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Remove scenefx code, it keeps crashing in untracable places and I lost interrest. It was a hughe waste of time

This commit is contained in:
Erik Hofman 2016-01-03 14:38:18 +01:00
parent 52fd6986f8
commit 0cd38c8be4
3 changed files with 0 additions and 370 deletions

View file

@ -5,7 +5,6 @@ set(SOURCES
soundgenerator.cxx
beacon.cxx
fg_fx.cxx
scenefx.cxx
morse.cxx
sample_queue.cxx
voice.cxx
@ -18,7 +17,6 @@ set(HEADERS
soundgenerator.hxx
beacon.hxx
fg_fx.hxx
scenefx.hxx
morse.hxx
sample_queue.hxx
voice.hxx

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@ -1,275 +0,0 @@
// scenefx.cxx -- Scenery sound effect management implementation
//
// Started by Erik Hofman, November 2015
//
// Copyright (C) 2015 Erik Hofman <erik@ehofman.com>
//
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef _MSC_VER
#pragma warning (disable: 4786)
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <stdio.h>
#include <string>
#include "scenefx.hxx"
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/sound/soundmgr_openal.hxx>
#include <simgear/nasal/cppbind/Ghost.hxx>
#include <simgear/sound/xmlsound.hxx>
#include <boost/shared_ptr.hpp>
#include <boost/weak_ptr.hpp>
static std::string _refname = "SceneFX";
typedef boost::shared_ptr<SGSampleGroup> SGSampleGroupRef;
typedef boost::shared_ptr<FGSceneFX> FGSceneFXRef;
FGSceneFX::FGSceneFX()
{
_props = _props = globals->get_props();
_enabled = fgGetNode("/sim/sound/scene/enabled", true);
_volume = fgGetNode("/sim/sound/scene/volume", true);
_damping = fgGetNode("/sim/sound/model-damping", true);
_smgr->add(this, _refname);
nasal::Ghost<FGSceneFXRef>::init("soundfx.scene")
.bases<SGSampleGroupRef>()
.method("load", &FGSceneFX::load)
.method("damping", &FGSceneFX::model_damping);
}
void FGSceneFX::unbind()
{
if (_smgr)
{
_smgr->remove(_refname);
}
}
FGSceneFX::~FGSceneFX()
{
for (unsigned int i = 0; i < _sound.size(); i++ ) {
delete _sound[i];
}
_sound.clear();
}
void FGSceneFX::init()
{
if (!_smgr) {
return;
}
SGPath path(globals->get_fg_root());
path.append("Sounds/sounds.xml");
SGPropertyNode root;
try {
readProperties(path.str(), &root);
} catch (const sg_exception &) {
SG_LOG(SG_SOUND, SG_ALERT,
"Error reading file '" << path.str() << '\'');
return;
}
SGPropertyNode *node = root.getNode("fx");
if(node) {
for (int i = 0; i < node->nChildren(); ++i) {
SGXmlSound *soundfx = new SGXmlSound();
try {
soundfx->init( _props, node->getChild(i), this, 0, path.dir() );
_sound.push_back( soundfx );
} catch ( sg_exception &e ) {
SG_LOG(SG_SOUND, SG_ALERT, e.getFormattedMessage());
delete soundfx;
}
}
}
}
void FGSceneFX::reinit()
{
for ( unsigned int i = 0; i < _sound.size(); i++ ) {
delete _sound[i];
}
_sound.clear();
init();
}
void FGSceneFX::update (double dt)
{
if (!_smgr) {
return;
}
if (_enabled->getBoolValue())
{
float fact = 1.0f - _damping->getFloatValue();
set_volume(_volume->getFloatValue() * fact);
resume();
// update sound effects if not paused
for ( unsigned int i = 0; i < _sound.size(); i++ ) {
_sound[i]->update(dt);
}
SGSampleGroup::update(dt);
}
else {
suspend();
}
}
/* Sets the scene properties from the models point of view */
void FGSceneFX::model_damping(float damping)
{
_damping->setFloatValue(damping);
}
/* (Over)load the sound file for a particular ref. name */
bool FGSceneFX::load(const std::string& refname, const std::string& path_str)
{
if (!_smgr) {
return false;
}
SGPath path = globals->resolve_resource_path(path_str);
if (!path.isNull() && path.exists())
{
SGSoundSample* sample;
unsigned int i = 0;
do
{
sample = find(refname, i);
if (sample) {
sample->set_sample_name(path_str);
}
}
while(sample);
return true;
}
throw sg_io_exception("SceneFX: couldn't find file: '" + path.str() + "'");
return false;
}
/* Control the sounds from the generating side. */
size_t FGSceneFX::add(const std::string& refname)
{
if (!_smgr) {
return false;
}
unsigned int num = 0;
std::string name;
do {
name = full_name(refname, num++);
} while(SGSampleGroup::exists(name));
SGSharedPtr<SGSoundSample> sample;
sample = new SGSoundSample();
SGSampleGroup::add(sample, name);
return num;
}
bool FGSceneFX::remove(const std::string& refname, size_t num)
{
std::string name = full_name(refname, num);
return SGSampleGroup::remove(name);
}
void FGSceneFX::position(const std::string& refname, size_t num, double lon, double lat, double elevation)
{
SGSoundSample* sample = find(refname, num);
if (sample)
{
SGGeod pos = SGGeod::fromDegFt(lon, lat, elevation);
sample->set_position(SGVec3d::fromGeod(pos));
}
}
void FGSceneFX::pitch(const std::string& refname, size_t num, float pitch)
{
SGSoundSample* sample = find(refname, num);
if (sample) {
sample->set_pitch(pitch);
}
}
void FGSceneFX::volume(const std::string& refname, size_t num, float volume)
{
SGSoundSample* sample = find(refname, num);
if (sample)
{
sample->set_volume(volume);
}
}
void FGSceneFX::properties(const std::string& refname, size_t num, float reference_dist, float maximum_dist)
{
SGSoundSample* sample = find(refname, num);
if (sample)
{
float fact = 1.0f - _damping->getFloatValue();
sample->set_reference_dist(reference_dist * fact);
if (maximum_dist > 0) {
sample->set_max_dist(maximum_dist * fact);
}
}
}
void FGSceneFX::play(const std::string& refname, size_t num, bool looping)
{
SGSampleGroup::play(full_name(refname, num), looping);
}
void FGSceneFX::stop(const std::string& refname, size_t num)
{
SGSampleGroup::stop(full_name(refname, num));
}
const char* FGSceneFX::full_name(const std::string& refname, size_t num)
{
static char nstr[128];
snprintf(nstr, 127, "%s_%4zu", refname.c_str(), num);
return nstr;
}
SGSoundSample *FGSceneFX::find(const std::string& refname, size_t num)
{
return SGSampleGroup::find( full_name(refname, num) );
}
// end of scenefx.cxx

