Re: [Flightgear-devel] FlightGear Sound System redux

2009-10-04 Thread Erik Hofman


Erik Hofman wrote:
 Most of the work to transition to the new sound system has been done now 
 and the patch size starts toe exceed the comfort level for most so I'm 
 going to commit the current result somewhere today.

I'm going to take this back, I discovered a problem that needs more 
investigation.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-10-03 Thread Erik Hofman

Most of the work to transition to the new sound system has been done now 
and the patch size starts toe exceed the comfort level for most so I'm 
going to commit the current result somewhere today. The code is not 
completely finished yet but it will allow others to look at it and add 
small updates at a time while working on the same code repository.

When I commit it I will also provide a short developer description of 
the internals. Right now I'm going to look at the diff for obvious errors.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-26 Thread Olaf Flebbe
Hi Erik,

  Did you know that the sound system eats up to 30% of CPU time, 
depending
  on hardware? This even with --disable-sound on the command line.
 
  That's OpenAL version specific. Mine is twice as fast with 256 voices
  but 3.5 times more efficient with less than 32 voices.

Ooops, I have to admit that I am a OpenAL newbie. Do I have to use a 
different set of shared libs? Are these soundcard/codec specfic? Where 
should I get alternative implementations from? I thought there are only 
specific implementations for high-end hardware.

My findings are that 30% of total fgfs CPU time on the eee was spend in 
in routines resampling audio, regardless if --disable-sound was set or 
not. (Later I found out that --disable-sound does not disable the sound 
at all: It only mutes sound.) IMHO this is an undesirable overhead even 
if resampling would be 3.5 times faster. I would have expected the top 
one performance bottleneck for fgfs on low end hardware is in graphics, 
not sound.

Greetings
Olaf


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-26 Thread Matias D'Ambrosio
On Sat, Sep 26, 2009 at 11:29 AM, Olaf Flebbe f...@oflebbe.de wrote:

 Hi Erik,

   Did you know that the sound system eats up to 30% of CPU time,
 depending
   on hardware? This even with --disable-sound on the command line.
  
   That's OpenAL version specific. Mine is twice as fast with 256 voices
   but 3.5 times more efficient with less than 32 voices.

 Ooops, I have to admit that I am a OpenAL newbie. Do I have to use a
 different set of shared libs? Are these soundcard/codec specfic? Where
 should I get alternative implementations from? I thought there are only
 specific implementations for high-end hardware.

 On Linux you should use OpenAL-Soft (which is used by Ubuntu), Creative
Labs was/is developing their own driver for their cards, but I can't speak
about their status since I don't know anyone using it or interested in doing
so.
 OpenAL-Soft is a software-only implementation, which of course means there
are a few features it doesn't implement, none of which are used by fgfs, I
think.


 My findings are that 30% of total fgfs CPU time on the eee was spend in
 in routines resampling audio, regardless if --disable-sound was set or
 not. (Later I found out that --disable-sound does not disable the sound
 at all: It only mutes sound.) IMHO this is an undesirable overhead even
 if resampling would be 3.5 times faster. I would have expected the top
 one performance bottleneck for fgfs on low end hardware is in graphics,
 not sound.

 This is almost certainly a bug in fgfs or PulseAudio.
 Cheers,
  Matt D.
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-26 Thread Erik Hofman

Matias D'Ambrosio wrote:
  This is almost certainly a bug in fgfs or PulseAudio.

Yeah, no use in hunting this down until I've got the new sound system ready.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-25 Thread Erik Hofman

Olaf Flebbe wrote:
 Erik,
 
 I would like to see an option to disable sound at all.

The changes should make that easy. Actually it was the reason I started 
changing some code and decided it could use a real update in the end.

 Did you know that the sound system eats up to 30% of CPU time, depending 
 on hardware? This even with --disable-sound on the command line.

That's OpenAL version specific. Mine is twice as fast with 256 voices 
but 3.5 times more efficient with less than 32 voices.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-25 Thread Matias D'Ambrosio
On Fri, Sep 25, 2009 at 3:58 AM, Erik Hofman e...@ehofman.com wrote:


 Olaf Flebbe wrote:
  Erik,
 
  I would like to see an option to disable sound at all.

