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Maik JUSTUS: fix/implement directional sound

This commit is contained in:
mfranz 2007-06-21 21:49:46 +00:00
parent 2c208deab8
commit aca95e99e0

View file

@ -547,10 +547,29 @@ static void fgMainLoop( void ) {
#ifdef ENABLE_AUDIO_SUPPORT
// Right now we make a simplifying assumption that the primary
// aircraft is the source of all sounds and that all sounds are
// positioned relative to the current view position.
// positioned in the aircraft base
static sgVec3 last_pos_offset;
//get the orientation
const SGQuatd view_or = current_view->getViewOrientation();
SGQuatd surf_or = SGQuatd::fromLonLatDeg(
current_view->getLongitude_deg(), current_view->getLatitude_deg());
SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
globals->get_aircraft_model()->get3DModel()->getRollDeg());
//get the up and at vector in the aircraft base
SGVec3d sgv_up = model_or.rotateBack(
surf_or.rotateBack(view_or.rotate(SGVec3d(0, -1, 0))));
sgVec3 up;
sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
SGVec3d sgv_at = model_or.rotateBack(
surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
sgVec3 at;
sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
// get the location data for the primary FDM (now hardcoded to ac model)...
SGLocation *acmodel_loc = NULL;
acmodel_loc = (SGLocation *)globals->
@ -559,26 +578,37 @@ static void fgMainLoop( void ) {
// set positional offset for sources
sgdVec3 dsource_pos_offset;
sgdSubVec3( dsource_pos_offset,
view_location->get_absolute_view_pos(),
(double*) &current_view->get_view_pos(),
acmodel_loc->get_absolute_view_pos() );
// cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
dsource_pos_offset[1], dsource_pos_offset[2])));
//sgv_dsource_pos_offset = model_or.rotateBack(sgv_dsource_pos_offset);
sgVec3 source_pos_offset;
sgSetVec3(source_pos_offset, dsource_pos_offset);
sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
float orient[6];
for (int i = 0; i < 3; i++) {
orient[i] = sgv_at[i];
orient[i + 3] = sgv_up[i];
}
globals->get_soundmgr()->set_listener_orientation( orient );
// set the velocity
sgVec3 source_vel;
sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
sgScaleVec3( source_vel, delta_time_sec );
sgScaleVec3( source_vel, 1 / delta_time_sec );
sgCopyVec3( last_pos_offset, source_pos_offset );
// cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
globals->get_soundmgr()->set_source_vel_all( source_vel );
// Right now we make a simplifying assumption that the listener is
// always positioned at the origin.
// The listener is always positioned at the origin.
sgVec3 listener_pos;
sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
// cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
globals->get_soundmgr()->set_listener_pos( listener_pos );
#endif