Maik JUSTUS: fix/implement directional sound
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1 changed files with 38 additions and 8 deletions
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@ -547,10 +547,29 @@ static void fgMainLoop( void ) {
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#ifdef ENABLE_AUDIO_SUPPORT
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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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// positioned relative to the current view position.
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// positioned in the aircraft base
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static sgVec3 last_pos_offset;
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//get the orientation
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const SGQuatd view_or = current_view->getViewOrientation();
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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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SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
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globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
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globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
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globals->get_aircraft_model()->get3DModel()->getRollDeg());
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//get the up and at vector in the aircraft base
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SGVec3d sgv_up = model_or.rotateBack(
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surf_or.rotateBack(view_or.rotate(SGVec3d(0, -1, 0))));
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sgVec3 up;
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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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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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// 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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acmodel_loc = (SGLocation *)globals->
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@ -559,26 +578,37 @@ static void fgMainLoop( void ) {
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// set positional offset for sources
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sgdVec3 dsource_pos_offset;
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sgdSubVec3( dsource_pos_offset,
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view_location->get_absolute_view_pos(),
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(double*) ¤t_view->get_view_pos(),
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acmodel_loc->get_absolute_view_pos() );
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// cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
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SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
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surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
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dsource_pos_offset[1], dsource_pos_offset[2])));
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//sgv_dsource_pos_offset = model_or.rotateBack(sgv_dsource_pos_offset);
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sgVec3 source_pos_offset;
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sgSetVec3(source_pos_offset, dsource_pos_offset);
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sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
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sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
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globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
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float orient[6];
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for (int i = 0; i < 3; i++) {
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orient[i] = sgv_at[i];
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orient[i + 3] = sgv_up[i];
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}
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globals->get_soundmgr()->set_listener_orientation( orient );
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// set the velocity
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sgVec3 source_vel;
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sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
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sgScaleVec3( source_vel, delta_time_sec );
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sgScaleVec3( source_vel, 1 / delta_time_sec );
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sgCopyVec3( last_pos_offset, source_pos_offset );
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// cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
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globals->get_soundmgr()->set_source_vel_all( source_vel );
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// Right now we make a simplifying assumption that the listener is
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// 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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sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
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// cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
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globals->get_soundmgr()->set_listener_pos( listener_pos );
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#endif
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