 The changes should make that easy. Actually it was the reason I started
 changing some code and decided it could use a real update in the end.

  Did you know that the sound system eats up to 30% of CPU time, depending
  on hardware? This even with --disable-sound on the command line.

 That's OpenAL version specific. Mine is twice as fast with 256 voices
 but 3.5 times more efficient with less than 32 voices.

 On linux there are two implementations, the old one (OpenAL Sample
Implementation, last version was 0.0.8), which had several issues (including
broken Doppler), and the new OpenAL-Soft which most desktop distros are now
carrying.
 Around 1.4 or 1.5  there were a few releases with new features that hadn't
been optimised, and that caused the high CPU usage, the situation has
improved greatly, Ubuntu is about to release again and therefore Ubuntu
users should have a lighter OpenAL-Soft this time around.
 In any case, OpenAL should be using no processing if sound is disabled, I
will check why this is happening over the weekend (I was unabled to check
last night as I had planned).
 Cheers,
  Matt D.
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-25 Thread Erik Hofman

Matias D'Ambrosio wrote:
  On linux there are two implementations, the old one (OpenAL Sample 
 Implementation, last version was 0.0.8), which had several issues 
 (including broken Doppler), and the new OpenAL-Soft which most desktop 
 distros are now carrying.
  Around 1.4 or 1.5  there were a few releases with new features that 
 hadn't been optimised, and that caused the high CPU usage, the situation 
 has improved greatly, Ubuntu is about to release again and therefore 
 Ubuntu users should have a lighter OpenAL-Soft this time around.

I was talking about my own written version of OpenAL compared to a 
relatively recent version of OpenAL-Soft. The Sample implementation is 3 
times slower all the way (except for very specific cases).

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-24 Thread Olaf Flebbe
Erik,

I would like to see an option to disable sound at all.

Did you know that the sound system eats up to 30% of CPU time, depending 
on hardware? This even with --disable-sound on the command line.

I found it while profiling fgfs on my eeepc with ubuntu, which is 
largely affected because of its low end hardware.

Enabling OpenAL starts a thread which is constantly eating up CPU 
cycles. 30% of CPU. (pulseaudio _is_ disabled BTW)

[ I was able to improve FPS rate from 1 FPS to 15 FPS with disabling 
OpenAL altogether and further quirks. But fgfs still is barely useable 
on the eeepc ]

Greetings,
   Olaf

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-24 Thread Matias D'Ambrosio
On Thu, Sep 24, 2009 at 5:38 PM, Olaf Flebbe f...@oflebbe.de wrote:

 Erik,

 I would like to see an option to disable sound at all.

 Did you know that the sound system eats up to 30% of CPU time, depending
 on hardware? This even with --disable-sound on the command line.

 I found it while profiling fgfs on my eeepc with ubuntu, which is
 largely affected because of its low end hardware.

 Enabling OpenAL starts a thread which is constantly eating up CPU
 cycles. 30% of CPU. (pulseaudio _is_ disabled BTW)


Which version of OpenAL? There were recently (over a month ago?) some
improvements in that respect, still, OpenAL shouldn't be using any
processing at all. I'm at work and leaving in a few minutes, so I'll check
once I get home.



 [ I was able to improve FPS rate from 1 FPS to 15 FPS with disabling
 OpenAL altogether and further quirks. But fgfs still is barely useable
 on the eeepc ]

  I would say something about fgfs on the EeePC, but I would like to run it
on an N900 as soon as I get my hands on one, so... ;-)
 Cheers,
  Matt D.
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-24 Thread Olaf Flebbe
Hi,
 
 Which version of OpenAL? There were recently (over a month ago?) some 
 improvements in that respect, still, OpenAL shouldn't be using any 
 processing at all. I'm at work and leaving in a few minutes, so I'll 
 check once I get home.
  

The version from ubuntu jaunty is 1.4.272

Olaf

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread Erik Hofman

While reworking the sound system I started to wonder about the ATC 
chatter and such (like beacons and morse code).

