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Erik Hofman:

* Small updates and fixes
* Add random as an internal ( <intenral>random</internal> is now possible)
This commit is contained in:
curt 2002-06-04 16:27:20 +00:00
parent 2852f27bdc
commit 63eb4d8668
3 changed files with 31 additions and 9 deletions

View file

@ -167,6 +167,8 @@ Configuration description:
dt_stop: the number of seconds after the sound has stopped.
random: a random number between 0.0 and 1.0
<type>
Defines the function that should be used upon the property
before it is used for calculating the net result:

View file

@ -31,6 +31,7 @@
#include <string.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_random.h>
#include <Main/fg_props.hxx>
@ -63,6 +64,7 @@ static const struct {
FGSound::FGSound()
: _sample(NULL),
_active(false),
_condition(NULL),
_property(NULL),
_dt_play(0.0),
@ -135,6 +137,8 @@ FGSound::init(SGPropertyNode *node)
volume.intern = &_dt_play;
else if (!strcmp(intern_str, "dt_stop"))
volume.intern = &_dt_stop;
else if (!strcmp(intern_str, "random"))
volume.intern = &_random;
if ((volume.factor = kids[i]->getDoubleValue("factor")) != 0.0)
if (volume.factor < 0.0) {
@ -259,7 +263,7 @@ FGSound::update (double dt)
if ( // Lisp, anyone?
(_condition && !_condition->test()) ||
(_property && !_condition &&
(!_condition && _property &&
(
!curr_value ||
( (_mode == FGSound::IN_TRANSIT) && (curr_value == _prev_value) )
@ -268,12 +272,14 @@ FGSound::update (double dt)
)
{
_active = false;
_dt_stop += dt;
_dt_play = 0.0;
if (_sample->is_playing()) {
SG_LOG(SG_GENERAL, SG_INFO, "Stopping audio after " << _dt_play
<< " sec: " << _name );
_sample->stop( _mgr->get_scheduler() );
_dt_play = 0.0;
}
return;
@ -284,14 +290,24 @@ FGSound::update (double dt)
// If the mode is ONCE and the sound is still playing,
// we have nothing to do anymore.
//
if (_dt_play && (_mode == FGSound::ONCE))
if (_active && (_mode == FGSound::ONCE)) {
if (!_sample->is_playing()) {
_dt_stop += dt;
_dt_play = 0.0;
} else
_dt_play += dt;
return;
}
//
// Cache current value and Update playing time
// Update playtime, cache the current value and feed the random number
//
_dt_play += dt;
_prev_value = curr_value;
_dt_play += dt;
_random = sg_random();
//
// Update the volume
@ -376,9 +392,7 @@ FGSound::update (double dt)
//
// Do we need to start playing the sample?
//
if (_dt_stop) {
_dt_stop = 0.0;
if (!_active) {
if (_mode == FGSound::ONCE)
_sample->play(_mgr->get_scheduler(), false);
@ -386,8 +400,12 @@ FGSound::update (double dt)
else
_sample->play(_mgr->get_scheduler(), true);
SG_LOG(SG_GENERAL, SG_INFO, "Starting audio playback for: " << _name);
SG_LOG(SG_GENERAL, SG_INFO, "Playing audio after " << _dt_stop
<< " sec: " << _name);
SG_LOG(SG_GENERAL, SG_BULK,
"Playing " << ((_mode == ONCE) ? "once" : "looped"));
_active = true;
_dt_stop = 0.0;
}
}

View file

@ -77,9 +77,11 @@ private:
FGCondition * _condition;
SGPropertyNode * _property;
bool _active;
string _name;
int _mode;
double _prev_value;
double _random;
double _dt_play;
double _dt_stop;