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Tweaks to sound levels from Erik Hofman.

This commit is contained in:
curt 2002-01-18 22:38:47 +00:00
parent 87377e4016
commit 65701b43dc
2 changed files with 22 additions and 18 deletions

View file

@ -1,4 +1,4 @@
// fgfx.cxx -- Sound effect management class implementation
// fg_fx.cxx -- Sound effect management class implementation
//
// Started by David Megginson, October 2001
// (Reuses some code from main.cxx, probably by Curtis Olson)
@ -102,8 +102,8 @@ FGFX::init ()
// Starter
_crank[i] = new FGSimpleSound(fgGetString("/sim/sounds/cranking/path",
"Sounds/cranking.wav"));
_crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.175));
_crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.25));
_crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.5));
_crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.00));
mgr->add(_crank[i], crank_names[i]);
}
@ -142,7 +142,7 @@ FGFX::init ()
//
_flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps/path",
"Sounds/flaps.wav"));
_flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.5));
_flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.25));
_flaps->set_pitch(fgGetFloat("/sim/sounds/flaps/pitch", 1.0));
mgr->add(_flaps, "flaps");
@ -276,13 +276,16 @@ FGFX::update (int dt)
// Update the wind noise.
////////////////////////////////////////////////////////////////////
// The wind sound is airspeed and altitude
// dependent. The wind noise should become
// silent at about 65000 feet, and is based
// on a logarithmic scale.
float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS
float airspeed_kt = cur_fdm_state->get_V_equiv_kts();
if (rel_wind > 60.0) { // a little off 30kt
// float volume = rel_wind/600.0; // FIXME!!!
float volume = rel_wind/937.0; // FIXME!!!
double pitch = 1.0+(airspeed_kt/113.0);
_wind->set_volume(volume);
float alt_vol = 1-log(cur_fdm_state->get_Altitude()/65000.0)/4.81;
if ((rel_wind > 2.0) && (alt_vol > 0.2)) {
float volume = rel_wind/937;
double pitch = 1.0+(rel_wind/53.0);
_wind->set_volume(volume*alt_vol/2);
_wind->set_pitch(pitch);
set_playing("wind", true);
} else {
@ -367,13 +370,14 @@ FGFX::update (int dt)
// Now, if any of the gear is in
// contact with the ground play the
// rumble sound. The volume is the
// absolute velocity in knots divided
// by 120.0. No rumble will be played
// if the velocity is under 6kt.
// rumble sound. The volume is a
// logarthmic scale of the absolute
// velocity in knots divided by 12.0.
// No rumble will be played if the
// velocity is under ~0.25 kt.
double speed = cur_fdm_state->get_V_equiv_kts();
if (gearOnGround > 0 && speed >= 6.0) {
double volume = 2.0 * (gearOnGround/totalGear) * (speed/60.0);
if (gearOnGround > 0 && speed > 0.5) {
double volume = 2.0 * (gearOnGround/totalGear) * log(speed)/12; //(speed/60.0);
_rumble->set_volume(volume);
set_playing("rumble", true);
} else {

View file

@ -1,4 +1,4 @@
// fgfx.hxx -- Sound effect management class
// fg_fx.hxx -- Sound effect management class
//
// Started by David Megginson, October 2001
// (Reuses some code from main.cxx, probably by Curtis Olson)
@ -97,4 +97,4 @@ private:
#endif
// end of fgfx.hxx
// end of fg_fx.hxx