Should these be tied to the main aircraft (and hence fade away when the 
aircraft gets further away) or should these be audible no matter what?

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread James Sleeman
On 22/09/09 20:22, Erik Hofman wrote:
 While reworking the sound system I started to wonder about the ATC 
 chatter and such (like beacons and morse code).

 Should these be tied to the main aircraft (and hence fade away when the 
 aircraft gets further away) or should these be audible no matter what?
   
Personally.  I do not want to hear inside sounds while outside the 
aircraft. 

I mean, you wouldn't hear he radio or beacons etc in real life if you 
were looking at the aircraft fly past you.


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread James Turner

On 22 Sep 2009, at 09:28, James Sleeman wrote:

 While reworking the sound system I started to wonder about the ATC
 chatter and such (like beacons and morse code).

 Should these be tied to the main aircraft (and hence fade away when  
 the
 aircraft gets further away) or should these be audible no matter  
 what?

 Personally.  I do not want to hear inside sounds while outside the
 aircraft.

 I mean, you wouldn't hear he radio or beacons etc in real life if you
 were looking at the aircraft fly past you.

I suspect this should be a pref - either the local cockpit sounds are  
associated with the aircraft model (realistic operation) or they are  
associated with the view position (unrealistic but useful if you like  
switching to an outside view but don't want to miss a bit of ATC or an  
alert)

Regards,
James


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread Erik Hofman

James Turner wrote:
 I suspect this should be a pref - either the local cockpit sounds are  
 associated with the aircraft model (realistic operation) or they are  
 associated with the view position (unrealistic but useful if you like  
 switching to an outside view but don't want to miss a bit of ATC or an  
 alert)

Why was I already suspecting it would end up like this? :)

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread James Turner

On 22 Sep 2009, at 10:10, Erik Hofman wrote:

 Why was I already suspecting it would end up like this? :)

Well, putting on my Apple user-interface hat, adding a pref is always  
a thing to be cautious about - much better to make the software smart  
(since the user is dumb!) and do the 'right thing'. But I think this  
is genuinely a case where a pref might make sense. If one was doing  
voice ATC via another program (FGCom, etc), clearly that wouldn't be  
affected by changing views at all.

Regards,
James

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread John Denker
James Turner wrote:
 I suspect this should be a pref - either the local cockpit sounds are  
 associated with the aircraft model (realistic operation) or they are  
 associated with the view position (unrealistic but useful if you like  
 switching to an outside view but don't want to miss a bit of ATC or an  
 alert)

On 09/22/09 02:10, Erik Hofman wrote:
 
 Why was I already suspecting it would end up like this? :)

Let's discuss the realistic options first, and then
see to what extent we can and/or should implement
unrealistic options.

1) If you are inside the cockpit and have the NAV
 radio tuned up, you should be able to hear Morse
 code IDENT signals.  Similarly if you have the 
 Tower frequency tuned up, you should be able to
 hear chatter appropriate to that frequency.  If 
 you have the Approach frequency tuned up, you 
 should hear chatter appropriate to that frequency.

2) If you are standing outside the aircraft, the
 engine sound will be 20 or 30 dB louder, while the
 radio sounds will be 20 or 30 or 40 dB quieter, i.e.
 completely inaudible.

3) If you are in the Tower, partaking of the Tower 
 View you should hear chatter appropriate to the 
 Tower frequency.  It is verrry unlikely that Tower 
 has any approach frequencies or navaid frequencies 
 tuned up.

 If the Tower job is divided into multiple sectors,
 as it generally is at large busy fields, that
 introduces additional complexity.  There are ways
 of dealing with this, which we can discuss later
 if anybody is interested.

4a) If you are in a chase plane, partaking of the
 Chase View, you might hear chatter appropriate
 to whatever frequencies are tuned up on the chase
 plane's radios ... not the chased plane's radios.

4b) However, it would not be unreasonable to posit 
 that the chase plane would have tuned up the 
 same frequencies as the chased plane.  Call it 
 a coincidence if you wish, but not a completely
 unreasonable coincidence.

