Remove scenefx code, it keeps crashing in untracable places and I lost interrest. It was a hughe waste of time
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52fd6986f8
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3 changed files with 0 additions and 370 deletions
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@ -5,7 +5,6 @@ set(SOURCES
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soundgenerator.cxx
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beacon.cxx
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fg_fx.cxx
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scenefx.cxx
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morse.cxx
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sample_queue.cxx
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voice.cxx
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@ -18,7 +17,6 @@ set(HEADERS
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soundgenerator.hxx
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beacon.hxx
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fg_fx.hxx
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scenefx.hxx
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morse.hxx
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sample_queue.hxx
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voice.hxx
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@ -1,275 +0,0 @@
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// scenefx.cxx -- Scenery sound effect management implementation
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//
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// Started by Erik Hofman, November 2015
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//
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// Copyright (C) 2015 Erik Hofman <erik@ehofman.com>
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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#ifdef _MSC_VER
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#pragma warning (disable: 4786)
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#endif
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <stdio.h>
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#include <string>
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#include "scenefx.hxx"
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#include <Main/fg_props.hxx>
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#include <Main/globals.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/sound/soundmgr_openal.hxx>
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#include <simgear/nasal/cppbind/Ghost.hxx>
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#include <simgear/sound/xmlsound.hxx>
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#include <boost/shared_ptr.hpp>
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#include <boost/weak_ptr.hpp>
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static std::string _refname = "SceneFX";
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typedef boost::shared_ptr<SGSampleGroup> SGSampleGroupRef;
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typedef boost::shared_ptr<FGSceneFX> FGSceneFXRef;
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FGSceneFX::FGSceneFX()
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{
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_props = _props = globals->get_props();
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_enabled = fgGetNode("/sim/sound/scene/enabled", true);
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_volume = fgGetNode("/sim/sound/scene/volume", true);
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_damping = fgGetNode("/sim/sound/model-damping", true);
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_smgr->add(this, _refname);
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nasal::Ghost<FGSceneFXRef>::init("soundfx.scene")
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.bases<SGSampleGroupRef>()
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.method("load", &FGSceneFX::load)
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.method("damping", &FGSceneFX::model_damping);
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}
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void FGSceneFX::unbind()
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{
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if (_smgr)
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{
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_smgr->remove(_refname);
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}
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}
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FGSceneFX::~FGSceneFX()
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{
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for (unsigned int i = 0; i < _sound.size(); i++ ) {
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delete _sound[i];
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}
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_sound.clear();
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}
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void FGSceneFX::init()
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{
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if (!_smgr) {
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return;
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}
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SGPath path(globals->get_fg_root());
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path.append("Sounds/sounds.xml");
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SGPropertyNode root;
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try {
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readProperties(path.str(), &root);
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} catch (const sg_exception &) {
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SG_LOG(SG_SOUND, SG_ALERT,
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"Error reading file '" << path.str() << '\'');
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return;
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}
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SGPropertyNode *node = root.getNode("fx");
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if(node) {
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for (int i = 0; i < node->nChildren(); ++i) {
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SGXmlSound *soundfx = new SGXmlSound();
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try {
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soundfx->init( _props, node->getChild(i), this, 0, path.dir() );
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_sound.push_back( soundfx );
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} catch ( sg_exception &e ) {
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SG_LOG(SG_SOUND, SG_ALERT, e.getFormattedMessage());
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delete soundfx;
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}
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}
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}
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}
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void FGSceneFX::reinit()
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{
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for ( unsigned int i = 0; i < _sound.size(); i++ ) {
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delete _sound[i];
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}
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_sound.clear();
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init();
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}
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void FGSceneFX::update (double dt)
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{
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if (!_smgr) {
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return;
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}
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if (_enabled->getBoolValue())
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{
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float fact = 1.0f - _damping->getFloatValue();
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set_volume(_volume->getFloatValue() * fact);
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resume();
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// update sound effects if not paused
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for ( unsigned int i = 0; i < _sound.size(); i++ ) {
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_sound[i]->update(dt);
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}
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SGSampleGroup::update(dt);
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}
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else {
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suspend();
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}
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}
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/* Sets the scene properties from the models point of view */
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void FGSceneFX::model_damping(float damping)
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{
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_damping->setFloatValue(damping);
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}
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/* (Over)load the sound file for a particular ref. name */
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bool FGSceneFX::load(const std::string& refname, const std::string& path_str)
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{
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if (!_smgr) {
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return false;
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}
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SGPath path = globals->resolve_resource_path(path_str);
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if (!path.isNull() && path.exists())
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{
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SGSoundSample* sample;
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unsigned int i = 0;
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do
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{
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sample = find(refname, i);
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if (sample) {
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sample->set_sample_name(path_str);
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}
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}
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while(sample);
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return true;
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}
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throw sg_io_exception("SceneFX: couldn't find file: '" + path.str() + "'");
