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Remove audio update from main.cxx, back to FGFX (but keep the timing-dependent piece done artificially late)

This commit is contained in:
jmt 2009-09-19 18:57:04 +00:00 committed by Tim Moore
parent 0c8c8380b1
commit 0dbf2de0b6
3 changed files with 22 additions and 130 deletions

View file

@ -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

View file

@ -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.

View file

@ -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);