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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../idlib/precompiled.h"
- #include "snd_local.h"
- idCVar s_singleEmitter( "s_singleEmitter", "0", CVAR_INTEGER, "mute all sounds but this emitter" );
- idCVar s_showStartSound( "s_showStartSound", "0", CVAR_BOOL, "print a message every time a sound starts/stops" );
- idCVar s_useOcclusion( "s_useOcclusion", "1", CVAR_BOOL, "Attenuate sounds based on walls" );
- idCVar s_centerFractionVO( "s_centerFractionVO", "0.75", CVAR_FLOAT, "Portion of VO sounds routed to the center channel" );
- extern idCVar s_playDefaultSound;
- extern idCVar s_noSound;
- /*
- ================================================================================================
- idSoundFade
- ================================================================================================
- */
- /*
- ========================
- idSoundFade::Clear
- ========================
- */
- void idSoundFade::Clear() {
- fadeStartTime = 0;
- fadeEndTime = 0;
- fadeStartVolume = 0.0f;
- fadeEndVolume = 0.0f;
- }
- /*
- ========================
- idSoundFade::SetVolume
- ========================
- */
- void idSoundFade::SetVolume( float to ) {
- fadeStartVolume = to;
- fadeEndVolume = to;
- fadeStartTime = 0;
- fadeEndTime = 0;
- }
- /*
- ========================
- idSoundFade::Fade
- ========================
- */
- void idSoundFade::Fade( float to, int length, int soundTime ) {
- int startTime = soundTime;
- // if it is already fading to this volume at this rate, don't change it
- if ( fadeEndTime == startTime + length && fadeEndVolume == to ) {
- return;
- }
- fadeStartVolume = GetVolume( soundTime );
- fadeEndVolume = to;
- fadeStartTime = startTime;
- fadeEndTime = startTime + length;
- }
- /*
- ========================
- idSoundFade::GetVolume
- ========================
- */
- float idSoundFade::GetVolume( const int soundTime ) const {
- const float fadeDuration = ( fadeEndTime - fadeStartTime );
- const int currentTime = soundTime;
- const float playTime = ( currentTime - fadeStartTime );
- if ( fadeDuration <= 0.0f ) {
- return fadeEndVolume;
- } else if ( currentTime >= fadeEndTime ) {
- return fadeEndVolume;
- } else if ( currentTime > fadeStartTime ) {
- return fadeStartVolume + ( fadeEndVolume - fadeStartVolume ) * playTime / fadeDuration;
- } else {
- return fadeStartVolume;
- }
- }
- /*
- ========================
- idSoundChannel::idSoundChannel
- ========================
- */
- idSoundChannel::idSoundChannel() {
- emitter = NULL;
- hardwareVoice = NULL;
- startTime = 0;
- endTime = 0;
- leadinSample = NULL;
- loopingSample = NULL;
- logicalChannel = SCHANNEL_ANY;
- allowSlow = false;
- soundShader = NULL;
- volumeFade.Clear();
- volumeDB = DB_SILENCE;
- currentAmplitude = 0.0f;
- }
- /*
- ========================
- idSoundChannel::~idSoundChannel
- ========================
- */
- idSoundChannel::~idSoundChannel() {
- }
- /*
- ========================
- idSoundChannel::CanMute
- Never actually mute VO because we can't restart them precisely enough for lip syncing to not fuck up
- ========================
- */
- bool idSoundChannel::CanMute() const {
- return true;
- }
- /*
- ========================
- idSoundChannel::Mute
- A muted sound is considered still running, and can restart when a listener
- gets close enough.
