Tweaks to sound levels from Erik Hofman.
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2 changed files with 22 additions and 18 deletions
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@ -1,4 +1,4 @@
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// fgfx.cxx -- Sound effect management class implementation
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// fg_fx.cxx -- Sound effect management class implementation
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//
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// Started by David Megginson, October 2001
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// (Reuses some code from main.cxx, probably by Curtis Olson)
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@ -102,8 +102,8 @@ FGFX::init ()
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// Starter
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_crank[i] = new FGSimpleSound(fgGetString("/sim/sounds/cranking/path",
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"Sounds/cranking.wav"));
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_crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.175));
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_crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.25));
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_crank[i]->set_volume(fgGetFloat("/sim/sounds/cranking/volume", 0.5));
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_crank[i]->set_pitch(fgGetFloat("/sim/sounds/cranking/pitch", 1.00));
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mgr->add(_crank[i], crank_names[i]);
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}
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@ -142,7 +142,7 @@ FGFX::init ()
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//
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_flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps/path",
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"Sounds/flaps.wav"));
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_flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.5));
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_flaps->set_volume(fgGetFloat("/sim/sounds/flaps/volume", 0.25));
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_flaps->set_pitch(fgGetFloat("/sim/sounds/flaps/pitch", 1.0));
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mgr->add(_flaps, "flaps");
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@ -276,13 +276,16 @@ FGFX::update (int dt)
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// Update the wind noise.
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////////////////////////////////////////////////////////////////////
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// The wind sound is airspeed and altitude
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// dependent. The wind noise should become
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// silent at about 65000 feet, and is based
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// on a logarithmic scale.
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float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS
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float airspeed_kt = cur_fdm_state->get_V_equiv_kts();
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if (rel_wind > 60.0) { // a little off 30kt
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// float volume = rel_wind/600.0; // FIXME!!!
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float volume = rel_wind/937.0; // FIXME!!!
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double pitch = 1.0+(airspeed_kt/113.0);
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_wind->set_volume(volume);
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float alt_vol = 1-log(cur_fdm_state->get_Altitude()/65000.0)/4.81;
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if ((rel_wind > 2.0) && (alt_vol > 0.2)) {
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float volume = rel_wind/937;
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double pitch = 1.0+(rel_wind/53.0);
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_wind->set_volume(volume*alt_vol/2);
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_wind->set_pitch(pitch);
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set_playing("wind", true);
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} else {
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@ -367,13 +370,14 @@ FGFX::update (int dt)
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// Now, if any of the gear is in
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// contact with the ground play the
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// rumble sound. The volume is the
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// absolute velocity in knots divided
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// by 120.0. No rumble will be played
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// if the velocity is under 6kt.
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// rumble sound. The volume is a
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// logarthmic scale of the absolute
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// velocity in knots divided by 12.0.
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// No rumble will be played if the
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// velocity is under ~0.25 kt.
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double speed = cur_fdm_state->get_V_equiv_kts();
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if (gearOnGround > 0 && speed >= 6.0) {
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double volume = 2.0 * (gearOnGround/totalGear) * (speed/60.0);
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if (gearOnGround > 0 && speed > 0.5) {
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double volume = 2.0 * (gearOnGround/totalGear) * log(speed)/12; //(speed/60.0);
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_rumble->set_volume(volume);
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set_playing("rumble", true);
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} else {
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@ -1,4 +1,4 @@
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// fgfx.hxx -- Sound effect management class
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// fg_fx.hxx -- Sound effect management class
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//
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// Started by David Megginson, October 2001
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// (Reuses some code from main.cxx, probably by Curtis Olson)
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@ -97,4 +97,4 @@ private:
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#endif
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// end of fgfx.hxx
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// end of fg_fx.hxx
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