(try to) properly align model and viewer
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@@ -0,0 +1,40 @@
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All code in this directory uses the OpenAL coordinate system for maximum
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useablity. The OpenAL coordinate system is equal to that of OpenGL with the
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main difference that objects behind the viewer can still be heard:
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- positive x is to the right
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- positive y is upwards
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- positive z is towards the back of the viewer/listener
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see: http://www.falloutsoftware.com/tutorials/gl/cartesian.gif
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All positions are in cartesian space with a unit length of one meter.
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Velocities are three tuples indicating speed and direction in the same space
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as positions do (so they are not in the models local space).
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There is one SoundMgr that handles multiple SoundGroup classes.
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Each SoundGroup class handles multiple SoundSample classes.
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A SoundSample class defines the properties of each individual sound like
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pitch, volume, position, orientation, sound cone paramters, etc. This
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class can be created all over the code but *has* to be assigned to a
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SampelGroup before you can hear it. Current sample groups are "atc",
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"avionics" and "fx" for the master airplane effects. The position of a
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SoundSample is relative to (0,0,0) of the model and hence relative to
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the base position of the SampleGroup.
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A SampleGroup class has to be assigned to the SoundManager to be heard
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and holds data of a group of samples (maybe 'sample cloud' might be a
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good description). This class has to be created for each individual
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model that can produce one or more sounds. The SampleGroup class can be
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altered by modifying it's volume, position and orientation.
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Repositioning this class also means repositioning all it's associated
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samples. Altering it's orientation also means repositioning the absolute
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(real world) position (and orientation) of the associated sound samples.
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The SoundMaganer can be repositioned which basically means moving the
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listener around. It's also possible to alter the listener orientation en
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velocity with this class, together with the master volume.
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@@ -149,6 +149,7 @@ void SGSampleGroup::update( double dt ) {
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alSourcei( source, AL_SOURCE_RELATIVE, AL_FALSE );
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alSourcei( source, AL_SOURCE_RELATIVE, AL_FALSE );
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alSourcei( source, AL_LOOPING, looping );
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alSourcei( source, AL_LOOPING, looping );
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alSourcef( source, AL_ROLLOFF_FACTOR, 1.2 )
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alSourcePlay( source );
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alSourcePlay( source );
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testForALError("sample play");
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testForALError("sample play");
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} else {
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} else {
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@@ -382,7 +383,6 @@ void SGSampleGroup::update_sample_config( SGSoundSample *sample ) {
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alSourcef( source, AL_CONE_OUTER_GAIN, sample->get_outergain() );
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alSourcef( source, AL_CONE_OUTER_GAIN, sample->get_outergain() );
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testForALError("audio cone");
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testForALError("audio cone");
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alSourcef( source, AL_ROLLOFF_FACTOR, 1.0 );
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alSourcef( source, AL_MAX_DISTANCE, sample->get_max_dist() );
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alSourcef( source, AL_MAX_DISTANCE, sample->get_max_dist() );
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alSourcef( source, AL_REFERENCE_DISTANCE,
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alSourcef( source, AL_REFERENCE_DISTANCE,
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sample->get_reference_dist() );
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sample->get_reference_dist() );
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@@ -143,12 +143,6 @@ SGSoundSample::SGSoundSample( unsigned char *data, int len, int freq, int format
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// destructor
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// destructor
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SGSoundSample::~SGSoundSample() {
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SGSoundSample::~SGSoundSample() {
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#if 0
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if (_data != NULL) {
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delete[] _data;
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_data = NULL;
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}
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#endif
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}
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}
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void SGSoundSample::set_base_position( SGVec3d pos ) {
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void SGSoundSample::set_base_position( SGVec3d pos ) {
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@@ -412,8 +412,8 @@ bool SGSoundMgr::load(string &samplepath, void **dbuf, int *fmt,
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*/
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*/
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void SGSoundMgr::set_orientation( SGQuatd ori )
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void SGSoundMgr::set_orientation( SGQuatd ori )
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{
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{
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SGVec3d sgv_up = ori.rotate(SGVec3d::e2());
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SGVec3d sgv_up = ori.rotate(SGVec3d::e3());
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SGVec3d sgv_at = ori.rotate(SGVec3d::e3());
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SGVec3d sgv_at = ori.rotate(SGVec3d::e2());
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for (int i=0; i<3; i++) {
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for (int i=0; i<3; i++) {
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_listener_ori[i] = sgv_at[i];
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_listener_ori[i] = sgv_at[i];
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_listener_ori[i+3] = sgv_up[i];
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_listener_ori[i+3] = sgv_up[i];
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