Fix speling mistakes and some small adjustments.
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@ -1,24 +1,9 @@
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Users Guide to FlightGear sound configuration
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Version 0.7.11, apr 27 2002
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Author: Erik Hofman <erik@ehofman.com>
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Version 0.9.8, October 30, 2005
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Author: Erik Hofman <erik at ehofman dot com>
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This document is an attempt to describe the configuration of
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FlightGear flight simulator's aircraft sound via XML.
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Some History:
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------------
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Older versions of FGFS had a hard coded audio layer. This was a
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than ideal state of affairs due to FGFS ability to use different
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aircraft models. Being primarily developed on UNIX type systems, a
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modular approach is taken towards the simulation. To date, most
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alternatives to the default Cessna 172 aircraft are the product
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of research institutions interested in the flight characteristics and
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not cosmetics. The result of this was that one could fly the X-15 or
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a Boeing 747 but be limited to C172 sounds.
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A rewrite of the sound code was done around v0.7.10 by Erik Hofman
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allowing for configuration of the sounds via XML to address this
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limitation.
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FlightGear flight simulator's aircraft sound in XML.
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Sound Architecture:
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------------------
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@ -33,8 +18,8 @@ The top level sound configuration file is composed of a <fx>, a
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<name>, a <path> sound file and zero or more <volume> and/or <pitch>
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definitions.
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[ Paths are relative to $FG_ROOT (the installed location of FGFS data files.) ]
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[ Absolute paths may be used.Comments are bracketed with <!-- -->. ]
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[ Paths are relative to $FG_ROOT (the root of the installed base package .) ]
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[ Absolute paths may be used. Comments are bracketed with <!-- -->. ]
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A limited sound configuration file would look something like this:
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@ -71,8 +56,8 @@ and is named wasp.wav. The event is started when the property
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/engines/engine/running becomes non zero.
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When that happens, the sound will be played looped (see <mode>) until the
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property returns zero again. As you can see the volume is mp-osi dependant,
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and the pitch of the sound depents on the engine rpm.
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property returns zero again. As you can see the volume is mp-osi dependent,
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and the pitch of the sound depends on the engine rpm.
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Configuration description:
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-------------------------
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Named FX subtree living under /sim/sound
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< ... >
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This is the event seperator. The text inside the brackets
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can be anything. Bit it is adviced to give it a meaningfull name
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This is the event separator. The text inside the brackets
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can be anything. Bit it is advised to give it a meaningful name
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like: crank, engine, rumble, gear, squeal, flap, wind or stall
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The value can be defined multiple times, thus anything which is
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Multiple definitions of the same name will allow multiple sections
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to interfere in the starting and stopping of the sample.
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This method can't be used to controll the pitch or volume of the
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This method can't be used to control the pitch or volume of the
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sample, but instead multiple volume or pitch section should be
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included inside the same event.
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An event should define either a condition or a property.
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<property>
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Define which property triggers the event, and reffers to a node
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Define which property triggers the event, and refers to a node
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in the FlightGear property tree. Action is taken when the property
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is non zero.
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but instead will be used in the multiplication section.
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<property>
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Defins which property supplies the value for the calculation.
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Defines which property supplies the value for the calculation.
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Either a <property> or an <internal> should be defined.
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The value is treatened as a floating point number.
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The value is threated as a floating point number.
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<internal>
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Defins which internal variable should be used for the calculation.
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The value is treatened as a floating point number.
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Defines which internal variable should be used for the calculation.
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The value is threated as a floating point number.
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The following internals are available at this time:
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dt_play: the number of seconds since the sound started playing.
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Defines the function that should be used upon the property
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before it is used for calculating the net result:
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lin: lineair handling of the property value.
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lin: linear handling of the property value.
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this is the default.
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ln: convert the property value to a natural logarithmic
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value before scaling it. Anything below 1 will return
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zero.
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inv: inverse lineair handling (1/x).
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inv: inverse linear handling (1/x).
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abs: absolute handling of the value (always positive).
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<offset>
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The initial value for this sound. This value is also used as an
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offset value for calulating the end result.
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offset value for calculating the end result.
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<min>
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Minimum allowed value.
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This is usefull if sounds start to sound funny. Anything lower
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This is useful if sounds start to sound funny. Anything lower
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will be truncated to this value.
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<max>
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Maximum allowed value.
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This is usefull if sounds gets to loud. Anything higher will be
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This is useful if sounds gets to loud. Anything higher will be
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truncated to this value.
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<position>
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This can be useful for limiting cockpit sounds to the cockpit.
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Creating a configrationfile:
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---------------------------
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Creating a configration file:
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----------------------------
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To make things easy, there is a default falue for most entries to allow a
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To make things easy, there is a default value for most entries to allow a
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sane configuration when a certain entry is omitted.
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Default values are:
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