- this exposed a bizarre issue on Mac where dragging in <AGL/agl.h> in
extensions.hxx was pulling in all of Carbon to the global namespace
- very scary. As a result, I now need to explicitly include CoreFoundation
in fg_init.cxx.
- change SG_USING_STD(x) to using std::x
PLETE_FUNCTIONAL from SimGear and FlightGear.
As a result, SG_HAVE_STD_INCLUDES is now *always* set, so I will get the boring
fixes for that done, but separately. I'm still auditing the other things in comp
ilers.h - there's a lot that can die now BORLAND is gone.
Patch to enable atc chatter (and any other arbitrary "message" audio file)
to be played at any specified volume. (Previously these messages were always
played at a hardcoded volume of 1.0)
discard the display part. The curly braces wouldn't be spoken anyway,
and the | would be spoken as "vertical bar", which is completely
useless (which is why it had been disabled in the past already).
SGPropertyNode to guarded ones. This is also done for JSBSim/JSBSim.hxx,
for which JSB had given explicit permission a while ago. I postponed that
back then, but now is the time.
Incorporating the shared ptr code:
- All scenegraph references from SimGear
- SGMaterial which already had a reference counter uses now that common
infrastructure.
- SGMatModel is now counted.
- SGSoundSample from SimGear
- And the corresponding change for the sound samples in flightgear which fixes
a latent crash if FGBeacon would evern be deleted.
Create a queue of one-off wav files. Calling layer can request the system
to play any wav file. The request is thrown at the end of a play queue.
The queue is serviced sequentially so that queued wav files will no longer
overlap. When a sample is finished playing. It is removed from the queue
and deleted from memory. The next remaining request in the queue is then
played.
* Use "const string&" rather than "string" in function calls when appropriate.
* Use "const Point3D&" instead of "Pint3D" in function calls when appropriate.
* Improved course calculation in calc_gc_course_dist()
* Safer thread handling code.
Vassilii Khachaturov:
Dont use "const Point3D&" for return types unless you're absolutely sure.
Erik Hofman:
* Use SGD_(2)PI(_[24]) as defined in simgear/constants.h rather than
calculating it by hand every time.
scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
New panels are loaded now
New 3D model gets loaded
Reinitialize more subsystems
Add reinit() to FGFX, sound gets reinitialized
Still a lot needs to be done though.
For sounds that play while a value is in transit, use time rather than
the number of frames to judge when to halt the sound because it will be much
more reliable on high performance systems. It currently waits 10 ms.
before stopping the sound, but you might want to fiddle it a little by
changing MAX_TRANSIT_TIME defined int fg_sound.hxx
I removed some pending random code and I also fixed a
small cosmetic glitch where dt_play was cleared before it was printed.
Curt: Erik changed the sound update intervale and I further I tweaked it.
The issue is that if we put too much into the sound buffer, then we can't react
quick enough to sounds like tire squeek that need to be synced with the visuals
and the action. We put too little into the sound buffer and we risk the
audio dropping out for moment if a frame takes longer to draw than the amount
of audio in the buffer.
- Removed some old cruft.
- Removed some support for older versions of automake which technically was
correct, but caused the newer automakes to squawk warnings during an
initial sanity check (which isn't done very intelligently.)
NOTE: this fix is technically not correct for older version of automake.
These older version use the variable "INCLUDES" internally and could have
them already set to an important value. That is why we were appending
our values to them. However, newer versions of automake don't set this
value themselves so it is an error to append to a non-existant variable.
We seem to "get away" with overwriting the value on older versions of
automake, but if you have problems, consider upgrading to at least
automake-1.5.
This patch adds "elapsed time" support to the sound code.
It is now possible to define <internal>dt_play</internal> or
<internal>dt_stop</internal> instead of a propery in the <volume> and
<pitch> sections of the configuration file.
- changed FGSubsystem::update(int) to
FGSubsystem::update(delta_time_sec); the argument is now delta time
in seconds rather than milliseconds
- added FGSubsystem::suspend(), FGSubsystem::suspend(bool),
FGSubsystem::resume(), and FGSubsystem::is_suspended(), all with
default implementations; is_suspended takes account of the master
freeze as well as the subsystem's individual suspended state
- the FDMs now use the delta time argument the same as the rest of
FlightGear; formerly, main.cxx made a special case and passed a
multiloop argument
- FDMs now calculate multiloop internally instead of relying on
main.cxx
There are probably some problems -- I've done basic testing with the
major FDMs and subsystems, but we'll probably need a few weeks to
sniff out bugs.
The FlightGear patch is to take account the change in the getChildren
function that now returns a vector<SGPropertyNode_ptr>. If the
removeChild functionnality is to be added in FlightGear, all those
SGPropertyNode * floating around should be changed to
SGPropertyNode_ptr.
I changed the sound code to let it use FGCondition. This changes the
code and configuration files rather drastically. Furthermore I've added
an in-transit mode which plays the sound only when the tied property is
changing.
Changes:
Code:
* Added condition support to trigger an event
* Removed the <type> section from the main event definition
(this could be done using conditions)
* Removed the abillity to use several events with the same name,
instead it is required to use conditions.
* Updated the README.xmlsound
Base package:
* Changed the configuration files accordingly.
* Changed flaps and gear to use the new in-stransit mode.
* Changed the flps.wav file so it can be looped.
* Created a new gear.wav file (whcih can be looped)
and a gear-lck.wav file for gear locking sound.
IMPORTANT:
To change existing configuration files to the new ones, it is important
to pack events with the same name together into one singel event, using
the condition specification. Also, when using special types (inverted,
flip-flop, raise or fall) these should be changed to a conditions also.
For more information, please look at
FLightGear/docs-mini/README.xmlsound and the supplied aircraft
configuration files located under FlightGear/Aircraft (espesially
c172/c172-sound.xml and c310/c310-sound.xml).
This led to an investigation into why the ident playing didn't work anymore.
Recent changes in the sound manager broke some assumptions the radiostack
code was making. These patches should hopefully fix all that back up.
Erik, please review these changes to double check I didn't do more damage
than good. :-)
The compiler complains about too long names for instanciated templates
that result in name truncation. There are warnings but finally it ends
with a fatal errors. I found that ignoring the warning cure the
problem.
interface instead of string. This will result in a lot more
efficiency later, once I add in a simple hash table for caching
lookups, since it will avoid creating a lot of temporary string
objects. The major considerations for users will be that they cannot
use
node->getName() == "foo";
any more, and will have to use c_str() when setting a string value
from a C++ string.
* Add new trigger types: raise, fall
* Add new trigger offset parameter
* Add new volume/pitch types: inv, abs, sqrt
* Add initial support for multiple events to intervere in a single sound
(by using the same name, see the crank section of 172-sound.xml)
* Cached the volume/pitch type fucntions
(No more if's inside the loops in update())
difference between the two is this: A sample is file related and sound
is a authonomus entity. This means you can have several sounds pointing
to a single sample. In that case, just one sample is loaded into memory.
The advantage is you can play the same sample with different pitch or
volume, but with just one sample loaded into memory.
To fully support this there is a new fucntion call:
FGSimpleSound *sample = new FGSimpleSound("filename");
mgr->add(sample, "name");
should be replaced by:
FGSimpleSound *sample = mgr->add("name", "filename");
But the old behaviour is still supported with one minor change, sounds
with the same name aren't supported anymore.
Erik
individual aircraft to have different sounds (and cleaning up my code
a fair bit). The most important user-visible change is the renaming
of the /sim/sound property to /sim/sound/audible.