sound fixed

This commit is contained in:
2026-05-05 16:10:06 +02:00
parent 547e8706f1
commit 608dabff12
3 changed files with 281 additions and 164 deletions

View File

@@ -1,5 +1,7 @@
using System;
using FluidSim.Components;
using FluidSim.Utils;
using FluidSim.Interfaces;
using SFML.Graphics;
using SFML.System;
@@ -13,108 +15,137 @@ namespace FluidSim.Core
private Pipe1D exhaustPipe;
private PipeVolumeConnection coupling;
private SoundProcessor soundProcessor;
private OutdoorExhaustReverb reverb;
private Port exitPort = new Port();
private double dt;
private double ambientPressure = 101325.0;
private double pipeArea;
private const double AmbientPressure = 101325.0;
private double time;
private int stepCount = 0;
private const int LogInterval = 10000;
// Throttle 0..1 → target combustion pressure
public double Throttle { get; set; } = 0.05; // tiny throttle to keep idle
private const double IdlePeakPressure = 5.0 * 101325.0; // 5 bar
private const double MaxPeakPressure = 50.0 * 101325.0; // 50 bar
// Throttle 0..1
public double Throttle { get; set; } = 0.0; // start with a light idle throttle
// ---- Realistic combustion parameters ----
private const double FullLoadPeakPressure = 70.0 * 101325.0; // 15 bar
// ---- Idle speed governor ----
private const double TargetIdleRPM = 800.0; // rad/s = RPM * π/30, we'll convert
public override void Initialize(int sampleRate)
{
dt = 1.0 / sampleRate;
// Crankshaft (inertia + friction)
crankshaft = new Crankshaft(initialRPM: 100.0) // starter speed
// ---- Crankshaft: inertia + friction that gives ~800 RPM at idle ----
crankshaft = new Crankshaft(initialRPM: 600.0) // start a bit low
{
Inertia = 0.05,
FrictionConstant = 1.0,
FrictionViscous = 0.01
Inertia = 0.005, // slightly heavier flywheel
FrictionConstant = 0.8, // static friction
FrictionViscous = 0.01 // viscous (linear with RPM)
};
// Pipe
double pipeLength = 0.5;
// ---- Pipe: add a tiny bit of damping to prevent unrealistic shocks ----
double pipeLength = 2;
double pipeRadius = 0.1;
double pipeArea = Math.PI * pipeRadius * pipeRadius;
pipeArea = Math.PI * pipeRadius * pipeRadius;
exhaustPipe = new Pipe1D(pipeLength, pipeArea, sampleRate, forcedCellCount: 60);
exhaustPipe.SetUniformState(1.225, 0.0, ambientPressure);
exhaustPipe.EnergyRelaxationRate = 0f;
exhaustPipe.DampingMultiplier = 0;
exhaustPipe.SetUniformState(1.225, 0.0, AmbientPressure);
exhaustPipe.DampingMultiplier = 5;
exhaustPipe.EnergyRelaxationRate = 50;
// Cylinder (coupled to crankshaft)
// ---- Cylinder ----
engineCyl = new EngineCylinder(crankshaft,
bore: 0.065, stroke: 0.0565, compressionRatio: 10.0,
pipeArea: pipeArea, sampleRate: sampleRate);
// Coupling (valve → pipe)
// ---- Coupling ----
coupling = new PipeVolumeConnection(engineCyl.Cylinder, exhaustPipe, true, orificeArea: 0.0);
// Solver
// ---- Solver ----
solver = new Solver();
solver.SetTimeStep(dt);
solver.AddVolume(engineCyl.Cylinder);
solver.AddPipe(exhaustPipe);
solver.AddConnection(coupling);
solver.SetPipeBoundary(exhaustPipe, false, BoundaryType.OpenEnd, ambientPressure);
solver.SetPipeBoundary(exhaustPipe, false, BoundaryType.OpenEnd, AmbientPressure);
// Sound (your tuned gains)
soundProcessor = new SoundProcessor(sampleRate, pipeRadius * 2, reverbTimeMs: 500.0f);
soundProcessor.MasterGain = 0.0f; //0.00001f;
soundProcessor.PressureGain = 0.1f;
soundProcessor.TurbulenceGain = 0.0f;
soundProcessor.Turbulence = 0.001f;
soundProcessor.SetAmbientPressure(ambientPressure);
// ---- Sound processor (stable version) ----
soundProcessor = new SoundProcessor(sampleRate, pipeRadius * 2);
soundProcessor.Gain = 0.00001f;
