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Sound patch from Erik Hofman:

* Add new trigger types: raise, fall
* Add new trigger offset parameter
* Add new volume/pitch types: inv, abs, sqrt
* Add initial support for multiple events to intervere in a single sound
   (by using the same name, see the crank section of 172-sound.xml)
* Cached the volume/pitch type fucntions
   (No more if's inside the loops in update())
This commit is contained in:
david 2002-03-10 19:31:30 +00:00
parent f63a99b74e
commit 60e0204fe8
2 changed files with 143 additions and 99 deletions

View file

@ -28,6 +28,7 @@
#else
# include <math.h>
#endif
#include STL_STRING
#include <simgear/debug/logstream.hxx>
@ -35,9 +36,36 @@
#include "fg_sound.hxx"
SG_USING_STD(string);
// static double _fg_lin(double v) { return v; };
static double _fg_inv(double v) { return (v == 0) ? 1e99 : 1/v; };
static double _fg_abs(double v) { return (v >= 0) ? v : -v; };
static double _fg_sqrt(double v) { return (v < 0) ? sqrt(-v) : sqrt(v); };
static double _fg_log10(double v) { return (v < 1) ? 0 : log10(v+1); };
static double _fg_log(double v) { return (v < 1) ? 0 : log(v+1); };
// static double _fg_sqr(double v) { return pow(v, 2); };
// static double _fg_pow3(double v) { return pow(v, 3); };
static const struct {
string name;
double (*fn)(double);
} __fg_snd_fn[] = {
// {"lin", _fg_lin},
{"inv", _fg_inv},
{"abs", _fg_abs},
{"sqrt", _fg_sqrt},
{"log", _fg_log10},
{"ln", _fg_log},
// {"sqr", _fg_sqr},
// {"pow3", _fg_pow3},
{"", NULL}
};
FGSound::FGSound(const SGPropertyNode * node)
: _name(""),
_sample(0),
_sample(NULL),
_factor(1.0),
_active(false),
_mode(FGSound::ONCE),
@ -54,10 +82,6 @@ FGSound::~FGSound()
void
FGSound::init()
{
vector<const SGPropertyNode *> kids;
float p = 0.0;
float v = 0.0;
int i;
_property = fgGetNode(_node->getStringValue("property"), true);
@ -69,6 +93,9 @@ FGSound::init()
if ((_factor = _node->getFloatValue("factor")) == 0.0)
_factor = 1.0;
if ((_offset = _node->getFloatValue("offset")) == 0.0)
_offset = 0.0;
SG_LOG(SG_GENERAL, SG_INFO,
"Loading sound information for: " << _name );
@ -82,8 +109,16 @@ FGSound::init()
if (_node->getStringValue("type") == "flipflop") {
_type = FGSound::FLIPFLOP;
} else if (_node->getStringValue("type") == "inverted") {
_type = FGSound::INVERTED;
} else if (_node->getStringValue("type") == "raise") {
_type = FGSound::RAISE;
} else if (_node->getStringValue("type") == "fall") {
_type = FGSound::FALL;
} else {
_type = FGSound::LEVEL;
if (_node->getStringValue("type") != (string)"level")
@ -103,7 +138,9 @@ FGSound::init()
//
// set volume properties
//
kids = _node->getChildren("volume");
int i;
float v = 0.0;
vector<const SGPropertyNode *> kids = _node->getChildren("volume");
for (i = 0; (i < kids.size()) && (i < FGSound::MAXPROP); i++) {
_snd_prop volume;
@ -120,19 +157,16 @@ FGSound::init()
} else
volume.subtract = false;
if (kids[i]->getStringValue("type") == "log")
volume.type = FGSound::LOG;
else if (kids[i]->getStringValue("type") == "ln")
volume.type = FGSound::LN;
else {
volume.type = FGSound::LIN;
if (kids[i]->getStringValue("type") != (string)"lin")
SG_LOG( SG_GENERAL, SG_INFO,
"Unknown volume type, default to 'lin'");
volume.fn = NULL;
for (int j=0; __fg_snd_fn[j].fn; j++)
if (__fg_snd_fn[j].name == kids[i]->getStringValue("type")) {
volume.fn = __fg_snd_fn[j].fn;
break;
}
if (!volume.fn)
SG_LOG( SG_GENERAL, SG_INFO, "Unknown volume type, default to 'lin'");
if ((volume.offset = kids[i]->getFloatValue("offset")) == 0.0)
volume.offset = 0.0;
@ -157,8 +191,8 @@ FGSound::init()
//
// set pitch properties
//
float p = 0.0;
kids = _node->getChildren("pitch");
for (i = 0; (i < kids.size()) && (i < FGSound::MAXPROP); i++) {
_snd_prop pitch;
@ -169,19 +203,16 @@ FGSound::init()
if ((pitch.factor = kids[i]->getFloatValue("factor")) == 0.0)
pitch.factor = 1.0;
if (kids[i]->getStringValue("type") == "log")
pitch.type = FGSound::LOG;
else if (kids[i]->getStringValue("type") == "ln")
pitch.type = FGSound::LN;
else {
pitch.type = FGSound::LIN;
if (kids[i]->getStringValue("type") != (string)"lin")
SG_LOG( SG_GENERAL, SG_INFO,
"Unknown pitch type, default to 'lin'");
pitch.fn = NULL;
