// fgfx.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 - curt@flightgear.org // // 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., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #include "fg_fx.hxx" #include
// FIXME: remove direct dependencies #include FGFX::FGFX () : _old_flap_position(0), _engine(0), _crank(0), _wind(0), _stall(0), _rumble(0), _flaps(0), _squeal(0), _click(0), _engine_running_prop(0), _engine_cranking_prop(0), _stall_warning_prop(0), _flaps_prop(0) { } FGFX::~FGFX () { // FIXME: is this right, or does the // sound manager assume pointer ownership? delete _engine; delete _crank; delete _wind; delete _stall; delete _rumble; delete _flaps; delete _squeal; delete _click; } void FGFX::init () { FGSoundMgr * mgr = globals->get_soundmgr(); // // Create and add the engine sound // _engine = new FGSimpleSound(fgGetString("/sim/sounds/engine", "Sounds/wasp.wav")); mgr->add(_engine, "engine"); // // Create and add the cranking sound. // _crank = new FGSimpleSound(fgGetString("/sim/sounds/cranking", "Sounds/cranking.wav")); _crank->set_pitch(1.5); _crank->set_volume(0.25); mgr->add(_crank, "crank"); // // Create and add the wind noise. // _wind = new FGSimpleSound(fgGetString("/sim/sounds/wind", "Sounds/wind.wav")); mgr->add(_wind, "wind"); // // Create and add the stall noise. // _stall = new FGSimpleSound(fgGetString("/sim/sounds/stall", "Sounds/stall.wav")); mgr->add(_stall, "stall"); // // Create and add the rumble noise. // _rumble = new FGSimpleSound(fgGetString("/sim/sounds/rumble", "Sounds/rumble.wav")); mgr->add(_rumble, "rumble"); // // Create and add the flaps noise // _flaps = new FGSimpleSound(fgGetString("/sim/sounds/flaps", "Sounds/flaps.wav")); mgr->add(_flaps, "flaps"); // // Create and add the squeal noise. // _squeal = new FGSimpleSound(fgGetString("/sim/sounds/squeal", "Sounds/squeal.wav")); mgr->add(_squeal, "squeal"); // // Create and add the click noise. _click = new FGSimpleSound(fgGetString("/sim/sounds/click", "Sounds/click.wav")); mgr->add(_click, "click"); //////////////////////////////////////////////////////////////////// // Grab some properties. //////////////////////////////////////////////////////////////////// _engine_running_prop = fgGetNode("/engines/engine[0]/running", true); _engine_cranking_prop = fgGetNode("/engines/engine[0]/cranking", true); _stall_warning_prop = fgGetNode("/sim/aircraft/alarms/stall-warning", true); _flaps_prop = fgGetNode("/controls/flaps", true); } void FGFX::bind () { } void FGFX::unbind () { } void FGFX::update () { FGSoundMgr * mgr = globals->get_soundmgr(); //////////////////////////////////////////////////////////////////// // Update the engine sound. //////////////////////////////////////////////////////////////////// if (cur_fdm_state->get_num_engines() > 0 && _engine_running_prop->getBoolValue()) { // pitch corresponds to rpm // volume corresponds to manifold pressure double rpm_factor; if ( cur_fdm_state->get_num_engines() > 0 ) rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0; else rpm_factor = 1.0; double pitch = 0.3 + rpm_factor * 3.0; // don't run at absurdly slow rates -- not realistic // and sounds bad to boot. :-) if (pitch < 0.7) pitch = 0.7; if (pitch > 5.0) pitch = 5.0; double mp_factor; if ( cur_fdm_state->get_num_engines() > 0 ) mp_factor = cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100; else mp_factor = 0.3; double volume = 0.15 + mp_factor / 2.0; if (volume < 0.15) volume = 0.15; if (volume > 0.5) volume = 0.5; _engine->set_pitch( pitch ); _engine->set_volume( volume ); set_playing("engine", true); } else { set_playing("engine", false); } //////////////////////////////////////////////////////////////////// // Update the cranking sound. //////////////////////////////////////////////////////////////////// // FIXME set_playing("crank", _engine_cranking_prop->getBoolValue()); //////////////////////////////////////////////////////////////////// // Update the wind noise. //////////////////////////////////////////////////////////////////// float rel_wind = cur_fdm_state->get_V_rel_wind(); // FPS if (rel_wind > 60.0) { // a little off 30kt float volume = rel_wind/600.0; // FIXME!!! _wind->set_volume(volume); set_playing("wind", true); } else { set_playing("wind", false); } //////////////////////////////////////////////////////////////////// // Update the stall horn. //////////////////////////////////////////////////////////////////// double stall = _stall_warning_prop->getDoubleValue(); if (stall > 0.0) { _stall->set_volume(stall); set_playing("stall", true); } else { set_playing("stall", false); } //////////////////////////////////////////////////////////////////// // Update the rumble. //////////////////////////////////////////////////////////////////// float totalGear = min(cur_fdm_state->get_num_gear(), int(MAX_GEAR)); float gearOnGround = 0; // Calculate whether a squeal is // required, and set the volume. // Currently, the squeal volume is the // current local down velocity in feet // per second divided by 10.0, and // will not be played if under 0.1. // FIXME: take rotational velocities // into account as well. for (int i = 0; i < totalGear; i++) { if (cur_fdm_state->get_gear_unit(i)->GetWoW()) { gearOnGround++; if (!_gear_on_ground[i]) { double squeal_volume = cur_fdm_state->get_V_down() / 5.0; if (squeal_volume > 0.1) { _squeal->set_volume(squeal_volume); mgr->play_once("squeal"); } _gear_on_ground[i] = true; } } else { _gear_on_ground[i] = false; } } // Now, if any of the gear is in // contact with the ground play the // rumble sound. The volume is the // absolute velocity in knots divided // by 120.0. No rumble will be played // if the velocity is under 6kt. double speed = cur_fdm_state->get_V_equiv_kts(); if (gearOnGround > 0 && speed >= 6.0) { double volume = 2.0 * (gearOnGround/totalGear) * (speed/60.0); _rumble->set_volume(volume); set_playing("rumble", true); } else { set_playing("rumble", false); } //////////////////////////////////////////////////////////////////////// // Check for flap movement. //////////////////////////////////////////////////////////////////// double flap_position = _flaps_prop->getDoubleValue(); if (fabs(flap_position - _old_flap_position) > 0.1) { mgr->play_once("flaps"); _old_flap_position = flap_position; } // TODO: click } void FGFX::set_playing (const char * soundName, bool state) { FGSoundMgr * mgr = globals->get_soundmgr(); bool playing = mgr->is_playing(soundName); if (state && !playing) mgr->play_looped(soundName); else if (!state && playing) mgr->stop(soundName); } // end of fg_fx.cxx