 Note that in this scenario, and indeed all of the
 scenarios considered here, the radio sounds do not
 exhibit any Doppler shift, since the observers are
 always stationary relative to the relevant radio
 receiver, even if they are not stationary relative 
 to the aircraft we are observing.

4c) If somebody wants to flesh out the chase plane
 to the point where it has its own radios, distinct
 from the chased plane's radios, that's fine with
 me ... but it might be a whole lot of work for
 relatively little value to typical users. I reckon 
 this should be rather low on the priority list.

==

Just saying let it be a preference available in
unrealistic mode is not a panacea.  For starters, 
there are infinitely more unrealistic behaviors than
there are realistic behaviors, so deciding what to
implement is sure to be hard, and then implementing
it is likely to be hard also.  Furthermore, it raises 
all sorts of user-interface issues, since it is not 
even obvious how the user could _express_ such 
preferences in any natural way.

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread Erik Hofman

Good idea's John, I'll try to think about it when going further. It 
might need adjustment after the first commit but I'll try to make it easy.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread Ron Jensen
On Tue, 2009-09-22 at 20:28 +1200, James Sleeman wrote:
 On 22/09/09 20:22, Erik Hofman wrote:
  While reworking the sound system I started to wonder about the ATC 
  chatter and such (like beacons and morse code).
 
  Should these be tied to the main aircraft (and hence fade away when the 
  aircraft gets further away) or should these be audible no matter what?

 Personally.  I do not want to hear inside sounds while outside the 
 aircraft. 

 I mean, you wouldn't hear he radio or beacons etc in real life if you 
 were looking at the aircraft fly past you.

By this argument, we should lock the control inputs, too, because you
can't control the aircraft if you are outside.

I would like to hear all the cockpit sounds in exterior views because I
am still sitting in the cockpit.  My rudder pedals are under my feet,
my throttle quadrant is at my knee, and the stick is in my hand.  I am
still flying the aircraft so it is important to hear the common cockpit
sounds.  Markers, radio calls, etc.  

Thanks,

Ron



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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread John Denker
On 09/22/09 08:03, Ron Jensen wrote:

 I would like to hear all the cockpit sounds in exterior views because I
 am still sitting in the cockpit.  My rudder pedals are under my feet,
 my throttle quadrant is at my knee, and the stick is in my hand.  I am
 still flying the aircraft so it is important to hear the common cockpit
 sounds.  Markers, radio calls, etc.  


1) By that argument, there should be no Doppler
 effects -- or distance effects, or azimuth 
 effects -- in any view, including flyby view, 
 Tower view, et cetera.  That would greatly 
 simplify the audio code!

2) The counterargument is that maybe you are
 sitting somewhere, flying the plane via remote 
 control.  There are lots of RC  pilots in the 
 world, including in the FGFS user community.  
 And even some in the USAF.


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread Curtis Olson
On Tue, Sep 22, 2009 at 10:24 AM, John Denker wrote:

 On 09/22/09 08:03, Ron Jensen wrote:

  I would like to hear all the cockpit sounds in exterior views because I
  am still sitting in the cockpit.  My rudder pedals are under my feet,
  my throttle quadrant is at my knee, and the stick is in my hand.  I am
  still flying the aircraft so it is important to hear the common cockpit
  sounds.  Markers, radio calls, etc.


 1) By that argument, there should be no Doppler
  effects -- or distance effects, or azimuth
  effects -- in any view, including flyby view,
  Tower view, et cetera.  That would greatly
  simplify the audio code!

 2) The counterargument is that maybe you are
  sitting somewhere, flying the plane via remote
  control.  There are lots of RC  pilots in the
  world, including in the FGFS user community.
  And even some in the USAF.


The thing to remember here is that this is a virtual experience ... a
simulation.  We can do things in the simulation that cannot be done in real
life.  We can experience the simulation from perspectives that are not
available in real life.  In many ways, this is the power of simulation and
visualization.

When practicing IFR approaches in a simulator, you don't have to fly back to
the start each time.  You can reposition yourself instantaneously and fly
many more practice approaches in the simulator than you could in real life
within that same time period.