- ========================
- */
- void idSoundChannel::Mute() {
- if ( hardwareVoice != NULL ) {
- soundSystemLocal.FreeVoice( hardwareVoice );
- hardwareVoice = NULL;
- }
- }
- /*
- ========================
- idSoundChannel::IsLooping
- ========================
- */
- bool idSoundChannel::IsLooping() const {
- return ( parms.soundShaderFlags & SSF_LOOPING ) != 0;
- }
- /*
- ========================
- idSoundChannel::CheckForCompletion
- ========================
- */
- bool idSoundChannel::CheckForCompletion( int currentTime ) {
- if ( leadinSample == NULL ) {
- return true;
- }
- // endTime of 0 indicates a sound should loop forever
- if ( endTime > 0 && endTime < currentTime ) {
- return true;
- }
- return false;
- }
- /*
- ========================
- idSoundChannel::UpdateVolume
- ========================
- */
- void idSoundChannel::UpdateVolume( int currentTime ) {
- idSoundWorldLocal * soundWorld = emitter->soundWorld;
- volumeDB = DB_SILENCE;
- currentAmplitude = 0.0f;
- if ( leadinSample == NULL ) {
- return;
- }
- if ( startTime > currentTime ) {
- return;
- }
- if ( endTime > 0 && endTime < currentTime ) {
- return;
- }
- // if you don't want to hear all the beeps from missing sounds
- if ( leadinSample->IsDefault() && !s_playDefaultSound.GetBool() ) {
- return;
- }
- bool emitterIsListener = ( emitter->emitterId == soundWorld->listener.id );
- // if it is a private sound, set the volume to zero unless we match the listener.id
- if ( parms.soundShaderFlags & SSF_PRIVATE_SOUND ) {
- if ( !emitterIsListener ) {
- return;
- }
- }
- if ( parms.soundShaderFlags & SSF_ANTI_PRIVATE_SOUND ) {
- if ( emitterIsListener ) {
- return;
- }
- }
- // volume fading
- float newVolumeDB = parms.volume;
- newVolumeDB += volumeFade.GetVolume( currentTime );
- newVolumeDB += soundWorld->volumeFade.GetVolume( currentTime );
- newVolumeDB += soundWorld->pauseFade.GetVolume( currentTime );
- if ( parms.soundClass >= 0 && parms.soundClass < SOUND_MAX_CLASSES ) {
- newVolumeDB += soundWorld->soundClassFade[parms.soundClass].GetVolume( currentTime );
- }
- bool global = ( parms.soundShaderFlags & SSF_GLOBAL ) != 0;
- // attenuation
- if ( !global && !emitterIsListener ) {
- float distance = ( parms.soundShaderFlags & SSF_NO_OCCLUSION ) == 0 ? emitter->spatializedDistance : emitter->directDistance;
- float mindist = parms.minDistance;
- float maxdist = parms.maxDistance;
- if ( distance >= maxdist ) {
- newVolumeDB = DB_SILENCE;
- } else if ( ( distance > mindist ) && ( maxdist > mindist ) ) {
- float f = ( distance - mindist ) / ( maxdist - mindist );
- newVolumeDB += LinearToDB( Square( 1.0f - f ) );
- }
- }
- if ( soundSystemLocal.musicMuted && ( parms.soundShaderFlags & SSF_MUSIC ) != 0 ) {
- newVolumeDB = DB_SILENCE;
- }
- // store the new volume on the channel
- volumeDB = newVolumeDB;
- // keep track of the maximum volume
- float currentVolumeDB = newVolumeDB;
- if ( hardwareVoice != NULL ) {
- float amplitude = hardwareVoice->GetAmplitude();
- if ( amplitude <= 0.0f ) {
- currentVolumeDB = DB_SILENCE;
- } else {
- currentVolumeDB += LinearToDB( amplitude );
- }
- currentAmplitude = amplitude;
- }
- }
- /*
- ========================
- idSoundChannel::UpdateHardware
- ========================
- */
- void idSoundChannel::UpdateHardware( float volumeAdd, int currentTime ) {
- idSoundWorldLocal * soundWorld = emitter->soundWorld;
- if ( soundWorld == NULL ) {
- return;
- }
- if ( leadinSample == NULL ) {
- return;
- }
- if ( startTime > currentTime ) {
- return;
- }
- if ( endTime > 0 && endTime < currentTime ) {
- return;
- }
- // convert volumes from decibels to linear
- float volume = Max( 0.0f, DBtoLinear( volumeDB + volumeAdd ) );
- if ( ( parms.soundShaderFlags & SSF_UNCLAMPED ) == 0 ) {
- volume = Min( 1.0f, volume );
- }
- bool global = ( parms.soundShaderFlags & SSF_GLOBAL ) != 0;
- bool omni = ( parms.soundShaderFlags & SSF_OMNIDIRECTIONAL ) != 0;
