// fg_fx.cxx -- Sound effect management class implementation // // Started by David Megginson, October 2001 // (Reuses some code from main.cxx, probably by Curtis Olson) // // Copyright (C) 2001 Curtis L. Olson - http://www.flightgear.org/~curt // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ #ifdef _MSC_VER #pragma warning (disable: 4786) #endif #ifdef HAVE_CONFIG_H # include #endif #include #include #include #include #include #include
#include #include #include
#include "fg_fx.hxx" FGFX::FGFX () : last_pause( true ), last_volume( 0.0 ), _pause( fgGetNode("/sim/sound/pause") ), _volume( fgGetNode("/sim/sound/volume") ) { sgdSetVec3(last_visitor_pos, 0, 0, 0); sgdSetVec3(last_model_pos, 0, 0, 0); } FGFX::~FGFX () { unsigned int i; for ( i = 0; i < _sound.size(); i++ ) { delete _sound[i]; } _sound.clear(); while ( _samplequeue.size() > 0 ) { delete _samplequeue.front(); _samplequeue.pop(); } } void FGFX::init() { SGPropertyNode *node = fgGetNode("/sim/sound", true); string path_str = node->getStringValue("path"); SGPath path( globals->get_fg_root() ); if (path_str.empty()) { SG_LOG(SG_GENERAL, SG_ALERT, "No path in /sim/sound/path"); return; } path.append(path_str.c_str()); SG_LOG(SG_GENERAL, SG_INFO, "Reading sound " << node->getName() << " from " << path.str()); SGPropertyNode root; try { readProperties(path.str(), &root); } catch (const sg_exception &) { SG_LOG(SG_GENERAL, SG_ALERT, "Error reading file '" << path.str() << '\''); return; } node = root.getNode("fx"); if(node) { for (int i = 0; i < node->nChildren(); ++i) { SGXmlSound *sound = new SGXmlSound(); try { sound->init(globals->get_props(), node->getChild(i), globals->get_soundmgr(), globals->get_fg_root()); _sound.push_back(sound); } catch ( sg_exception &e ) { SG_LOG(SG_GENERAL, SG_ALERT, e.getFormattedMessage()); delete sound; } } } } void FGFX::reinit() { _sound.clear(); init(); }; void FGFX::bind () { } void FGFX::unbind () { } void FGFX::update (double dt) { SGSoundMgr *smgr = globals->get_soundmgr(); if (smgr->is_working() == false) { return; } #if 0 // moved back to the mainloop to prevent audio problems smgr->update(dt); update_pos_and_orientation(smgr, dt); #endif // command sound manger bool pause = _pause->getBoolValue(); if ( pause != last_pause ) { if ( pause ) { smgr->pause(); } else { smgr->resume(); } last_pause = pause; } // process mesage queue const string msgid = "Sequential Audio Message"; bool is_playing = false; if ( smgr->exists( msgid ) ) { if ( smgr->is_playing( msgid ) ) { // still playing, do nothing is_playing = true; } else { // current message finished, stop and remove smgr->stop( msgid ); // removes source smgr->remove( msgid ); // removes buffer } } if ( !is_playing ) { // message queue idle, add next sound if we have one if ( _samplequeue.size() > 0 ) { smgr->add( _samplequeue.front(), msgid ); _samplequeue.pop(); smgr->play_once( msgid ); } } double volume = _volume->getDoubleValue(); if ( volume != last_volume ) { smgr->set_volume( volume ); last_volume = volume; } if ( !pause ) { // update sound effects if not paused for ( unsigned int i = 0; i < _sound.size(); i++ ) { _sound[i]->update(dt); } } } /** * add a sound sample to the message queue which is played sequentially * in order. */ void FGFX::play_message( SGSoundSample *_sample ) { _samplequeue.push( _sample ); } void FGFX::play_message( const string path, const string fname, double volume ) { if (globals->get_soundmgr()->is_working() == true) { SGSoundSample *sample; sample = new SGSoundSample( path.c_str(), fname.c_str() ); sample->set_volume( volume ); play_message( sample ); } } void FGFX::update_pos_and_orientation(SGSoundMgr *smgr, double