So we need to be careful about justifying decisions based solely on realism
or non-realism.  We can spend the rest of our lives presenting examples and
counter examples if we look at the issues from only that level.

We need to be asking not only what is realistic or not realistic, but what
makes sense?  What would users possibly want to be able to do?  And what
would the most common usage or default configuration be?

I love having our various external views available when I'm replaying real
flight data.  Sure, some of these perspectives would be *very* hard to
recreate in real life, but they are a very useful tool for visualization and
validating that the aircraft looks like it is flying right, or looks like it
is flying the same way it flew in real life.

If you are primarily acting as a pilot of an aircraft, how much of the
external world can you actually hear over the sound of your own engines?
How much time does a typical user spend in the simulator with the engines
off?  I would say this is not a high priority for a flight simulator based
solely on a realism argument.  But in a simulator I (and I imagine many
others) spend a lot of time viewing our airplane from the outside.  In that
case having the sound system perform in a way that makes sense for an
external view is nice.

Sure, from a realism perspective I would die quickly after I saw my 747
flying at 45,000 from the outside.  That's not a view I really would be
excited to see in real life.  At that point, I'm probably not paying
attention to Doppler effects and if I can hear the cockpit audio or not, and
I probably wouldn't hear any of that anyway over the sound of my own ears
exploding.

So keep in mind that a simulator offers unique features and unique abilities
not available in real life.  When we diverge from what's possible in
reality, the best we can do is offer something that makes sense and fits
within the flow of what's going on.  If we can't agree on exactly what that
is, making the behavior configurable with a reasonable default is often a
good option.

Best regards,

Curt.
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread Heiko Schulz
Hi,

  I would like to hear all the cockpit sounds in
 exterior views because I
 
  am still sitting in the cockpit.  My
 rudder pedals are under my feet,
 
  my throttle quadrant is at my knee, and the stick is
 in my hand.  I am
 
  still flying the aircraft so it is important to hear
 the common cockpit
 
  sounds.  Markers, radio calls, etc.
 
 
 
 
 
 1) By that argument, there should be no Doppler
 
  effects -- or distance effects, or azimuth
 
  effects -- in any view, including flyby view,
 
  Tower view, et cetera.  That would greatly
 
  simplify the audio code!
 
 
 
 2) The counterargument is that maybe you are
 
  sitting somewhere, flying the plane via remote
 
  control.  There are lots of RC  pilots in the
 
  world, including in the FGFS user community.
 
  And even some in the USAF.
 

I must admit that I want not hear usually any sounds from cockpit outside. 
When making videos and showing them the most critic was about the fact that you 
can hear the aircrafts noise like the callouts even 1000m awayThat made 
FGFs looks a bit funny!

On the other side I can understand Ron that in many situations it would be very 
needful to hear them outside. And right, this is a sim, but it doesn't mean we 
have to make it all like in realitity. We don't have to forget that our sim is 
used in may ways, so we need many ways to simulate things. 

Maybe again a switch with whitch the user can decide if he wants to hear the 
sound outside or not would be helpful. 

cheers
HHS





  

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread syd adams
I'd prefer not to hear cockpit sounds from exterior views myself , so it
would be nice if there was a way to enable/disable them .

Would be nice too, if engine volumes would really go to 0 from exterior
views .
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-22 Thread Pete Morgan
Maybe a bit of a tangent question about the sound but..

The scenario in mind for xmas is a couple of new proper PC's 
(multiscreen) set up with FG, so two kids in different parts of the 
house are concerting. In the meantime there can be some ATC presence 
from some laptop in the garden shed as its raining. This is the 
FlightGear-Fun verison, unlike maybe FlightGear-Cat3.

So the scenario in this situation is communications between the two 
child pilots who can interactivelyy chat to each other live.  Crash into 
each other,, umm?