- bool emitterIsListener = ( emitter->emitterId == soundWorld->listener.id );
- int startOffset = 0;
- bool issueStart = false;
- if ( hardwareVoice == NULL ) {
- if ( volume <= 0.00001f ) {
- return;
- }
- hardwareVoice = soundSystemLocal.AllocateVoice( leadinSample, loopingSample );
- if ( hardwareVoice == NULL ) {
- return;
- }
- issueStart = true;
- startOffset = currentTime - startTime;
- }
- if ( omni || global || emitterIsListener ) {
- hardwareVoice->SetPosition( vec3_zero );
- } else {
- hardwareVoice->SetPosition( ( emitter->spatializedOrigin - soundWorld->listener.pos ) * soundWorld->listener.axis.Transpose() );
- }
- if ( parms.soundShaderFlags & SSF_VO ) {
- hardwareVoice->SetCenterChannel( s_centerFractionVO.GetFloat() );
- } else {
- hardwareVoice->SetCenterChannel( 0.0f );
- }
- extern idCVar timescale;
- hardwareVoice->SetGain( volume );
- hardwareVoice->SetInnerRadius( parms.minDistance * METERS_TO_DOOM );
- hardwareVoice->SetPitch( soundWorld->slowmoSpeed * idMath::ClampFloat( 0.2f, 5.0f, timescale.GetFloat() ) );
- if ( soundWorld->enviroSuitActive ) {
- hardwareVoice->SetOcclusion( 0.5f );
- } else {
- hardwareVoice->SetOcclusion( 0.0f );
- }
- if ( issueStart ) {
- hardwareVoice->Start( startOffset, parms.soundShaderFlags | ( parms.shakes == 0.0f ? SSF_NO_FLICKER : 0 ) );
- } else {
- hardwareVoice->Update();
- }
- }
- /*
- ================================================================================================
- idSoundEmitterLocal
- ================================================================================================
- */
- /*
- ========================
- idSoundEmitterLocal::idSoundEmitterLocal
- ========================
- */
- idSoundEmitterLocal::idSoundEmitterLocal() {
- Init( 0, NULL );
- }
- /*
- ========================
- idSoundEmitterLocal::~idSoundEmitterLocal
- ========================
- */
- idSoundEmitterLocal::~idSoundEmitterLocal() {
- assert( channels.Num() == 0 );
- }
- /*
- ========================
- idSoundEmitterLocal::Clear
- ========================
- */
- void idSoundEmitterLocal::Init( int i, idSoundWorldLocal * sw ) {
- index = i;
- soundWorld = sw;
- // Init should only be called on a freshly constructed sound emitter or in a Reset()
- assert( channels.Num() == 0 );
- canFree = false;
- origin.Zero();
- emitterId = 0;
- directDistance = 0.0f;
- lastValidPortalArea = -1;
- spatializedDistance = 0.0f;
- spatializedOrigin.Zero();
- memset( &parms, 0, sizeof( parms ) );
- }
- /*
- ========================
- idSoundEmitterLocal::Reset
- ========================
- */
- void idSoundEmitterLocal::Reset() {
- for ( int i = 0; i < channels.Num(); i++ ) {
- soundWorld->FreeSoundChannel( channels[i] );
- }
- channels.Clear();
- Init( index, soundWorld );
- }
- /*
- ==================
- idSoundEmitterLocal::OverrideParms
- ==================
- */
- void idSoundEmitterLocal::OverrideParms( const soundShaderParms_t * base, const soundShaderParms_t * over, soundShaderParms_t * out ) {
- if ( !over ) {
- *out = *base;
- return;
- }
- if ( over->minDistance ) {
- out->minDistance = over->minDistance;
- } else {
- out->minDistance = base->minDistance;
- }
- if ( over->maxDistance ) {
- out->maxDistance = over->maxDistance;
- } else {
- out->maxDistance = base->maxDistance;
- }
- if ( over->shakes ) {
- out->shakes = over->shakes;
- } else {
- out->shakes = base->shakes;
- }
- if ( over->volume ) {
- out->volume = over->volume;
- } else {
- out->volume = base->volume;
- }
- if ( over->soundClass ) {
- out->soundClass = over->soundClass;
- } else {
- out->soundClass = base->soundClass;
- }
- out->soundShaderFlags = base->soundShaderFlags | over->soundShaderFlags;
- }
- /*
- ========================
- idSoundEmitterLocal::CheckForCompletion
- Checks to see if any of the channels have completed, removing them as they do
- This will also play any postSounds on the same channel as their owner.
