Migrate 32 engine definitions into validated startup-loaded TOML files and separate configuration and snapshots from scenario assembly. Add camera-based stereo propagation from shared pipe geometry, preserve exhaust character, tune carburetor mixtures and idle, use ignition cuts for carb engines, and support returning to the scenario menu. Validation: full Windows build and all 14 CTest checks passed.
80 lines
3.4 KiB
C++
80 lines
3.4 KiB
C++
#pragma once
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#include "FluidSim/AudioProcessing.hpp"
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#include "FluidSim/OutdoorExhaustReverb.hpp"
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#include <array>
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#include <atomic>
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#include <cstddef>
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#include <vector>
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namespace fluidsim::port {
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enum class OutdoorScene { Dry, Field, Wall, Woodland, Tunnel };
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const char *scene_name(OutdoorScene scene);
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struct OutdoorAudioConfig {
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Vec3 listener{1.6f, 1.0f, 2.0f};
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Vec3 listener_right{1.0f, 0.0f, 0.0f};
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Vec3 intake_position{-0.2f, 0.7f, 0.0f};
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Vec3 exhaust_position{0.55f, 0.5f, 0.0f};
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Vec3 second_exhaust_position{-0.55f, 0.5f, 0.0f};
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bool dual_exhaust{};
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float ear_spacing{0.18f}, sound_speed{343.0f};
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float ground_y{0.0f}, wall_x{-1.5f};
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float ground_reflection{0.35f}, wall_reflection{0.65f};
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float pressure_gain{0.005f}; // 200 Pa per device full scale, not speaker SPL.
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float monitor_cutoff_hz{6000.0f}; // Second-order acquisition/rendering filter.
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};
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// Moving geometric direct/first-order reflection paths plus an explicitly
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// approximate diffuse tail. No feedback into the fluid/combustion simulation.
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class OutdoorAudio {
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public:
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explicit OutdoorAudio(int sample_rate = 44100, OutdoorAudioConfig config = {});
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// Acoustic source inputs are ambient-density times mouth volume flow, kg/s.
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// Fluid transport still uses actual donor-density mass flux independently.
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AudioFrame process(float intake_mass_flow, float exhaust_mass_flow, float second_exhaust_mass_flow = 0);
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void set_scene(OutdoorScene scene) { requested_scene_.store(scene, std::memory_order_relaxed); }
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OutdoorScene scene() const { return requested_scene_.load(std::memory_order_relaxed); }
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// Call on the simulation thread or under the scenario's simulation lock.
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void set_listener(AudioListener listener);
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void set_source_positions(const std::array<Vec3,3>& positions);
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void set_monitor_filter(bool enabled) { monitor_filter_ = enabled; } // Set before playback/capture.
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AudioFrame dry_frame() const { return last_dry_; }
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AudioFrame unfiltered_frame() const { return last_raw_; }
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private:
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struct LowPass {
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float b0{}, b1{}, b2{}, a1{}, a2{}, z1{}, z2{};
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float process(float x);
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};
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struct Path {
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float delay_left{}, delay_right{}, gain_left{}, gain_right{}, alpha{1};
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float target_delay_left{}, target_delay_right{}, target_gain_left{}, target_gain_right{};
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float state_left{}, state_right{};
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int group{}; // direct, ground, wall, trees, tunnel
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};
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struct Emitter {
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std::vector<float> filtered, raw;
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std::vector<Path> paths;
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std::size_t position{};
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float previous_flow{};
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float center_delay{}, target_center_delay{}, center_gain{}, target_center_gain{};
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LowPass filter;
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};
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int rate_{};
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OutdoorAudioConfig config_;
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std::atomic<OutdoorScene> requested_scene_{OutdoorScene::Wall};
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OutdoorScene active_scene_{OutdoorScene::Wall};
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bool monitor_filter_{true};
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std::array<Emitter, 3> emitters_;
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OutdoorExhaustReverb late_reverb_;
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std::array<float, 5> weights_{1, 0, 0, 0, 0};
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float scene_alpha_{}, tail_mix_{};
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float geometry_alpha_{}, reverb_input_{};
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AudioFrame last_dry_{}, last_raw_{};
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void configure_emitter(Emitter &emitter, Vec3 position);
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void update_geometry();
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AudioFrame render(Emitter &emitter, float flow, AudioFrame &dry, AudioFrame &raw);
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};
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} // namespace fluidsim::port
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