View file

@ -1,93 +0,0 @@
// scenefx.hxx -- Scene sound effect management class
//
// Started by Erik Hofman, November 2015
//
// Copyright (C) 2015 Erik Hofman <erik@ehofman.com>
//
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifndef __FGSCENEFX_HXX
#define __FGSCENEFX_HXX 1
#include <simgear/compiler.h>
#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/props/props.hxx>
#include <simgear/sound/sample_group.hxx>
#include <simgear/math/SGMathFwd.hxx>
#define _DEFAULT_MAX_DISTANCE 100000.0
class SGXmlSound;
/**
* Container for FlightGear envirnonmetal sound effects.
*/
class FGSceneFX : public SGSampleGroup
{
public:
FGSceneFX();
virtual ~FGSceneFX();
void init ();
void reinit();
void update (double dt);
void unbind();
/* Adjust volume and distance properties for the aircraft model */
/* These work on all active sounds */
void model_damping(float damping);
/* (Over)load the sound file for a particular ref. name */
bool load(const std::string& refname, const std::string& path_str);
/* Control the sounds from the generating side.
*
* Every sound has a reference name and an instance number:
* A reference name would be for instance 'thunder' or 'rain'.
* The number indicates the exact instance in case multiple
* variants are active simultaniously.
*/
size_t add(const std::string& refname);
bool remove(const std::string& refname, size_t num);
void position(const std::string& refname, size_t num, double lon, double lat, double elevation = 0.0);
void pitch(const std::string& refname, size_t num, float pitch);
void volume(const std::string& refname, size_t num, float volume);
void properties(const std::string& refname, size_t num, float reference_dist, float max_dist = -1 );
void play(const std::string& refname, size_t num, bool looping = false);
void stop(const std::string& refname, size_t num);
private:
SGPropertyNode_ptr _enabled;
SGPropertyNode_ptr _volume;
SGPropertyNode_ptr _damping; // model sound damping
std::vector<SGXmlSound *> _sound;
SGPropertyNode_ptr _props;
const char* full_name(const std::string& refname, size_t num);
SGSoundSample *find(const std::string& refname, size_t num);
};
#endif
// end of scenefx.hxx