for (int j=0; __fg_snd_fn[j].fn; j++)
if(__fg_snd_fn[j].name == kids[i]->getStringValue("type")) {
pitch.fn = __fg_snd_fn[j].fn;
break;
}
if (!pitch.fn)
SG_LOG( SG_GENERAL, SG_INFO, "Unknown pitch type, default to 'lin'");
if ((pitch.offset = kids[i]->getFloatValue("offset")) == 0.0)
pitch.offset = 1.0;
@ -205,9 +236,16 @@ FGSound::init()
// Initialize the sample
//
FGSoundMgr * mgr = globals->get_soundmgr();
_sample = mgr->add(_name, _node->getStringValue("path"));
_sample->set_volume(v);
_sample->set_pitch(p);
if (mgr->find(_name) == NULL) {
_sample = mgr->add(_name, _node->getStringValue("path"));
_sample->set_volume(v);
_sample->set_pitch(p);
} else {
_sample = mgr->find(_name);
_sample->set_volume(_sample->get_volume() + v);
_sample->set_pitch(_sample->get_pitch() + p);
}
}
void
@ -223,7 +261,6 @@ FGSound::unbind ()
void
FGSound::update (int dt)
{
int i;
FGSoundMgr * mgr = globals->get_soundmgr();
//
@ -235,13 +272,7 @@ FGSound::update (int dt)
if ((_type == FGSound::LEVEL) || (_type == FGSound::INVERTED)) {
//
// If the sound is already playing we have nothing to do.
//
if (_active && (_mode == FGSound::ONCE))
return;
int check = _property->getFloatValue() * _factor;
int check = (_offset + _property->getFloatValue() * _factor);
if (_type == FGSound::INVERTED)
check = !check;
@ -258,12 +289,18 @@ FGSound::update (int dt)
return;
}
} else { // FGSound::FLIPFLOP
bool check = _property->getFloatValue() * _factor;
if (check == _active)
//
// If the sound is already playing we have nothing to do.
//
if (_active && (_mode == FGSound::ONCE))
return;
} else { // FLIPFLOP, RAISE, FALL
int check = (_offset + _property->getFloatValue() * _factor);
if ((bool)check == _active)
return;
//
// Check for state changes.
// If the state changed, and the sound is still playing: stop playing.
@ -272,6 +309,10 @@ FGSound::update (int dt)
SG_LOG(SG_GENERAL, SG_INFO, "Stopping sound: " << _name);
mgr->stop(_name);
}
if ( ((_type == FGSound::RAISE) && !check) ||
((_type == FGSound::FALL) && check) )
return;
}
//
@ -279,15 +320,13 @@ FGSound::update (int dt)
//
int max = _volume.size();
int i;
double volume = 1.0, volume_offset = 0.0;
for(i = 0; i < max; i++) {
double v = _volume[i].prop->getDoubleValue();
if (_volume[i].type == FGSound::LOG)
v = log10(1+v);
else
if (_volume[i].type == FGSound::LN)
v = log(1+v);
if (_volume[i].fn)
v = _volume[i].fn(v);
v *= _volume[i].factor;
@ -313,11 +352,8 @@ FGSound::update (int dt)
for(i = 0; i < max; i++) {
double p = _pitch[i].prop->getDoubleValue();
if (_pitch[i].type == FGSound::LOG)
p = log10(1+p);
else
if (_pitch[i].type == FGSound::LN)
p = log(1+p);
if (_pitch[i].fn)
p = _pitch[i].fn(p);
p *= _pitch[i].factor;
@ -327,8 +363,12 @@ FGSound::update (int dt)
if (p < _pitch[i].min)
p = _pitch[i].min;
pitch *= p;
pitch_offset += _pitch[i].offset;
if (_pitch[i].subtract) // Hack!
pitch = _pitch[i].offset - p;
else {
pitch_offset += _pitch[i].offset;
pitch *= p;
}
}
//
@ -340,22 +380,23 @@ FGSound::update (int dt)
//
// Do we need to start playing the sample?
//
if ((!_active) || (_type == FGSound::FLIPFLOP)) {
//
// This is needed for FGSound::FLIPFLOP and it works for
// FGSound::LEVEl. Doing it this way saves an extra 'if'.
//
_active = !_active;
if (_active && ((_type == FGSound::LEVEL) || (_type == FGSound::INVERTED)))
return;
if (_mode == FGSound::ONCE)
mgr->play_once(_name);
else
mgr->play_looped(_name);
//
// This is needed for FGSound::FLIPFLOP and it works for
// FGSound::LEVEl. Doing it this way saves an extra 'if'.
//
_active = !_active;
SG_LOG(SG_GENERAL, SG_INFO, "Starting audio playback for: " << _name);
SG_LOG(SG_GENERAL, SG_BULK,
"Playing " << ((_mode == ONCE) ? "once" : "looped"));
SG_LOG(SG_GENERAL, SG_BULK, "Initial volume: " << volume_offset);
SG_LOG(SG_GENERAL, SG_BULK, "Initial pitch: " << pitch_offset);
}
if (_mode == FGSound::ONCE)
mgr->play_once(_name);
else
mgr->play_looped(_name);
SG_LOG(SG_GENERAL, SG_INFO, "Starting audio playback for: " << _name);
SG_LOG(SG_GENERAL, SG_BULK,
"Playing " << ((_mode == ONCE) ? "once" : "looped"));
SG_LOG(SG_GENERAL, SG_BULK, "Initial volume: " << volume_offset);
SG_LOG(SG_GENERAL, SG_BULK, "Initial pitch: " << pitch_offset);
}