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return false;
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}
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/* Control the sounds from the generating side. */
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size_t FGSceneFX::add(const std::string& refname)
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{
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if (!_smgr) {
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return false;
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}
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unsigned int num = 0;
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std::string name;
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do {
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name = full_name(refname, num++);
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} while(SGSampleGroup::exists(name));
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SGSharedPtr<SGSoundSample> sample;
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sample = new SGSoundSample();
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SGSampleGroup::add(sample, name);
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return num;
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}
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bool FGSceneFX::remove(const std::string& refname, size_t num)
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{
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std::string name = full_name(refname, num);
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return SGSampleGroup::remove(name);
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}
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void FGSceneFX::position(const std::string& refname, size_t num, double lon, double lat, double elevation)
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{
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SGSoundSample* sample = find(refname, num);
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if (sample)
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{
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SGGeod pos = SGGeod::fromDegFt(lon, lat, elevation);
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sample->set_position(SGVec3d::fromGeod(pos));
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}
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}
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void FGSceneFX::pitch(const std::string& refname, size_t num, float pitch)
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{
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SGSoundSample* sample = find(refname, num);
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if (sample) {
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sample->set_pitch(pitch);
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}
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}
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void FGSceneFX::volume(const std::string& refname, size_t num, float volume)
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{
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SGSoundSample* sample = find(refname, num);
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if (sample)
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{
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sample->set_volume(volume);
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}
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}
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void FGSceneFX::properties(const std::string& refname, size_t num, float reference_dist, float maximum_dist)
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{
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SGSoundSample* sample = find(refname, num);
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if (sample)
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{
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float fact = 1.0f - _damping->getFloatValue();
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sample->set_reference_dist(reference_dist * fact);
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if (maximum_dist > 0) {
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sample->set_max_dist(maximum_dist * fact);
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}
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}
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}
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void FGSceneFX::play(const std::string& refname, size_t num, bool looping)
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{
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SGSampleGroup::play(full_name(refname, num), looping);
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}
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void FGSceneFX::stop(const std::string& refname, size_t num)
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{
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SGSampleGroup::stop(full_name(refname, num));
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}
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const char* FGSceneFX::full_name(const std::string& refname, size_t num)
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{
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static char nstr[128];
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snprintf(nstr, 127, "%s_%4zu", refname.c_str(), num);
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return nstr;
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}
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SGSoundSample *FGSceneFX::find(const std::string& refname, size_t num)
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{
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return SGSampleGroup::find( full_name(refname, num) );
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}
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// end of scenefx.cxx
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@ -1,93 +0,0 @@
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// scenefx.hxx -- Scene sound effect management class
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//
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// Started by Erik Hofman, November 2015
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//
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// Copyright (C) 2015 Erik Hofman <erik@ehofman.com>
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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#ifndef __FGSCENEFX_HXX
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#define __FGSCENEFX_HXX 1
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#include <simgear/compiler.h>
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#include <simgear/structure/subsystem_mgr.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/sound/sample_group.hxx>
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#include <simgear/math/SGMathFwd.hxx>
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#define _DEFAULT_MAX_DISTANCE 100000.0
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class SGXmlSound;
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/**
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* Container for FlightGear envirnonmetal sound effects.
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*/
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class FGSceneFX : public SGSampleGroup
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{
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public:
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FGSceneFX();
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virtual ~FGSceneFX();
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void init ();
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void reinit();
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void update (double dt);
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void unbind();
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/* Adjust volume and distance properties for the aircraft model */
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/* These work on all active sounds */
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void model_damping(float damping);
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/* (Over)load the sound file for a particular ref. name */
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bool load(const std::string& refname, const std::string& path_str);
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/* Control the sounds from the generating side.
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*
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* Every sound has a reference name and an instance number:
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* A reference name would be for instance 'thunder' or 'rain'.
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* The number indicates the exact instance in case multiple
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* variants are active simultaniously.
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*/
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size_t add(const std::string& refname);
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bool remove(const std::string& refname, size_t num);
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void position(const std::string& refname, size_t num, double lon, double lat, double elevation = 0.0);
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void pitch(const std::string& refname, size_t num, float pitch);
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void volume(const std::string& refname, size_t num, float volume);
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void properties(const std::string& refname, size_t num, float reference_dist, float max_dist = -1 );
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void play(const std::string& refname, size_t num, bool looping = false);
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void stop(const std::string& refname, size_t num);
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private:
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SGPropertyNode_ptr _enabled;
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SGPropertyNode_ptr _volume;
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SGPropertyNode_ptr _damping; // model sound damping
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std::vector<SGXmlSound *> _sound;
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SGPropertyNode_ptr _props;
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const char* full_name(const std::string& refname, size_t num);
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SGSoundSample *find(const std::string& refname, size_t num);
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};
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#endif
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// end of scenefx.hxx
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