- Returns true if the emitter should be freed.
- ========================
- */
- bool idSoundEmitterLocal::CheckForCompletion( int currentTime ) {
- for ( int i = channels.Num() - 1; i >= 0 ; i-- ) {
- idSoundChannel * chan = channels[i];
- if ( chan->CheckForCompletion( currentTime ) ) {
- channels.RemoveIndex( i );
- soundWorld->FreeSoundChannel( chan );
- }
- }
- return ( canFree && channels.Num() == 0 );
- }
- /*
- ========================
- idSoundEmitterLocal::Update
- ========================
- */
- void idSoundEmitterLocal::Update( int currentTime ) {
- if ( channels.Num() == 0 ) {
- return;
- }
- directDistance = ( soundWorld->listener.pos - origin ).LengthFast() * DOOM_TO_METERS;
- spatializedDistance = directDistance;
- spatializedOrigin = origin;
- // Initialize all channels to silence
- for ( int i = 0; i < channels.Num(); i++ ) {
- channels[i]->volumeDB = DB_SILENCE;
- }
- if ( s_singleEmitter.GetInteger() > 0 && s_singleEmitter.GetInteger() != index ) {
- return;
- }
- if ( soundWorld->listener.area == -1 ) {
- // listener is outside the world
- return;
- }
- if ( soundSystemLocal.muted || soundWorld != soundSystemLocal.currentSoundWorld ) {
- return;
- }
- float maxDistance = 0.0f;
- bool maxDistanceValid = false;
- bool useOcclusion = false;
- if ( emitterId != soundWorld->listener.id ) {
- for ( int i = 0; i < channels.Num(); i++ ) {
- idSoundChannel * chan = channels[i];
- if ( ( chan->parms.soundShaderFlags & SSF_GLOBAL ) != 0 ) {
- continue;
- }
- useOcclusion = useOcclusion || ( ( chan->parms.soundShaderFlags & SSF_NO_OCCLUSION ) == 0 );
- maxDistanceValid = true;
- if ( maxDistance < channels[i]->parms.maxDistance ) {
- maxDistance = channels[i]->parms.maxDistance;
- }
- }
- }
- if ( maxDistanceValid && directDistance >= maxDistance ) {
- // too far away to possibly hear it
- return;
- }
- if ( useOcclusion && s_useOcclusion.GetBool() ) {
- // work out virtual origin and distance, which may be from a portal instead of the actual origin
- if ( soundWorld->renderWorld != NULL ) {
- // we have a valid renderWorld
- int soundInArea = soundWorld->renderWorld->PointInArea( origin );
- if ( soundInArea == -1 ) {
- soundInArea = lastValidPortalArea;
- } else {
- lastValidPortalArea = soundInArea;
- }
- if ( soundInArea != -1 && soundInArea != soundWorld->listener.area ) {
- spatializedDistance = maxDistance * METERS_TO_DOOM;
- soundWorld->ResolveOrigin( 0, NULL, soundInArea, 0.0f, origin, this );
- spatializedDistance *= DOOM_TO_METERS;
- }
- }
- }
- for ( int j = 0; j < channels.Num(); j++ ) {
- channels[j]->UpdateVolume( currentTime );
- }
- return;
- }
- /*
- ========================
- idSoundEmitterLocal::Index
- ========================
- */
- int idSoundEmitterLocal::Index() const {
- assert( soundWorld );
- assert( soundWorld->emitters[this->index] == this );
- return index;
- }
- /*
- ========================
- idSoundEmitterLocal::Free
- Doesn't free it until the next update.
