// 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" // FIXME: remove direct dependencies #include #include #include
FGFX::FGFX () : _is_cranking(false), _is_stalling(false), _is_rumbling(false), _engine(0), _crank(0), _wind(0), _stall(0), _rumble(0), _flaps(0), _squeal(0), _click(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 loop"); mgr->play_looped("engine loop"); SG_LOG( SG_GENERAL, SG_INFO, "Rate = " << _engine->get_sample()->getRate() << " Bps = " << _engine->get_sample()->getBps() << " Stereo = " << _engine->get_sample()->getStereo() ); // // Create and add the cranking sound. // _crank = new FGSimpleSound(fgGetString("/sim/sounds/cranking", "Sounds/cranking.wav")); mgr->add(_crank, "crank"); _crank->set_pitch(1.5); _crank->set_volume(0.25); // // Create and add the wind noise. // _wind = new FGSimpleSound(fgGetString("/sim/sounds/wind", "Sounds/wind.wav")); mgr->add(_wind, "wind"); mgr->play_looped("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 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"); } void FGFX::bind () { } void FGFX::unbind () { } void FGFX::update () { FGSoundMgr * mgr = globals->get_soundmgr(); //////////////////////////////////////////////////////////////////// // Update the engine sound. //////////////////////////////////////////////////////////////////// if (fgGetBool("/engines/engine[0]/running")) { // FIXME // pitch corresponds to rpm // volume corresponds to manifold pressure double rpm_factor; if (cur_fdm_state->get_engine(0) != NULL) 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_engine(0) != NULL) 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 ); } else { _engine->set_pitch(0.0); _engine->set_volume(0.0); } //////////////////////////////////////////////////////////////////// // Update the cranking sound. //////////////////////////////////////////////////////////////////// if (fgGetBool("/engines/engine[0]/cranking")) { // FIXME if(!_is_cranking) { globals->get_soundmgr()->play_looped("crank"); _is_cranking = true; } } else { if(_is_cranking) { globals->get_soundmgr()->stop("crank"); _is_cranking = false; } } //////////////////////////////////////////////////////////////////// // Update the wind noise. //////////////////////////////////////////////////////////////////// float rel_wind = cur_fdm_state->get_V_rel_wind(); float volume = rel_wind/300.0; // FIXME!!! _wind->set_volume(volume); // TODO: stall // TODO: rumble // TODO: flaps // TODO: squeal // TODO: click } // end of fg_fx.cxx