So the muppet noise/verbosity questions are:
Would that audio forwarding be in flight gear?  Probably Not we 
can do that over the LAN with a  voice server, eg asterix
Can an external socket fire off events within the audio framework? 
? probably
Can the plane do a proper flaps noise, that very low hertz noise ? 
NO cos its below 40hz and therby sub_sonic ie you ears sense it but dont 
feel

pete




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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-20 Thread Erik Hofman


James Turner wrote:
 Excellent news. My biggest two requests would be to get the sound code  
 out of main.cxx, and proper support for positional sources - i.e AI or  
 MP traffic. Being able to position sounds on the airframe would be  
 good too - engine and gear noises especialy.

Tom P wrote:
 When switching to an external view like the tower, the same channel is 
 used for both, and the sound pitch is scaled to account for the Doppler 
 effect.
 The effect is not realistic, you hear a high-pitch version of the 
 warning messages from a mile away.

Both will be adressed. The problem Tom describes has something to do 
with improper doppler effect and a nasty way to fix it. I Think I've 
found why doppler didn't work properly in the first place.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-20 Thread Erik Hofman
Hi John,

John Denker wrote:
 That's a good thing to work on.  Thanks for the heads-up.
 
 Here's one more thing to think about in this context:
 text to speech.  AFAICT the status is:
  1) The existing home-brew TTS system (involving 
   ATC/default.vce and ATC/default.wav) is very limited.
   It does not claim to handle the general case.  It 
   does not even have enough vocabulary to handle an 
   ICAO standard ATIS (with perhaps verrry rare exeptions).
   It only knows the names of a few airports.
  2) There is a documented interface to the Festival 
   TTS system.  Alas, the preponderance of the evidence 
   indicates this has not worked in several years.
   AFAICT all reports of working TTS refer to the 
   home-brew system (item 1 above).
 
 I have no opinion on _how_ to implement TTS, whether
 home-brew, Festival, or other.

For the sake of simplicity (or actually avoiding extra complexity) this 
will have to wait until after the update which shouldn't be a real 
problem since it only uses the sound infrastructure but is no part of it.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-20 Thread Erik Hofman
Hi Durk,

Durk Talsma wrote:
 That sounds pretty awesome. (Sorry for the lame pun). :-)
:)

 Seriously, though, since you mention that this is something you're working on 
 for the longer term, do you think this planned update should be included in 
 the new release (planned beta release around FSWeekend), or do you want to 
 schedule this for a later inclusion?
 
 I'm not by any means trying to push you, I'm just trying to get a bit of an 
 idea what new developments we might expect in the next few weeks/months.

Much of it is moving code around but I can't predict if it may cause 
nasty bugs that have to be hunted down. I hope to get it finished as 
soon as possible though. If it gets delayed it might be a good idea to 
hold it off for inclusion after the event.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-20 Thread James Turner

On 20 Sep 2009, at 08:18, Erik Hofman wrote:

 Both will be adressed. The problem Tom describes has something to do
 with improper doppler effect and a nasty way to fix it. I Think I've
 found why doppler didn't work properly in the first place.

That's fantastic news!

Let me know if I can help at all. One thing I thing I would strongly  
suggest on the FG side, would be to ensure the SG side uses Mathias'  
excellent basic types (SGVec3d/f, SGQuatd, etc) to express positions,  
vectors and orientations to the code. The SG layer itself could then  
manage converting to OpenAL co-ordinates and types (which are usually  
just ALfloat*, I know).

My impression is that this would make *all* the client code much  
smaller, simpler, and less prone to 'which co-ordinate system am I  
in?' confusion.

Regards,
James


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-20 Thread Erik Hofman

James Turner wrote:
   Let me know if I can help at all. One thing I thing I would strongly
 suggest on the FG side, would be to ensure the SG side uses Mathias'  
 excellent basic types (SGVec3d/f, SGQuatd, etc) to express positions,  
 vectors and orientations to the code. The SG layer itself could then  
 manage converting to OpenAL co-ordinates and types (which are usually  
 just ALfloat*, I know).

I might need some help to understand quads, but I am converting it to 
SGVec3f where ever possible.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-20 Thread James Turner

On 20 Sep 2009, at 09:25, Erik Hofman wrote:

 I might need some help to understand quads, but I am converting it to
 SGVec3f where ever possible.

No problem, I'm sure Mathias / Tim / myself can oblige.

