Remove audio update from main.cxx, back to FGFX (but keep the timing-dependent piece done artificially late)
This commit is contained in:
parent
0c8c8380b1
commit
0dbf2de0b6
3 changed files with 22 additions and 130 deletions
|
@ -63,6 +63,7 @@
|
|||
#include <Scenery/tilemgr.hxx>
|
||||
#include <Sound/beacon.hxx>
|
||||
#include <Sound/morse.hxx>
|
||||
#include <Sound/fg_fx.hxx>
|
||||
#include <FDM/flight.hxx>
|
||||
#include <ATCDCL/ATCmgr.hxx>
|
||||
#include <ATCDCL/AIMgr.hxx>
|
||||
|
@ -451,13 +452,6 @@ static void fgMainLoop( void ) {
|
|||
"Elapsed time is zero ... we're zinging" );
|
||||
}
|
||||
|
||||
// Run audio scheduler
|
||||
#ifdef ENABLE_AUDIO_SUPPORT
|
||||
if ( globals->get_soundmgr()->is_working() ) {
|
||||
globals->get_soundmgr()->update( delta_time_sec );
|
||||
}
|
||||
#endif
|
||||
|
||||
globals->get_subsystem_mgr()->update(delta_time_sec);
|
||||
|
||||
//
|
||||
|
@ -466,7 +460,6 @@ static void fgMainLoop( void ) {
|
|||
// we may want to move this to its own class at some point
|
||||
//
|
||||
double visibility_meters = fgGetDouble("/environment/visibility-m");
|
||||
FGViewer *current_view = globals->get_current_view();
|
||||
|
||||
globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
|
||||
// update tile manager for view...
|
||||
|
@ -484,123 +477,10 @@ static void fgMainLoop( void ) {
|
|||
// update the view angle as late as possible, but before sound calculations
|
||||
globals->get_viewmgr()->update(real_delta_time_sec);
|
||||
|
||||
// Run audio scheduler
|
||||
#ifdef ENABLE_AUDIO_SUPPORT
|
||||
if ( globals->get_soundmgr()->is_working() ) {
|
||||
// Right now we make a simplifying assumption that the primary
|
||||
// aircraft is the source of all sounds and that all sounds are
|
||||
// positioned in the aircraft base
|
||||
|
||||
static sgdVec3 last_listener_pos = {0, 0, 0};
|
||||
static sgdVec3 last_model_pos = {0, 0, 0};
|
||||
|
||||
// get the orientation
|
||||
const SGQuatd view_or = current_view->getViewOrientation();
|
||||
SGQuatd surf_or = SGQuatd::fromLonLat(current_view->getPosition());
|
||||
SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
|
||||
globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
|
||||
globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
|
||||
globals->get_aircraft_model()->get3DModel()->getRollDeg());
|
||||
|
||||
// get the up and at vector in the aircraft base
|
||||
// (ok, the up vector is a down vector, but the coordinates
|
||||
// are finally calculated in a left hand system and openal
|
||||
// lives in a right hand system. Therefore we need to pass
|
||||
// the down vector to get correct stereo sound.)
|
||||
SGVec3d sgv_up = model_or.rotateBack(
|
||||
surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
|
||||
sgVec3 up;
|
||||
sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
|
||||
SGVec3d sgv_at = model_or.rotateBack(
|
||||
surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
|
||||
sgVec3 at;
|
||||
sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
|
||||
|
||||
// get the location data for the primary FDM (now hardcoded to ac model)...
|
||||
SGGeod geodPos = globals->get_aircraft_model()->get3DModel()->getPosition();
|
||||
SGVec3d model_pos = SGVec3d::fromGeod(geodPos);
|
||||
|
||||
// Calculate speed of listener and model. This code assumes the
|
||||
// listener is either tracking the model at the same speed or
|
||||
// stationary.
|
||||
|
||||
sgVec3 listener_vel, model_vel;
|
||||
SGVec3d SGV3d_help;
|
||||
sgdVec3 sgdv3_help;
|
||||
sgdVec3 sgdv3_null = {0, 0, 0};
|
||||
|
||||
// the aircraft velocity as reported by the fdm (this will not
|
||||
// vary or be affected by frame rates or timing jitter.)
|
||||
sgVec3 fdm_vel_vec;
|
||||
sgSetVec3( fdm_vel_vec,
|
||||
vn_fps->getDoubleValue() * SG_FEET_TO_METER,
|
||||
ve_fps->getDoubleValue() * SG_FEET_TO_METER,
|
||||
vd_fps->getDoubleValue() * SG_FEET_TO_METER );
|
||||
double fdm_vel = sgLengthVec3(fdm_vel_vec);
|
||||
|
||||
// compute the aircraft velocity vector and scale it to the length
|
||||
// of the fdm velocity vector. This gives us a vector in the
|
||||
// proper coordinate system, but also with the proper time
|
||||
// invariant magnitude.
