Erik Hofman:
* Small updates and fixes * Add random as an internal ( <intenral>random</internal> is now possible)
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3 changed files with 31 additions and 9 deletions
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@ -167,6 +167,8 @@ Configuration description:
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dt_stop: the number of seconds after the sound has stopped.
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dt_stop: the number of seconds after the sound has stopped.
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random: a random number between 0.0 and 1.0
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<type>
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<type>
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Defines the function that should be used upon the property
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Defines the function that should be used upon the property
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before it is used for calculating the net result:
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before it is used for calculating the net result:
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@ -31,6 +31,7 @@
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#include <string.h>
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#include <string.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/sg_random.h>
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#include <Main/fg_props.hxx>
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#include <Main/fg_props.hxx>
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@ -63,6 +64,7 @@ static const struct {
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FGSound::FGSound()
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FGSound::FGSound()
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: _sample(NULL),
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: _sample(NULL),
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_active(false),
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_condition(NULL),
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_condition(NULL),
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_property(NULL),
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_property(NULL),
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_dt_play(0.0),
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_dt_play(0.0),
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@ -135,6 +137,8 @@ FGSound::init(SGPropertyNode *node)
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volume.intern = &_dt_play;
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volume.intern = &_dt_play;
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else if (!strcmp(intern_str, "dt_stop"))
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else if (!strcmp(intern_str, "dt_stop"))
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volume.intern = &_dt_stop;
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volume.intern = &_dt_stop;
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else if (!strcmp(intern_str, "random"))
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volume.intern = &_random;
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if ((volume.factor = kids[i]->getDoubleValue("factor")) != 0.0)
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if ((volume.factor = kids[i]->getDoubleValue("factor")) != 0.0)
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if (volume.factor < 0.0) {
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if (volume.factor < 0.0) {
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@ -259,7 +263,7 @@ FGSound::update (double dt)
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if ( // Lisp, anyone?
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if ( // Lisp, anyone?
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(_condition && !_condition->test()) ||
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(_condition && !_condition->test()) ||
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(_property && !_condition &&
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(!_condition && _property &&
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(
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(
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!curr_value ||
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!curr_value ||
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( (_mode == FGSound::IN_TRANSIT) && (curr_value == _prev_value) )
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( (_mode == FGSound::IN_TRANSIT) && (curr_value == _prev_value) )
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@ -268,12 +272,14 @@ FGSound::update (double dt)
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)
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)
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{
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{
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_active = false;
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_dt_stop += dt;
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_dt_stop += dt;
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_dt_play = 0.0;
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if (_sample->is_playing()) {
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if (_sample->is_playing()) {
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SG_LOG(SG_GENERAL, SG_INFO, "Stopping audio after " << _dt_play
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SG_LOG(SG_GENERAL, SG_INFO, "Stopping audio after " << _dt_play
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<< " sec: " << _name );
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<< " sec: " << _name );
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_sample->stop( _mgr->get_scheduler() );
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_sample->stop( _mgr->get_scheduler() );
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_dt_play = 0.0;
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}
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}
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return;
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return;
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@ -284,14 +290,24 @@ FGSound::update (double dt)
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// If the mode is ONCE and the sound is still playing,
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// If the mode is ONCE and the sound is still playing,
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// we have nothing to do anymore.
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// we have nothing to do anymore.
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//
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//
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if (_dt_play && (_mode == FGSound::ONCE))
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if (_active && (_mode == FGSound::ONCE)) {
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if (!_sample->is_playing()) {
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_dt_stop += dt;
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_dt_play = 0.0;
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} else
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_dt_play += dt;
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return;
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return;
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}
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//
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//
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// Cache current value and Update playing time
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// Update playtime, cache the current value and feed the random number
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//
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//
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_dt_play += dt;
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_prev_value = curr_value;
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_prev_value = curr_value;
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_dt_play += dt;
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_random = sg_random();
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//
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//
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// Update the volume
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// Update the volume
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@ -376,9 +392,7 @@ FGSound::update (double dt)
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//
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//
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// Do we need to start playing the sample?
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// Do we need to start playing the sample?
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//
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//
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if (_dt_stop) {
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if (!_active) {
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_dt_stop = 0.0;
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if (_mode == FGSound::ONCE)
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if (_mode == FGSound::ONCE)
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_sample->play(_mgr->get_scheduler(), false);
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_sample->play(_mgr->get_scheduler(), false);
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@ -386,8 +400,12 @@ FGSound::update (double dt)
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else
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else
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_sample->play(_mgr->get_scheduler(), true);
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_sample->play(_mgr->get_scheduler(), true);
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SG_LOG(SG_GENERAL, SG_INFO, "Starting audio playback for: " << _name);
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SG_LOG(SG_GENERAL, SG_INFO, "Playing audio after " << _dt_stop
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<< " sec: " << _name);
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SG_LOG(SG_GENERAL, SG_BULK,
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SG_LOG(SG_GENERAL, SG_BULK,
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"Playing " << ((_mode == ONCE) ? "once" : "looped"));
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"Playing " << ((_mode == ONCE) ? "once" : "looped"));
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_active = true;
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_dt_stop = 0.0;
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}
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}
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}
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}
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@ -77,9 +77,11 @@ private:
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FGCondition * _condition;
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FGCondition * _condition;
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SGPropertyNode * _property;
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SGPropertyNode * _property;
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bool _active;
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string _name;
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string _name;
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int _mode;
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int _mode;
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double _prev_value;
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double _prev_value;
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double _random;
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double _dt_play;
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double _dt_play;
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double _dt_stop;
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double _dt_stop;
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