One other I've remember from looking at the code - for some reason we  
always positioned the listener at (0,0,0), and do a lot of work to  
transform world positions into a listener-relative basis. As I  
understand it, OpenAL can do that itself, i.e we could use a 'world'  
transform for most of the source positions (which would be simpler),  
and pass the FGViewer orientation as the OpenAL listener orientation.  
I *think* at that point the OpenAL and OSG local cartesian systems  
would be in-sync, which might help people generally understanding the  
code!

I do recall some story, that there was a problem with giving the  
OpenAL listener a non-default position, but I've totally forgotten the  
origin of that story, whether it applied to a specific OpenAL version/ 
platform, or whatever. Or maybe I imagined it.

Regards,
James


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-20 Thread Erik Hofman


James Turner wrote:
 On 20 Sep 2009, at 09:25, Erik Hofman wrote:
 
 I might need some help to understand quads, but I am converting it to
 SGVec3f where ever possible.
 
 No problem, I'm sure Mathias / Tim / myself can oblige.

Thanks!

 One other I've remember from looking at the code - for some reason we  
 always positioned the listener at (0,0,0), and do a lot of work to  
 transform world positions into a listener-relative basis. As I  
 understand it, OpenAL can do that itself, i.e we could use a 'world'  
 transform for most of the source positions (which would be simpler),  
 and pass the FGViewer orientation as the OpenAL listener orientation.  
 I *think* at that point the OpenAL and OSG local cartesian systems  
 would be in-sync, which might help people generally understanding the  
 code!

True, and I expect it's also the reason why doppler didn't work 
correctly (besides that the listener velocity wasn't updated while 
OpenAL needs both the listener velocity and the source velocity for 
proper calculation of the doppler effect).

What I'm planning on doing is let the SoundManager handle the OpenAL 
context suff /and/ the listener properties and let the individual 
SampleGroups handle positioning and handling the properties of all 
associated samples.

 I do recall some story, that there was a problem with giving the  
 OpenAL listener a non-default position, but I've totally forgotten the  
 origin of that story, whether it applied to a specific OpenAL version/ 
 platform, or whatever. Or maybe I imagined it.

It might have been a long time ago but it doesn't ring a bell for me.

Erik

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-20 Thread Matias D'Ambrosio
On Sun, Sep 20, 2009 at 6:23 AM, Erik Hofman e...@ehofman.com wrote:



  One other I've remember from looking at the code - for some reason we
  always positioned the listener at (0,0,0), and do a lot of work to
  transform world positions into a listener-relative basis. As I
  understand it, OpenAL can do that itself, i.e we could use a 'world'
  transform for most of the source positions (which would be simpler),
  and pass the FGViewer orientation as the OpenAL listener orientation.
  I *think* at that point the OpenAL and OSG local cartesian systems
  would be in-sync, which might help people generally understanding the
  code!

 True, and I expect it's also the reason why doppler didn't work
 correctly (besides that the listener velocity wasn't updated while
 OpenAL needs both the listener velocity and the source velocity for
 proper calculation of the doppler effect).

 There were also some issues with OpenAL 1.0, which were solved by 1.1, I
recall sending a patch for this issue a while ago, I never check if it got
accepted, etc, since life has been hectic :-) The issue of not setting
listener velocity would of course also need addressing (doppler is all about
relative velocity!).


 What I'm planning on doing is let the SoundManager handle the OpenAL
 context suff /and/ the listener properties and let the individual
 SampleGroups handle positioning and handling the properties of all
 associated samples.

 I'm also interested in OpenAL and did a little work on this area, I'm very
busy these days but I would like to continue contributing :)
 Matias D'Ambrosio
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-20 Thread James Turner

On 20 Sep 2009, at 10:23, Erik Hofman wrote:

 True, and I expect it's also the reason why doppler didn't work
 correctly (besides that the listener velocity wasn't updated while
 OpenAL needs both the listener velocity and the source velocity for
 proper calculation of the doppler effect).

 What I'm planning on doing is let the SoundManager handle the OpenAL
 context suff /and/ the listener properties and let the individual
 SampleGroups handle positioning and handling the properties of all
 associated samples.