- ========================
- */
- void idSoundEmitterLocal::Free( bool immediate ) {
- assert( soundWorld );
- assert( soundWorld->emitters[this->index] == this );
- if ( canFree ) {
- // Double free
- return;
- }
- if ( soundWorld && soundWorld->writeDemo ) {
- soundWorld->writeDemo->WriteInt( DS_SOUND );
- soundWorld->writeDemo->WriteInt( SCMD_FREE );
- soundWorld->writeDemo->WriteInt( index );
- soundWorld->writeDemo->WriteInt( immediate );
- }
- if ( immediate ) {
- Reset();
- }
- canFree = true;
- }
- /*
- ========================
- idSoundEmitterLocal::UpdateEmitter
- ========================
- */
- void idSoundEmitterLocal::UpdateEmitter( const idVec3 &origin, int listenerId, const soundShaderParms_t *parms ) {
- assert( soundWorld != NULL );
- assert( soundWorld->emitters[this->index] == this );
- if ( soundWorld && soundWorld->writeDemo ) {
- soundWorld->writeDemo->WriteInt( DS_SOUND );
- soundWorld->writeDemo->WriteInt( SCMD_UPDATE );
- soundWorld->writeDemo->WriteInt( index );
- soundWorld->writeDemo->WriteVec3( origin );
- soundWorld->writeDemo->WriteInt( listenerId );
- soundWorld->writeDemo->WriteFloat( parms->minDistance );
- soundWorld->writeDemo->WriteFloat( parms->maxDistance );
- soundWorld->writeDemo->WriteFloat( parms->volume );
- soundWorld->writeDemo->WriteFloat( parms->shakes );
- soundWorld->writeDemo->WriteInt( parms->soundShaderFlags );
- soundWorld->writeDemo->WriteInt( parms->soundClass );
- }
- this->origin = origin;
- this->emitterId = listenerId;
- this->parms = *parms;
- }
- /*
- ========================
- idSoundEmitterLocal::StartSound
- in most cases play sounds immediately, however
- intercept sounds using SSF_FINITE_SPEED_OF_SOUND
- and schedule them for playback later
- return: int - the length of the started sound in msec.