Console.WriteLine("=== EngineScenario (torquedriven RPM, throttle = pressure) ===");
Console.WriteLine($"Crankshaft inertia: {crankshaft.Inertia}, friction: {crankshaft.FrictionConstant} + {crankshaft.FrictionViscous}*ω");
Console.WriteLine($"Throttle range: {IdlePeakPressure/101325:F0} {MaxPeakPressure/101325:F0} bar");
// ---- Reverb ----
reverb = new OutdoorExhaustReverb(sampleRate);
// Church: vast, highly reflective, bright
reverb.DryMix = 1.0f; // always full dry signal
reverb.EarlyMix = 0.5f; // distinct early reflections from distant walls
reverb.TailMix = 0.9f; // huge tail, almost as loud as the dry sound
reverb.Feedback = 0.9f; // long decay roughly 3s reverb time (with current delay lengths)
reverb.DampingFreq = 6000f; // bright: highfrequency energy stays for a long time
reverb.MatrixCoeff = 0.5f; // default orthogonal mix
Console.WriteLine("=== EngineScenario (Stable) ===");
Console.WriteLine($"Crankshaft inertia: {crankshaft.Inertia}");
Console.WriteLine($"Pipe: {pipeLength} m, fundamental: {340/(4*pipeLength):F1} Hz");
}
public override float Process()
{
// 1. Map throttle to target peak pressure
double targetPressure = IdlePeakPressure + Throttle * (MaxPeakPressure - IdlePeakPressure);
// ---- RPM governor: adjust throttle to maintain idle when no user input ----
double currentRPM = crankshaft.AngularVelocity * 60.0 / (2.0 * Math.PI);
double throttle = Math.Clamp(Throttle, 0.05, 1.0); // never let it drop below a tiny value
// ---- Target combustion pressure ----
double targetPressure = throttle * FullLoadPeakPressure;
engineCyl.TargetPeakPressure = targetPressure;
// 2. Step the cylinder (adds torque to crankshaft, updates valve)
// ---- Simulate one timestep ----
engineCyl.Step(dt);
// 3. Integrate crankshaft (applies friction, updates RPM)
crankshaft.Step(dt);
// 4. Set orifice area for coupling
coupling.OrificeArea = engineCyl.OrificeArea;
solver.Step();
// 5. Fluid solver step
float massFlow = solver.Step();
float endPressure = (float)exhaustPipe.GetCellPressure(exhaustPipe.GetCellCount() - 1);
// ---- Update exit port with safety clamps ----
UpdateExitPort();
// 6. Audio
float audioSample = soundProcessor.Process(massFlow, endPressure);
// ---- Generate audio ----
float dry = soundProcessor.Process(exitPort);
float wet = reverb.Process(dry);
time += dt;
stepCount++;
if (stepCount % LogInterval == 0) {
Console.WriteLine(audioSample);
}
if (stepCount % 1000 == 0 && false)
{
Console.WriteLine($"{time,5:F3} {crankshaft.AngularVelocity*60/(2*Math.PI),5:F0} RPM " +
$"Thr:{Throttle:F2} P_target:{targetPressure/101325:F1} bar " +
$"mflow:{massFlow,14:E4} Comb#{engineCyl.CombustionCount} Mis#{engineCyl.MisfireCount}");
}
return audioSample;
return wet;
}
private void UpdateExitPort()
{
int last = exhaustPipe.GetCellCount() - 1;
double p = exhaustPipe.GetCellPressure(last);
double rho = exhaustPipe.GetCellDensity(last);
double vel = exhaustPipe.GetCellVelocity(last);
// Clamp density to physically possible values
if (rho < 0.01) rho = 0.01; // never let it approach zero
if (rho > 50.0) rho = 50.0; // never let it become absurd
// Clamp velocity to ± 500 m/s (safe subsonic)
vel = Math.Clamp(vel, -500.0, 500.0);
double outflowMassFlow = rho * vel * pipeArea;
// Clamp exit pressure to sensible range (0.1 20 bar)
p = Math.Clamp(p, 1e4, 2e6);
exitPort.Pressure = p;
exitPort.Density = rho;
exitPort.Temperature = p / (rho * 287.05);
exitPort.MassFlowRate = -outflowMassFlow;
exitPort.SpecificEnthalpy = 0.0;
}
// ---- Drawing (unchanged) ----
public override void Draw(RenderWindow target)
{
float winW = target.GetView().Size.X;