Nothing fancy, it all seemed to work properly already...
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2 changed files with 59 additions and 46 deletions
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@ -50,6 +50,8 @@ FGFX::FGFX () :
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_pause( fgGetNode("/sim/sound/pause") ),
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_pause( fgGetNode("/sim/sound/pause") ),
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_volume( fgGetNode("/sim/sound/volume") )
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_volume( fgGetNode("/sim/sound/volume") )
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{
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{
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sgdSetVec3(last_visitor_pos, 0, 0, 0);
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sgdSetVec3(last_model_pos, 0, 0, 0);
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}
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}
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FGFX::~FGFX ()
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FGFX::~FGFX ()
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@ -209,63 +211,70 @@ FGFX::play_message( const string path, const string fname, double volume )
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void
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void
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FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
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FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
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{
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{
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SGModelPlacement *model = globals->get_aircraft_model()->get3DModel();
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FGViewer *observer = globals->get_current_view();
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// Right now we make a simplifying assumption that the primary
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// Right now we make a simplifying assumption that the primary
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// aircraft is the source of all sounds and that all sounds are
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// aircraft is the source of all sounds and that all sounds are
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// positioned in the aircraft base
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// positioned in the aircraft base
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// EMH: Note: this is fine, to hear multiple aircraft simulataniously
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static sgdVec3 last_visitor_pos = {0, 0, 0};
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// we just have to trigger one instance of the FGFX class for every
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static sgdVec3 last_model_pos = {0, 0, 0};
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// aircraft
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FGViewer *current_view = globals->get_current_view();
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// get the orientation
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// get the orientation
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const SGQuatd view_or = current_view->getViewOrientation();
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const SGQuatd view_or = observer->getViewOrientation();
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SGQuatd surf_or = SGQuatd::fromLonLatDeg(
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SGQuatd surf_or = SGQuatd::fromLonLatDeg(
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current_view->getLongitude_deg(), current_view->getLatitude_deg());
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observer->getLongitude_deg(),
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observer->getLatitude_deg());
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SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
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SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
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globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
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model->getHeadingDeg(),
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globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
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model->getPitchDeg(),
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globals->get_aircraft_model()->get3DModel()->getRollDeg());
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model->getRollDeg());
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// get the up and at vector in the aircraft base
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// get the up and at vector in the aircraft base
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// (ok, the up vector is a down vector, but the coordinates
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// (ok, the up vector is a down vector, but the coordinates
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// are finally calculated in a left hand system and openal
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// are finally calculated in a left hand system and openal
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// lives in a right hand system. Therefore we need to pass
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// lives in a right hand system. Therefore we need to pass
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// the down vector to get correct stereo sound.)
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// the down vector to get correct stereo sound.)
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SGVec3d sgv_up = model_or.rotateBack(
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SGVec3d sgv_up, sgv_at;
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surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
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sgVec3 up, at;
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sgVec3 up;
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sgv_up
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= model_or.rotateBack(surf_or.rotateBack(view_or.rotate(SGVec3d(0,1,0))));
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sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
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sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
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SGVec3d sgv_at = model_or.rotateBack(
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sgv_at
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surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
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= model_or.rotateBack(surf_or.rotateBack(view_or.rotate(SGVec3d(0,0,1))));
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sgVec3 at;
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sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
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sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
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// get the location data for the primary FDM (now hardcoded to ac model)...
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// get the location data for the primary FDM (now hardcoded to ac model)...