- ========================
- */
- int idSoundEmitterLocal::StartSound( const idSoundShader * shader, const s_channelType channel, float diversity, int shaderFlags, bool allowSlow ) {
- assert( soundWorld != NULL );
- assert( soundWorld->emitters[this->index] == this );
- if ( shader == NULL ) {
- return 0;
- }
- if ( soundWorld && soundWorld->writeDemo ) {
- soundWorld->writeDemo->WriteInt( DS_SOUND );
- soundWorld->writeDemo->WriteInt( SCMD_START );
- soundWorld->writeDemo->WriteInt( index );
- soundWorld->writeDemo->WriteHashString( shader->GetName() );
- soundWorld->writeDemo->WriteInt( channel );
- soundWorld->writeDemo->WriteFloat( diversity );
- soundWorld->writeDemo->WriteInt( shaderFlags );
- }
- if ( s_noSound.GetBool() ) {
- return 0;
- }
- int currentTime = soundWorld->GetSoundTime();
- bool showStartSound = s_showStartSound.GetBool();
- if ( showStartSound ) {
- idLib::Printf( "%dms: StartSound(%d:%d): %s: ", currentTime, index, channel, shader->GetName() );
- }
- // build the channel parameters by taking the shader parms and optionally overriding
- soundShaderParms_t chanParms;
- chanParms = shader->parms;
- OverrideParms( &chanParms, &parms, &chanParms );
- chanParms.soundShaderFlags |= shaderFlags;
- if ( shader->entries.Num() == 0 ) {
- if ( showStartSound ) {
- idLib::Printf( S_COLOR_RED "No Entries\n" );
- }
- return 0;
- }
- // PLAY_ONCE sounds will never be restarted while they are running
- if ( chanParms.soundShaderFlags & SSF_PLAY_ONCE ) {
- for ( int i = 0; i < channels.Num(); i++ ) {
- idSoundChannel * chan = channels[i];
- if ( chan->soundShader == shader && !chan->CheckForCompletion( currentTime ) ) {
- if ( showStartSound ) {
- idLib::Printf( S_COLOR_YELLOW "Not started because of playOnce\n" );
- }
- return 0;
- }
- }
- }
- // never play the same sound twice with the same starting time, even
- // if they are on different channels
- for ( int i = 0; i < channels.Num(); i++ ) {
- idSoundChannel * chan = channels[i];
- if ( chan->soundShader == shader && chan->startTime == currentTime && chan->endTime != 1 ) {
- if ( showStartSound ) {
- idLib::Printf( S_COLOR_RED "Already started this frame\n" );
- }
- return 0;
- }
- }
- // kill any sound that is currently playing on this channel
- if ( channel != SCHANNEL_ANY ) {
- for ( int i = 0; i < channels.Num(); i++ ) {
- idSoundChannel * chan = channels[i];
- if ( chan->soundShader && chan->logicalChannel == channel ) {
- if ( showStartSound ) {
- idLib::Printf( S_COLOR_YELLOW "OVERRIDE %s: ", chan->soundShader->GetName() );
- }
- channels.RemoveIndex( i );
- soundWorld->FreeSoundChannel( chan );
- break;
- }
- }
- }
- idSoundSample * leadinSample = NULL;
- idSoundSample * loopingSample = NULL;
- if ( shader->leadin && ( chanParms.soundShaderFlags & SSF_LOOPING ) ) {
- leadinSample = shader->entries[0];
- loopingSample = shader->entries.Num() > 1 ? shader->entries[1] : NULL;
- } else {
- if ( shader->entries.Num() == 1 ) {
- leadinSample = shader->entries[0];
- } else {
- int choice;
- if ( chanParms.soundShaderFlags & SSF_NO_DUPS ) {
- // Don't select the most recently played entry
- int mostRecentTime = 0;
- int mostRecent = 0;
- for ( int i = 0; i < shader->entries.Num(); i++ ) {
- int entryTime = shader->entries[i]->GetLastPlayedTime();
- if ( entryTime > mostRecentTime ) {
- mostRecentTime = entryTime;
- mostRecent = i;
- }
- }
- choice = (int)( diversity * ( shader->entries.Num() - 1 ) );
- if ( choice >= mostRecent ) {
- choice++;
- }
- } else {
- // pick a sound from the list based on the passed diversity
- choice = (int)( diversity * shader->entries.Num() );
- }
- choice = idMath::ClampInt( 0, shader->entries.Num() - 1, choice );
- leadinSample = shader->entries[choice];
- leadinSample->SetLastPlayedTime( soundWorld->GetSoundTime() );
- }
- if ( chanParms.soundShaderFlags & SSF_LOOPING ) {
- loopingSample = leadinSample;
- }
- }
- // set all the channel parameters here,
- // a hardware voice will be allocated next update if the volume is high enough to be audible
- if ( channels.Num() == channels.Max() ) {
- CheckForCompletion( currentTime ); // as a last chance try to release finished sounds here
- if ( channels.Num() == channels.Max() ) {
- if ( showStartSound ) {
- idLib::Printf( S_COLOR_RED "No free emitter channels!\n" );
- }
- return 0;
- }
- }
- idSoundChannel * chan = soundWorld->AllocSoundChannel();
- if ( chan == NULL ) {
- if ( showStartSound ) {
- idLib::Printf( S_COLOR_RED "No free global channels!\n" );
- }
- return 0;
- }
- channels.Append( chan );
- chan->emitter = this;
- chan->parms = chanParms;
- chan->soundShader = shader;
- chan->logicalChannel = channel;
- chan->leadinSample = leadinSample;
- chan->loopingSample = loopingSample;
- chan->allowSlow = allowSlow;
- // return length of sound in milliseconds
- int length = chan->leadinSample->LengthInMsec();
- // adjust the start time based on diversity for looping sounds, so they don't all start at the same point
- int startOffset = 0;
- if ( chan->IsLooping() && !shader->leadin ) {
- // looping sounds start at a random point...
