diff --git a/src/Sound/fg_fx.cxx b/src/Sound/fg_fx.cxx index 97223c951..b2196b7a5 100644 --- a/src/Sound/fg_fx.cxx +++ b/src/Sound/fg_fx.cxx @@ -49,7 +49,16 @@ FGFX::FGFX () : FGFX::~FGFX () { - _sound.clear(); + unsigned int i; + for ( i = 0; i < _sound.size(); i++ ) { + delete _sound[i]; + } + _sound.clear(); + + while ( _samplequeue.size() > 0 ) { + delete _samplequeue.front(); + _samplequeue.pop(); + } } void @@ -109,20 +118,43 @@ FGFX::unbind () void FGFX::update (double dt) { + SGSoundMgr *smgr = globals->get_soundmgr(); + // command sound manger bool pause = _pause->getBoolValue(); if ( pause != last_pause ) { if ( pause ) { - globals->get_soundmgr()->pause(); + smgr->pause(); } else { - globals->get_soundmgr()->resume(); + smgr->resume(); } last_pause = pause; } + // process mesage queue + const string msgid = "Sequential Audio Message"; + bool is_playing = false; + if ( smgr->exists( msgid ) ) { + if ( smgr->is_playing( msgid ) ) { + // still playing, do nothing + is_playing = true; + } else { + // current message finished, remove + smgr->remove( msgid ); + } + } + if ( !is_playing ) { + // message queue idle, add next sound if we have one + if ( _samplequeue.size() > 0 ) { + smgr->add( _samplequeue.front(), msgid ); + _samplequeue.pop(); + smgr->play_once( msgid ); + } + } + double volume = _volume->getDoubleValue(); if ( volume != last_volume ) { - globals->get_soundmgr()->set_volume( volume ); + smgr->set_volume( volume ); last_volume = volume; } @@ -134,4 +166,22 @@ FGFX::update (double dt) } } +/** + * add a sound sample to the message queue which is played sequentially + * in order. + */ +void +FGFX::play_message( SGSoundSample *_sample ) +{ + _samplequeue.push( _sample ); +} +void +FGFX::play_message( const string path, const string fname ) +{ + SGSoundSample *sample; + sample = new SGSoundSample( path.c_str(), fname.c_str() ); + play_message( sample ); +} + + // end of fg_fx.cxx diff --git a/src/Sound/fg_fx.hxx b/src/Sound/fg_fx.hxx index 2c80d1c04..61aee36ec 100644 --- a/src/Sound/fg_fx.hxx +++ b/src/Sound/fg_fx.hxx @@ -24,8 +24,17 @@ #ifndef __FGFX_HXX #define __FGFX_HXX 1 +#include + +#include +#include + +#include #include +SG_USING_STD(queue); +SG_USING_STD(vector); + class SGXmlSound; /** @@ -34,30 +43,47 @@ class SGXmlSound; * This module uses FGSoundMgr to generate sound effects based * on current flight conditions. The sound manager must be initialized * before this object is. + * + * Note: this module supports two separate sound mechanisms concurrently. + * + * 1. This module will load and play a set of sound effects defined in an + * xml file and tie them to various property states. + * 2. This modules also maintains a queue of 'message' audio files. These + * are played sequentially with no overlap until the queue is finished. + * This second mechanims is useful for things like tutorial messages or + * background atc chatter. */ class FGFX : public SGSubsystem { public: - FGFX (); - virtual ~FGFX (); + FGFX (); + virtual ~FGFX (); - virtual void init (); - virtual void reinit (); - virtual void bind (); - virtual void unbind (); - virtual void update (double dt); + virtual void init (); + virtual void reinit (); + virtual void bind (); + virtual void unbind (); + virtual void update (double dt); + + /** + * add a sound sample to the message queue which is played sequentially + * in order. + */ + void play_message( SGSoundSample *_sample ); + void play_message( const string path, const string fname ); private: - vector _sound; + vector _sound; + queue _samplequeue; - bool last_pause; - double last_volume; + bool last_pause; + double last_volume; - SGPropertyNode *_pause; - SGPropertyNode *_volume; + SGPropertyNode *_pause; + SGPropertyNode *_volume; };