Patches from Erik.
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914b5636e4
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c5f43ca688
3 changed files with 75 additions and 55 deletions
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@ -279,7 +279,7 @@ FGSound::update (int dt)
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//
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// If the state changes to false, stop playing.
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//
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if (check == 0) {
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if (!check) {
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_active = false;
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if (mgr->is_playing(_name)) {
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SG_LOG(SG_GENERAL, SG_INFO, "Stopping sound: " << _name);
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@ -298,7 +298,7 @@ FGSound::update (int dt)
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} else { // FLIPFLOP, RAISE, FALL
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bool check = (int)(_offset + _property->getFloatValue() * _factor);
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if ((bool)check == _active)
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if (check == _active)
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return;
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//
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@ -390,9 +390,9 @@ FGSound::update (int dt)
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_active = !_active;
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if (_mode == FGSound::ONCE)
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mgr->play_once(_name);
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_sample->play(mgr->get_scheduler(), false);
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else
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mgr->play_looped(_name);
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_sample->play(mgr->get_scheduler(), true);
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SG_LOG(SG_GENERAL, SG_INFO, "Starting audio playback for: " << _name);
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SG_LOG(SG_GENERAL, SG_BULK,
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@ -34,6 +34,10 @@
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#define FG_SOUND_SAFETY_MULT 3
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#define FG_MAX_SOUND_SAFETY ( 1.0 / FG_SOUND_SAFETY_MULT )
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//
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// SimpleSound
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//
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// constructor
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FGSimpleSound::FGSimpleSound( string file ) {
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SGPath slfile( globals->get_fg_root() );
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@ -60,6 +64,22 @@ FGSimpleSound::~FGSimpleSound() {
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delete sample;
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}
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void FGSimpleSound::play_once( slScheduler *sched ) {
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sched->stopSample(sample);
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sched->playSample(sample);
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sched->addSampleEnvelope(sample, 0, 0, pitch_envelope, SL_PITCH_ENVELOPE);
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sched->addSampleEnvelope(sample, 0, 1, volume_envelope, SL_VOLUME_ENVELOPE);
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}
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void FGSimpleSound::play_looped( slScheduler *sched ) {
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sched->loopSample(sample);
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sched->addSampleEnvelope(sample, 0, 0, pitch_envelope, SL_PITCH_ENVELOPE);
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sched->addSampleEnvelope(sample, 0, 1, volume_envelope, SL_VOLUME_ENVELOPE);
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}
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//
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// Sound Manager
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//
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// constructor
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FGSoundMgr::FGSoundMgr() {
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@ -294,66 +314,46 @@ FGSimpleSound *FGSoundMgr::find( const string& refname ) {
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// tell the scheduler to play the indexed sample in a continuous
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// loop
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bool FGSoundMgr::play_looped( const string& refname ) {
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sound_map_iterator it = sounds.find( refname );
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if ( it != sounds.end() ) {
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FGSimpleSound *sample = it->second;
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audio_sched->loopSample( sample->get_sample() );
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audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
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sample->get_pitch_envelope(),
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SL_PITCH_ENVELOPE );
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audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
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sample->get_volume_envelope(),
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SL_VOLUME_ENVELOPE );
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FGSimpleSound *sample;
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return true;
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} else {
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return false;
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}
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if ((sample = find( refname )) == NULL)
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return false;
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sample->play(audio_sched, true);
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return true;
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}
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// tell the scheduler to play the indexed sample once
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bool FGSoundMgr::play_once( const string& refname ) {
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sound_map_iterator it = sounds.find( refname );
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if ( it != sounds.end() ) {
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FGSimpleSound *sample = it->second;
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audio_sched->stopSample( sample->get_sample() );
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audio_sched->playSample( sample->get_sample() );
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audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
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sample->get_pitch_envelope(),
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SL_PITCH_ENVELOPE );
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audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
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sample->get_volume_envelope(),
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SL_VOLUME_ENVELOPE );
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FGSimpleSound *sample;
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return true;
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} else {
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return false;
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}
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if ((sample = find( refname )) == NULL)
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return false;
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sample->play(audio_sched, false);
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return true;
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}
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// return true of the specified sound is currently being played
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bool FGSoundMgr::is_playing( const string& refname ) {
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sound_map_iterator it = sounds.find( refname );
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if ( it != sounds.end() ) {
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FGSimpleSound *sample = it->second;
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return (sample->get_sample()->getPlayCount() > 0 );
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return true;
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} else {
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return false;
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}
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FGSimpleSound *sample;
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if ((sample = find( refname )) == NULL)
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return false;
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return sample->is_playing();
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}
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// immediate stop playing the sound
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bool FGSoundMgr::stop( const string& refname ) {
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sound_map_iterator it = sounds.find( refname );
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if ( it != sounds.end() ) {
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FGSimpleSound *sample = it->second;
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audio_sched->stopSample( sample->get_sample() );
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return true;
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} else {
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return false;
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}
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FGSimpleSound *sample;
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if ((sample = find( refname )) == NULL)
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return false;
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audio_sched->stopSample( sample->get_sample() );
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return true;
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}
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@ -50,11 +50,14 @@ SG_USING_STD(string);
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// manages everything we need to know for an individual sound sample
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class FGSimpleSound {
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private:
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slSample *sample;
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slEnvelope *pitch_envelope;
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slEnvelope *volume_envelope;
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double pitch;
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double volume;
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int clients;
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public:
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@ -62,15 +65,29 @@ public:
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FGSimpleSound( unsigned char *buffer, int len );
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~FGSimpleSound();
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void play_once( slScheduler *sched );
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void play_looped( slScheduler *sched );
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inline void play( slScheduler *sched, bool looped ) {
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if (looped) play_looped( sched );
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else play_once( sched );
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}
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inline void stop( slScheduler *sched ) {
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sched->stopSample( sample );
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}
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inline bool is_playing( ) {
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return (sample->getPlayCount() > 0 );
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}
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inline double get_pitch() const { return pitch; }
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inline void set_pitch( double p ) {
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pitch = p;
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pitch_envelope->setStep( 0, 0.01, pitch );
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pitch = p;
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pitch_envelope->setStep( 0, 0.01, pitch );
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}
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inline double get_volume() const { return volume; }
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inline void set_volume( double v ) {
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volume = v;
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volume_envelope->setStep( 0, 0.01, volume );
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volume = v;
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volume_envelope->setStep( 0, 0.01, volume );
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}
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inline slSample *get_sample() { return sample; }
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@ -167,6 +184,9 @@ public:
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// immediate stop playing the sound
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bool stop( const string& refname );
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// return the audio scheduler
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inline slScheduler *get_scheduler( ) { return audio_sched; };
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};
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