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SGLocation *acmodel_loc = NULL;
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// EMH: to add multiple sound sources this should be replaced
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acmodel_loc = (SGLocation *)globals->
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SGLocation *acmodel_loc = (SGLocation *)model->getSGLocation();
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get_aircraft_model()->get3DModel()->getSGLocation();
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// calculate speed of visitor and model
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// calculate speed of visitor and model
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sgVec3 listener_vel, model_vel;
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sgVec3 listener_vel, model_vel;
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SGVec3d SGV3d_help;
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SGVec3d SGV3d_help;
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sgdVec3 sgdv3_help;
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sgdVec3 sgdv3_help;
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sgdVec3 sgdv3_null = {0, 0, 0};
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sgdVec3 sgdv3_null = {0, 0, 0};
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sgdSubVec3( sgdv3_help,
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sgdSubVec3(sgdv3_help,
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last_visitor_pos, (double *)¤t_view->get_view_pos());
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last_visitor_pos, (double *)&observer->get_view_pos());
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sgdAddVec3( last_visitor_pos, sgdv3_null, (double *)¤t_view->get_view_pos());
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sgdAddVec3(last_visitor_pos,
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SGV3d_help = model_or.rotateBack(
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sgdv3_null, (double *)&observer->get_view_pos());
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surf_or.rotateBack(SGVec3d(sgdv3_help[0],
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sgdv3_help[1], sgdv3_help[2])));
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sgSetVec3( listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
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sgdSubVec3( sgdv3_help,
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last_model_pos, acmodel_loc->get_absolute_view_pos());
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sgdAddVec3( last_model_pos, sgdv3_null, acmodel_loc->get_absolute_view_pos());
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SGV3d_help = model_or.rotateBack(
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SGV3d_help = model_or.rotateBack(
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surf_or.rotateBack(SGVec3d(sgdv3_help[0],
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surf_or.rotateBack(
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sgdv3_help[1], sgdv3_help[2])));
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SGVec3d(sgdv3_help[0], sgdv3_help[1], sgdv3_help[2])
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));
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sgSetVec3(listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
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sgdSubVec3(sgdv3_help, last_model_pos,acmodel_loc->get_absolute_view_pos());
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sgdAddVec3(last_model_pos, sgdv3_null,acmodel_loc->get_absolute_view_pos());
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SGV3d_help = model_or.rotateBack(
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surf_or.rotateBack(
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SGVec3d(sgdv3_help[0], sgdv3_help[1], sgdv3_help[2])
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));
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sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
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sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
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if (dt > 0) {
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if (dt > 0) {
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@ -278,11 +287,12 @@ FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
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{
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{
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// check if the relative speed model vs listener has moved suddenly, too
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// check if the relative speed model vs listener has moved suddenly, too
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sgVec3 delta_vel;
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sgVec3 delta_vel;
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sgSubVec3(delta_vel, listener_vel, model_vel );
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sgSubVec3(delta_vel, listener_vel, model_vel);
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if (sgLengthVec3(delta_vel) > 1000)
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if (sgLengthVec3(delta_vel) > 1000)
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sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2] ); // a sane value
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// a sane value
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sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2]);
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else
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else
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smgr->set_listener_vel( listener_vel );
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smgr->set_listener_vel(listener_vel);
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}
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}
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else
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else
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smgr->set_listener_vel( listener_vel );
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smgr->set_listener_vel( listener_vel );
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@ -290,17 +300,23 @@ FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
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// set positional offset for sources
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// set positional offset for sources
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sgdVec3 dsource_pos_offset;
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sgdVec3 dsource_pos_offset;
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sgdSubVec3( dsource_pos_offset,
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sgdSubVec3( dsource_pos_offset,
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(double*) ¤t_view->get_view_pos(),
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(double*) &observer->get_view_pos(),
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acmodel_loc->get_absolute_view_pos() );
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acmodel_loc->get_absolute_view_pos() );
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SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
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SGVec3d sgv_dsource_pos_offset;
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surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
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sgv_dsource_pos_offset = model_or.rotateBack(
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dsource_pos_offset[1], dsource_pos_offset[2])));
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surf_or.rotateBack(
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GVec3d(dsource_pos_offset[0],
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dsource_pos_offset[1],
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dsource_pos_offset[2])
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));
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sgVec3 source_pos_offset;
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sgVec3 source_pos_offset;
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sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
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sgSetVec3(source_pos_offset,
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sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
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sgv_dsource_pos_offset[0],
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sgv_dsource_pos_offset[1],
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sgv_dsource_pos_offset[2]);
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smgr->set_source_pos_all( source_pos_offset );
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smgr->set_source_pos_all( source_pos_offset );
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smgr->set_source_vel_all( model_vel );
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float orient[6];
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float orient[6];
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < 3; i++) {
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@ -309,15 +325,10 @@ FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt)
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}
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}
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smgr->set_listener_orientation( orient );
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smgr->set_listener_orientation( orient );
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// set the velocity
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// all sources are defined to be in the model
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smgr->set_source_vel_all( model_vel );
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// The listener is always positioned at the origin.
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// The listener is always positioned at the origin.
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sgVec3 listener_pos;
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sgVec3 listener_pos;
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sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
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sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
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smgr->set_listener_pos( listener_pos );
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smgr->set_listener_pos( listener_pos );
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}
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}
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// end of fg_fx.cxx
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// end of fg_fx.cxx
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@ -77,6 +77,8 @@ public:
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private:
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private:
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void update_pos_and_orientation(SGSoundMgr *smgr, double dt);
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void update_pos_and_orientation(SGSoundMgr *smgr, double dt);
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sgdVec3 last_visitor_pos;
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sgdVec3 last_model_pos;
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vector<SGXmlSound *> _sound;
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vector<SGXmlSound *> _sound;
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queue<SGSoundSample *> _samplequeue;
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queue<SGSoundSample *> _samplequeue;
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