polar3d.h renamed to polar3d.hxx
vector.h renamed to vector.hxx updated audio support so it waits to create audio classes (and tie up /dev/dsp) until the mpg123 player is finished.
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3 changed files with 37 additions and 17 deletions
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@ -69,7 +69,7 @@
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#include <Joystick/joystick.h>
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#include <Math/fg_geodesy.h>
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#include <Math/mat3.h>
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#include <Math/polar3d.h>
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#include <Math/polar3d.hxx>
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#include <PUI/pu.h>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilemgr.hxx>
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@ -99,8 +99,8 @@ int use_signals = 0;
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// Global structures for the Audio library
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#ifdef HAVE_AUDIO_SUPPORT
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slScheduler audio_sched ( 8000 );
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smMixer audio_mixer;
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slScheduler *audio_sched;
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smMixer *audio_mixer;
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slSample *s1;
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slSample *s2;
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#endif
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@ -390,6 +390,8 @@ static void fgRenderFrame( void ) {
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if ( o->textures ) {
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// texture parameters
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xglEnable( GL_TEXTURE_2D );
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xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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// set base color (I don't think this is doing anything here)
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xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
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xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
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@ -581,7 +583,7 @@ static void fgMainLoop( void ) {
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// Run audio scheduler
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#ifdef HAVE_AUDIO_SUPPORT
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audio_sched . update();
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audio_sched -> update();
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#endif
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// redraw display
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@ -625,7 +627,7 @@ static void fgIdleFunction ( void ) {
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strcat(mp3file, "/Sounds/");
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strcat(mp3file, "intro.mp3");
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sprintf(command,
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"(touch %s; ampg123 %s > /dev/null 2>&1; /bin/rm %s) &",
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"(touch %s; mpg123 %s > /dev/null 2>&1; /bin/rm %s) &",
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lockfile, mp3file, lockfile );
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fgPrintf( FG_GENERAL, FG_INFO,
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"Starting intro music: %s\n", mp3file);
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@ -695,10 +697,10 @@ static void fgIdleFunction ( void ) {
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}
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#endif // WIN32
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// audio_sched = new slScheduler ( 8000 );
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// audio_mixer = new smMixer;
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audio_mixer . setMasterVolume ( 30 ) ; /* 50% of max volume. */
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audio_sched . setSafetyMargin ( 1.0 ) ;
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audio_sched = new slScheduler ( 8000 );
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audio_mixer = new smMixer;
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audio_mixer -> setMasterVolume ( 30 ) ; /* 50% of max volume. */
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audio_sched -> setSafetyMargin ( 1.0 ) ;
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strcpy(path, o->fg_root);
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strcat(path, "/Sounds/");
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@ -706,10 +708,10 @@ static void fgIdleFunction ( void ) {
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strcat(slfile, "prpidle.wav");
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// s1 = new slSample ( slfile );
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s1 = new slSample ( "/dos/X-System-HSR/sounds/xp_recip.wav",
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&audio_sched );
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audio_sched );
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printf("Rate = %d Bps = %d Stereo = %d\n",
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s1 -> getRate(), s1 -> getBps(), s1 -> getStereo());
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audio_sched . loopSample ( s1 );
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audio_sched -> loopSample ( s1 );
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// strcpy(slfile, path);
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// strcat(slfile, "thunder.wav");
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@ -869,6 +871,12 @@ int main( int argc, char **argv ) {
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// $Log$
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// Revision 1.32 1998/07/08 14:45:07 curt
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// polar3d.h renamed to polar3d.hxx
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// vector.h renamed to vector.hxx
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// updated audio support so it waits to create audio classes (and tie up
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// /dev/dsp) until the mpg123 player is finished.
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//
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// Revision 1.31 1998/07/06 21:34:17 curt
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// Added an enable/disable splash screen option.
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// Added an enable/disable intro music option.
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@ -31,8 +31,8 @@
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#include <Flight/flight.h>
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#include <Include/fg_constants.h>
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#include <Math/mat3.h>
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#include <Math/polar3d.h>
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#include <Math/vector.h>
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#include <Math/polar3d.hxx>
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#include <Math/vector.hxx>
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#include <Scenery/scenery.hxx>
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#include <Time/fg_time.hxx>
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@ -89,7 +89,7 @@ void fgVIEW::UpdateFOV( fgOPTIONS *o ) {
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// Update the view parameters
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void fgVIEW::Update( fgFLIGHT *f ) {
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fgOPTIONS *o;
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fgPolarPoint3d p;
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fgPoint3d p;
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MAT3vec vec, forward, v0, minus_z;
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MAT3mat R, TMP, UP, LOCAL, VIEW;
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double ntmp;
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@ -455,6 +455,12 @@ void fg_gluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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// $Log$
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// Revision 1.14 1998/07/08 14:45:08 curt
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// polar3d.h renamed to polar3d.hxx
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// vector.h renamed to vector.hxx
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// updated audio support so it waits to create audio classes (and tie up
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// /dev/dsp) until the mpg123 player is finished.
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//
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// Revision 1.13 1998/07/04 00:52:27 curt
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// Add my own version of gluLookAt() (which is nearly identical to the
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// Mesa/glu version.) But, by calculating the Model View matrix our selves
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@ -87,14 +87,14 @@ public:
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double vfc_ratio;
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// absolute view position
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fgCartesianPoint3d abs_view_pos;
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fgPoint3d abs_view_pos;
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// view position translated to scenery.center
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fgCartesianPoint3d view_pos;
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fgPoint3d view_pos;
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// cartesion coordinates of current lon/lat if at sea level
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// translated to scenery.center*/
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fgCartesianPoint3d cur_zero_elev;
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fgPoint3d cur_zero_elev;
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// vector in cartesian coordinates from current position to the
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// postion on the earth's surface the sun is directly over
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@ -173,6 +173,12 @@ void fg_gluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez,
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// $Log$
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// Revision 1.10 1998/07/08 14:45:09 curt
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// polar3d.h renamed to polar3d.hxx
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// vector.h renamed to vector.hxx
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// updated audio support so it waits to create audio classes (and tie up
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// /dev/dsp) until the mpg123 player is finished.
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//
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// Revision 1.9 1998/07/04 00:52:27 curt
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// Add my own version of gluLookAt() (which is nearly identical to the
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// Mesa/glu version.) But, by calculating the Model View matrix our selves
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