dt) { SGModelPlacement *model = globals->get_aircraft_model()->get3DModel(); FGViewer *observer = globals->get_current_view(); // Right now we make a simplifying assumption that the primary // aircraft is the source of all sounds and that all sounds are // positioned in the aircraft base // EMH: Note: this is fine, to hear multiple aircraft simulataniously // we just have to trigger one instance of the FGFX class for every // aircraft // get the orientation const SGQuatd view_or = observer->getViewOrientation(); SGQuatd surf_or = SGQuatd::fromLonLat(observer->getPosition()); SGQuatd model_or = SGQuatd::fromYawPitchRollDeg( model->getHeadingDeg(), model->getPitchDeg(), model->getRollDeg()); // get the up and at vector in the aircraft base // (ok, the up vector is a down vector, but the coordinates // are finally calculated in a left hand system and openal // lives in a right hand system. Therefore we need to pass // the down vector to get correct stereo sound.) SGVec3d sgv_up, sgv_at; sgVec3 up, at; sgv_up = model_or.rotateBack(surf_or.rotateBack(view_or.rotate(SGVec3d(0,1,0)))); sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]); sgv_at = model_or.rotateBack(surf_or.rotateBack(view_or.rotate(SGVec3d(0,0,1)))); sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]); // get the location data for the primary FDM (now hardcoded to ac model)... // EMH: to add multiple sound sources this should be replaced SGVec3d absolute_view_pos = SGVec3d::fromGeod(model->getPosition()); // calculate speed of visitor and model sgVec3 listener_vel, model_vel; SGVec3d SGV3d_help; sgdVec3 sgdv3_help; sgdVec3 sgdv3_null = {0, 0, 0}; sgdSubVec3(sgdv3_help, last_visitor_pos, (double *)&observer->get_view_pos()); sgdAddVec3(last_visitor_pos, sgdv3_null, (double *)&observer->get_view_pos()); SGV3d_help = model_or.rotateBack( surf_or.rotateBack( SGVec3d(sgdv3_help[0], sgdv3_help[1], sgdv3_help[2]) )); sgSetVec3(listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]); sgdSubVec3(sgdv3_help, last_model_pos, absolute_view_pos.data()); sgdAddVec3(last_model_pos, sgdv3_null, absolute_view_pos.data()); SGV3d_help = model_or.rotateBack( surf_or.rotateBack( SGVec3d(sgdv3_help[0], sgdv3_help[1], sgdv3_help[2]) )); sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]); if (dt > 0) { sgScaleVec3( model_vel, 1 / dt ); sgScaleVec3( listener_vel, 1 / dt ); } // checking, if the listener pos has moved suddenly if (sgLengthVec3(listener_vel) > 1000) { // check if the relative speed model vs listener has moved suddenly, too sgVec3 delta_vel; sgSubVec3(delta_vel, listener_vel, model_vel); if (sgLengthVec3(delta_vel) > 1000) // a sane value sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2]); else smgr->set_listener_vel(listener_vel); } else smgr->set_listener_vel( listener_vel ); // set positional offset for sources sgdVec3 dsource_pos_offset; sgdSubVec3( dsource_pos_offset, (double*) &observer->get_view_pos(), absolute_view_pos.data() ); SGVec3d sgv_dsource_pos_offset; sgv_dsource_pos_offset = model_or.rotateBack( surf_or.rotateBack( SGVec3d(dsource_pos_offset[0], dsource_pos_offset[1], dsource_pos_offset[2]) )); sgVec3 source_pos_offset; sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0], sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]); smgr->set_source_pos_all( source_pos_offset ); smgr->set_source_vel_all( model_vel ); float orient[6]; for (int i = 0; i < 3; i++) { orient[i] = sgv_at[i]; orient[i + 3] = sgv_up[i]; } smgr->set_listener_orientation( orient ); // The listener is always positioned at the origin. sgVec3 listener_pos; sgSetVec3( listener_pos, 0.0, 0.0, 0.0 ); smgr->set_listener_pos( listener_pos ); } // end of fg_fx.cxx