Sounds great to me - should make MP much more exciting, as well as  
engine starting / failures.

Regards,
James


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-19 Thread Tom P
Hi Erik

One issue I've noticed with the current system is that all sounds are played
on the same channel.

Let me give an example:
On the Beechcraft B1900D, sound inside the cabin is engine noise + warning
messages (1000 ft, 500 ft, excessive banking, etc..).

When switching to an external view like the tower, the same channel is used
for both, and the sound pitch is scaled to account for the Doppler effect.
The effect is not realistic, you hear a high-pitch version of the warning
messages from a mile away.

I was wondering if this can be kept into account during the rework.
Thanks

  Tom


On Sat, Sep 19, 2009 at 6:13 AM, Erik Hofman e...@ehofman.com wrote:


 Hi,

 This  is a heads up that I'm working on improving the sound system quite
 a bit with a few new concepts in mind.

 Right now the FX class is the heart of the audio system while the
 SoundManager is loosely tied between the samples and the FX class. In
 the future the Sound Manager will be the heart of the system and a
 SGSampleGroup class is introduced that holds all sounds for a particular
 model. The FX class will be derived from it and Samples will need to be
 register to one of the SampleGroup classes.

 Instead of using the SoundManager in the future subsystems will have to
 deal with the new (and privately held but registered) SampleGroup class
 instead. (It still can create new Samples at will)

 Another advantage of this approach is that all updates to the OpenAL
 state will be inside the update() function of the SoundManager which
 should make subtle differences due to interdependencies (almost)
 impossible.

 The update will be quite large but the result would be that AI models
 also would be able to generate sound effects (if all goes well). I do
 not yet have a time frame when it will be committed but I wanted it to
 be known in advance.

 Erik


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-19 Thread John Denker
On 09/19/09 06:13, Erik Hofman wrote:

 This  is a heads up that I'm working on improving the sound system quite 
 a bit with a few new concepts in mind.

That's a good thing to work on.  Thanks for the heads-up.

Here's one more thing to think about in this context:
text to speech.  AFAICT the status is:
 1) The existing home-brew TTS system (involving 
  ATC/default.vce and ATC/default.wav) is very limited.
  It does not claim to handle the general case.  It 
  does not even have enough vocabulary to handle an 
  ICAO standard ATIS (with perhaps verrry rare exeptions).
  It only knows the names of a few airports.
 2) There is a documented interface to the Festival 
  TTS system.  Alas, the preponderance of the evidence 
  indicates this has not worked in several years.
  AFAICT all reports of working TTS refer to the 
  home-brew system (item 1 above).

I have no opinion on _how_ to implement TTS, whether
home-brew, Festival, or other.

However, _some_ sort of robust TTS would be extremely
valuable.  (If this is not obvious, I would be happy
to discuss _why_ it is valuable.)

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-19 Thread Anders Gidenstam
On Sat, 19 Sep 2009, John Denker wrote:

 2) There is a documented interface to the Festival
  TTS system.  Alas, the preponderance of the evidence
  indicates this has not worked in several years.
  AFAICT all reports of working TTS refer to the
  home-brew system (item 1 above).

Using Festival from FlightGear works very well for various types of text 
messages, mainly from the MP and auto-ATC subsystems (and aircraft 
specific systems). See Docs/README.voice.html for setup information.

If ATIS also used the that system I think we'd be home.

Cheers,

Anders
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-19 Thread Durk Talsma
Hi Erik,

On Saturday 19 September 2009 03:13:21 pm Erik Hofman wrote:
 Hi,

 This  is a heads up that I'm working on improving the sound system quite
 a bit with a few new concepts in mind.

That sounds pretty awesome. (Sorry for the lame pun). :-)

Seriously, though, since you mention that this is something you're working on 
for the longer term, do you think this planned update should be included in 
the new release (planned beta release around FSWeekend), or do you want to 
schedule this for a later inclusion?

I'm not by any means trying to push you, I'm just trying to get a bit of an 
idea what new developments we might expect in the next few weeks/months.

cheers,
Durk

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