- startOffset = soundSystemLocal.random.RandomInt( length );
- }
- chan->startTime = currentTime - startOffset;
- if ( ( chanParms.soundShaderFlags & SSF_LOOPING ) != 0 ) {
- // This channel will never end!
- chan->endTime = 0;
- } else {
- // This channel will automatically end at this time
- chan->endTime = chan->startTime + length + 100;
- }
- if ( showStartSound ) {
- if ( loopingSample == NULL || leadinSample == loopingSample ) {
- idLib::Printf( "Playing %s @ %d\n", leadinSample->GetName(), startOffset );
- } else {
- idLib::Printf( "Playing %s then looping %s\n", leadinSample->GetName(), loopingSample->GetName() );
- }
- }
- return length;
- }
- /*
- ========================
- idSoundEmitterLocal::OnReloadSound
- This is a shortened version of StartSound, called whenever a sound shader is reloaded.
- If the emitter is currently playing the given sound shader, restart it so
- a change in the sound sample used for a given sound shader will be picked up.
- ========================
- */
- void idSoundEmitterLocal::OnReloadSound( const idDecl *decl ) {
- }
- /*
- ========================
- idSoundEmitterLocal::StopSound
- Can pass SCHANNEL_ANY.
- ========================
- */
- void idSoundEmitterLocal::StopSound( const s_channelType channel ) {
- assert( soundWorld != NULL );
- assert( soundWorld->emitters[this->index] == this );
- if ( soundWorld && soundWorld->writeDemo ) {
- soundWorld->writeDemo->WriteInt( DS_SOUND );
- soundWorld->writeDemo->WriteInt( SCMD_STOP );
- soundWorld->writeDemo->WriteInt( index );
- soundWorld->writeDemo->WriteInt( channel );
- }
- for( int i = 0; i < channels.Num(); i++ ) {
- idSoundChannel * chan = channels[i];
- if ( channel != SCHANNEL_ANY && chan->logicalChannel != channel ) {
- continue;
- }
- if ( s_showStartSound.GetBool() ) {
- idLib::Printf( "%dms: StopSound(%d:%d): %s\n", soundWorld->GetSoundTime(), index, channel, chan->soundShader->GetName() );
- }
- // This forces CheckForCompletion to return true
- chan->endTime = 1;
- }
- }
- /*
- ========================
- idSoundEmitterLocal::ModifySound
- ========================
- */
- void idSoundEmitterLocal::ModifySound( const s_channelType channel, const soundShaderParms_t *parms ) {
- assert( soundWorld != NULL );
- assert( soundWorld->emitters[this->index] == this );
- if ( soundWorld && soundWorld->writeDemo ) {
- soundWorld->writeDemo->WriteInt( DS_SOUND );
- soundWorld->writeDemo->WriteInt( SCMD_MODIFY );
- soundWorld->writeDemo->WriteInt( index );
- soundWorld->writeDemo->WriteInt( channel );
- soundWorld->writeDemo->WriteFloat( parms->minDistance );
- soundWorld->writeDemo->WriteFloat( parms->maxDistance );
- soundWorld->writeDemo->WriteFloat( parms->volume );
- soundWorld->writeDemo->WriteFloat( parms->shakes );
- soundWorld->writeDemo->WriteInt( parms->soundShaderFlags );
- soundWorld->writeDemo->WriteInt( parms->soundClass );
- }
- for ( int i = channels.Num() - 1; i >= 0; i-- ) {