View file

@ -42,11 +42,6 @@ class FGSound : public FGSubsystem
public:
enum { MAXPROP=5 };
enum { LIN=0, LOG, LN };
enum { ONCE=0, LOOPED };
enum { LEVEL=0, INVERTED, FLIPFLOP };
FGSound(const SGPropertyNode *);
virtual ~FGSound();
@ -55,6 +50,34 @@ public:
virtual void unbind ();
virtual void update (int dt);
protected:
enum { MAXPROP=5 };
enum { ONCE=0, LOOPED };
enum { LEVEL=0, INVERTED, FLIPFLOP, RAISE, FALL };
// Sound properties
typedef struct {
const SGPropertyNode * prop;
double (*fn)(double);
double factor;
double offset;
double min;
double max;
bool subtract;
} _snd_prop;
#if 0
// Sound source (distance, horizontal position in degrees and
// vertical position in degrees)
typedef struct {
float dist;
float hor;
float vert;
} _pos_prop;
#endif
private:
const SGPropertyNode * _node;
@ -67,28 +90,8 @@ private:
int _mode;
int _type;
string _name;
float _factor;
#if 0
// Sound source (distance, horizontal position in degrees and
// vertical position in degrees)
struct {
float dist;
float hor;
float vert;
} _pos;
#endif
// Sound properties
typedef struct {
const SGPropertyNode * prop;
float factor;
int type;
float offset;
float min;
float max;
bool subtract;
} _snd_prop;
double _factor;
double _offset;
vector<_snd_prop> _volume;
vector<_snd_prop> _pitch;