|
||||
sgdSubVec3( sgdv3_help,
|
||||
last_model_pos, model_pos.data());
|
||||
sgdAddVec3( last_model_pos, sgdv3_null, model_pos.data());
|
||||
SGV3d_help = model_or.rotateBack(
|
||||
surf_or.rotateBack(SGVec3d(sgdv3_help[0],
|
||||
sgdv3_help[1], sgdv3_help[2])));
|
||||
sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
|
||||
|
||||
float vel = sgLengthVec3(model_vel);
|
||||
if ( fabs(vel) > 0.0001 ) {
|
||||
if ( fabs(fdm_vel / vel) > 0.0001 ) {
|
||||
sgScaleVec3( model_vel, fdm_vel / vel );
|
||||
}
|
||||
}
|
||||
|
||||
// check for moving or stationary listener (view position)
|
||||
sgdSubVec3( sgdv3_help,
|
||||
last_listener_pos, current_view->get_view_pos().data());
|
||||
sgdAddVec3( last_listener_pos,
|
||||
sgdv3_null, current_view->get_view_pos().data());
|
||||
|
||||
if ( sgdLengthVec3(sgdv3_help) > 0.2 ) {
|
||||
sgCopyVec3( listener_vel, model_vel );
|
||||
} else {
|
||||
sgSetVec3( listener_vel, 0.0, 0.0, 0.0 );
|
||||
}
|
||||
|
||||
globals->get_soundmgr()->set_listener_vel( listener_vel );
|
||||
|
||||
// set positional offset for sources
|
||||
sgdVec3 dsource_pos_offset;
|
||||
sgdSubVec3( dsource_pos_offset,
|
||||
current_view->get_view_pos().data(),
|
||||
model_pos.data() );
|
||||
SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
|
||||
surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
|
||||
dsource_pos_offset[1], dsource_pos_offset[2])));
|
||||
|
||||
sgVec3 source_pos_offset;
|
||||
sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
|
||||
sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
|
||||
|
||||
globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
|
||||
|
||||
float orient[6];
|
||||
for (int i = 0; i < 3; i++) {
|
||||
orient[i] = sgv_at[i];
|
||||
orient[i + 3] = sgv_up[i];
|
||||
}
|
||||
globals->get_soundmgr()->set_listener_orientation( orient );
|
||||
|
||||
// set the velocity
|
||||
// all sources are defined to be in the model
|
||||
globals->get_soundmgr()->set_source_vel_all( model_vel );
|
||||
|
||||
// The listener is always positioned at the origin.
|
||||
sgVec3 listener_pos;
|
||||
sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
|
||||
globals->get_soundmgr()->set_listener_pos( listener_pos );
|
||||
}
|
||||
FGFX* fx = (FGFX*) globals->get_subsystem("fx");
|
||||
fx->update_fx_late(delta_time_sec);
|
||||
#endif
|
||||
|
||||
// END Tile Manager udpates
|
||||
|
|
|
@ -137,12 +137,6 @@ FGFX::update (double dt)
|
|||
return;
|
||||
}
|
||||
|
||||
#if 0
|
||||
// moved back to the mainloop to prevent audio problems
|
||||
smgr->update(dt);
|
||||
update_pos_and_orientation(smgr, dt);
|
||||
#endif
|
||||
|
||||
// command sound manger
|
||||
bool pause = _pause->getBoolValue();
|
||||
if ( pause != last_pause ) {
|
||||
|
@ -190,6 +184,18 @@ FGFX::update (double dt)
|
|||
}
|
||||
}
|
||||
|
||||
void
|
||||
FGFX::update_fx_late(double dt)
|
||||
{
|
||||
SGSoundMgr *smgr = globals->get_soundmgr();
|
||||
if (!smgr->is_working()) {
|
||||
return;
|
||||
}
|
||||
|
||||
smgr->update(dt);
|
||||
update_pos_and_orientation(smgr, dt);
|
||||
}
|
||||
|
||||
/**
|
||||
* add a sound sample to the message queue which is played sequentially
|
||||
* in order.
|
||||
|
|
|
@ -73,6 +73,12 @@ public:
|
|||
void play_message( SGSoundSample *_sample );
|
||||
void play_message( const std::string& path, const std::string& fname, double volume );
|
||||
|
||||
/**
|
||||
* Explicit late update hook, to avoid problems which occur if done during
|
||||
* normal SGSubsytem updating.
|
||||
*/
|
||||
void update_fx_late(double dt);
|
||||
|
||||
private:
|
||||
|
||||
void update_pos_and_orientation(SGSoundMgr *smgr, double dt);
|
||||
|
|
Loading…
Reference in a new issue