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