGSound::ONCE)
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mgr->play_once(_name);
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else
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mgr->play_looped(_name);
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SG_LOG(SG_GENERAL, SG_INFO, "Starting audio playback for: " << _name);
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SG_LOG(SG_GENERAL, SG_BULK,
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"Playing " << ((_mode == ONCE) ? "once" : "looped"));
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SG_LOG(SG_GENERAL, SG_BULK, "Initial volume: " << volume_offset);
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SG_LOG(SG_GENERAL, SG_BULK, "Initial pitch: " << pitch_offset);
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}
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}
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