- idSoundChannel * chan = channels[i];
- if ( channel != SCHANNEL_ANY && chan->logicalChannel != channel ) {
- continue;
- }
- if ( s_showStartSound.GetBool() ) {
- idLib::Printf( "%dms: ModifySound(%d:%d): %s\n", soundWorld->GetSoundTime(), index, channel, chan->soundShader->GetName() );
- }
- OverrideParms( &chan->parms, parms, &chan->parms );
- }
- }
- /*
- ========================
- idSoundEmitterLocal::FadeSound
- ========================
- */
- void idSoundEmitterLocal::FadeSound( const s_channelType channel, float to, float over ) {
- assert( soundWorld != NULL );
- assert( soundWorld->emitters[this->index] == this );
- if ( soundWorld->writeDemo ) {
- soundWorld->writeDemo->WriteInt( DS_SOUND );
- soundWorld->writeDemo->WriteInt( SCMD_FADE );
- soundWorld->writeDemo->WriteInt( index );
- soundWorld->writeDemo->WriteInt( channel );
- soundWorld->writeDemo->WriteFloat( to );
- soundWorld->writeDemo->WriteFloat( over );
- }
- int overMSec = SEC2MS( over );
- for ( int i = 0; i < channels.Num(); i++ ) {
- idSoundChannel * chan = channels[i];
- if ( channel != SCHANNEL_ANY && chan->logicalChannel != channel ) {
- continue;
- }
- if ( s_showStartSound.GetBool() ) {
- idLib::Printf( "%dms: FadeSound(%d:%d): %s to %.2fdb over %.2f seconds\n", soundWorld->GetSoundTime(), index, channel, chan->soundShader->GetName(), to, over );
- }
- // fade it
- chan->volumeFade.Fade( to - chan->parms.volume, overMSec, soundWorld->GetSoundTime() );
- }
- }
- /*
- ========================
- idSoundEmitterLocal::CurrentlyPlaying
- ========================
- */
- bool idSoundEmitterLocal::CurrentlyPlaying( const s_channelType channel ) const {
- if ( channel == SCHANNEL_ANY ) {
- return ( channels.Num() > 0 );
- }
- for ( int i = 0; i < channels.Num(); ++i ) {
- if ( channels[i] != NULL && channels[i]->logicalChannel == channel ) {
- if ( channels[i]->endTime == 1 ) {
- return false;
- } else {
- return true;
- }
- }
- }
- return false;
- }
- /*
- ========================
- idSoundEmitterLocal::CurrentAmplitude
- ========================
- */
- float idSoundEmitterLocal::CurrentAmplitude() {
- float amplitude = 0.0f;
- int currentTime = soundWorld->GetSoundTime();
- for ( int i = 0; i < channels.Num(); i++ ) {
- idSoundChannel * chan = channels[i];
- if ( chan == NULL || currentTime < chan->startTime || ( chan->endTime > 0 && currentTime >= chan->endTime ) ) {
- continue;
- }
- int relativeTime = currentTime - chan->startTime;
- int leadinLength = chan->leadinSample->LengthInMsec();
- if ( relativeTime < leadinLength ) {
- amplitude = Max( amplitude, chan->leadinSample->GetAmplitude( relativeTime ) );
- } else if ( chan->loopingSample != NULL ) {
- amplitude = Max( amplitude, chan->loopingSample->GetAmplitude( ( relativeTime - leadinLength ) % chan->loopingSample->LengthInMsec() ) );
- }
- }
- return amplitude;
- }
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