// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "stdsound.h" #include "nel/misc/file.h" #include "nel/misc/i_xml.h" #include "nel/misc/path.h" #include "nel/misc/hierarchical_timer.h" #include "nel/ligo/primitive.h" #include "nel/3d/cluster.h" #include "nel/sound/u_source.h" #include "nel/sound/clustered_sound.h" #include "nel/sound/sample_bank_manager.h" #include "nel/sound/sample_bank.h" #include "nel/sound/background_sound_manager.h" #include "nel/sound/source_common.h" #include "nel/sound/clustered_sound.h" #include #include "nel/sound/background_source.h" #include using namespace std; using namespace NLMISC; using namespace NLLIGO; namespace NLSOUND { // external sound are cliping after 10 meter inside the inner patate const float INSIDE_FALLOF = 10.0f; const float BACKGROUND_SOUND_ALTITUDE = 5.0f; CBackgroundSoundManager::CBackgroundSoundManager() : _Playing(false), _DoFade(false), _LastPosition(0,0,0) { for (uint i=0; i &points, bool isPath) { CAudioMixerUser *mixer = CAudioMixerUser::instance(); TSoundData sd; sd.SoundName = CStringMapper::map(soundName); sd.Sound = mixer->getSoundId(sd.SoundName); sd.Source = 0; // Copy the points sd.Points.resize (points.size ()); for (uint i=0; i::iterator first(sd.Points.begin()), last(sd.Points.end()); for (; first != last; ++first) { vmin.x = min(first->x, vmin.x); vmin.y = min(first->y, vmin.y); vmax.x = max(first->x, vmax.x); vmax.y = max(first->y, vmax.y); } sd.MaxBox = vmax; sd.MinBox = vmin; // compute the surface without the sound distance sd.Surface = (vmax.x - vmin.x) * (vmax.y - vmin.y); // add the eard distance of the sound. float dist = sd.Sound->getMaxDistance(); sd.MaxBox.x += dist; sd.MaxBox.y += dist; sd.MinBox.x -= dist; sd.MinBox.y -= dist; sd.MaxDist = dist; // store the sound. // TODO : handle the three layer. _Layers[layerId].push_back(sd); } else { nlwarning ("The sound '%s' can't be loaded", CStringMapper::unmap(sd.SoundName).c_str()); } } void CBackgroundSoundManager::addSound(const std::string &rawSoundName, const std::vector &points, bool isPath) { uint layerId = 0; uint n = 0; string name; // count the number of '-' in the string. n = std::count(rawSoundName.begin(), rawSoundName.end(), '-'); if (n == 2) { // no layer spec, default to layer A string::size_type pos1 = rawSoundName.find ("-"); if(pos1 == string::npos) { nlwarning ("zone have the malformated name '%s' missing -name-", rawSoundName.c_str()); return; } pos1++; string::size_type pos2 = rawSoundName.find ("-", pos1); if(pos2 == string::npos) { nlwarning ("zone have the malformated name '%s' missing -name-", rawSoundName.c_str()); return; } name = rawSoundName.substr(pos1, pos2-pos1); } else if (n == 3) { // layer spec ! string::size_type pos1 = rawSoundName.find ("-"); string::size_type pos2 = rawSoundName.find ("-", pos1+1); if(pos1 == string::npos || pos2 == string::npos) { nlwarning ("zone have the malformated name '%s' missing -layerId- or -name-", rawSoundName.c_str()); return; } pos1++; string::size_type pos3 = rawSoundName.find ("-", pos2+1); if(pos3 == string::npos) { nlwarning ("zone have the malformated name '%s' missing -name-", rawSoundName.c_str()); return; } char id = rawSoundName[pos1]; // check caps if (id < 'a') id = id + ('a' - 'A'); layerId = id - 'a'; NLMISC::clamp(layerId, 0u, BACKGROUND_LAYER-1); pos2++; name = rawSoundName.substr(pos2, pos3-pos2); } else { nlwarning ("zone have the malformated name '%s", rawSoundName.c_str()); return; } addSound(name, layerId, points, isPath); /* TSoundData sd; sd.SoundName = name; sd.Sound = mixer->getSoundId(sd.SoundName); sd.Source = 0; // Copy the points sd.Points.resize (points.size ()); for (uint i=0; i::iterator first(sd.Points.begin()), last(sd.Points.end()); for (; first != last; ++first) { vmin.x = min(first->x, vmin.x); vmin.y = min(first->y, vmin.y); vmax.x = max(first->x, vmax.x); vmax.y = max(first->y, vmax.y); } sd.MaxBox = vmax; sd.MinBox = vmin; // compute the surface without the sound distance sd.Surface = (vmax.x - vmin.x) * (vmax.y - vmin.y); // add the eard distance of the sound. float dist = sd.Sound->getMaxDistance(); sd.MaxBox.x += dist; sd.MaxBox.y += dist; sd.MinBox.x -= dist; sd.MinBox.y -= dist; sd.MaxDist = dist; // store the sound. // TODO : handle the three layer. _Layers[layerId].push_back(sd); } else { nlwarning ("The sound '%s' can't be loaded", sd.SoundName.c_str()); } */ } void CBackgroundSoundManager::loadAudioFromPrimitives(const NLLIGO::IPrimitive &audioRoot) { std::string className; if(audioRoot.getPropertyByName("class", className)) { if (className == "audio") { // ok, it a root of the audio primitives // remember playing state bool oldState = _Playing; unload(); for (uint i=0; igetPropertyByName("class", className)) { if (className == "sounds") { loadSoundsFromPrimitives(*child); } else if (className == "sample_banks") { loadSamplesFromPrimitives(*child); } else if (className == "env_fx") { loadEffectsFromPrimitives(*child); } } } if (oldState) play(); } } else { // try to look in the first child level for (uint i=0; igetPropertyByName("class", className)) { if (className == "audio") { // recurse in this node loadAudioFromPrimitives(*child); // don't look any other primitives break; } } } } } void CBackgroundSoundManager::loadSoundsFromPrimitives(const NLLIGO::IPrimitive &soundRoot) { std::string className; if (soundRoot.getPropertyByName("class", className)) { if (className == "sounds" || className == "sound_folder") { // ok, it sounds or a sounds foilder for (uint i=0; igetPropertyByName("class", className)) { uint layerId = 0; std::string layerString; std::string soundName; if (child->getPropertyByName("layer", layerString)) { // extract layer number. if (!layerString.empty()) { // TODO : handle special case for weather layer layerId = layerString[layerString.size()-1] - '0'; } clamp(layerId, 0u, BACKGROUND_LAYER-1); } child->getPropertyByName("name", primName); child->getPropertyByName("sound", soundName); // compatibility with older primitive if (soundName.empty()) soundName = primName; if (className == "sound_zone") { if(child->getNumVector()>2) { addSound(soundName, layerId, static_cast(child)->VPoints, false); } else { nlwarning ("A background sound patatoid have less than 3 points '%s'", primName.c_str()); } } else if (className == "sound_path") { if(child->getNumVector() > 1) { addSound(soundName, layerId, static_cast(child)->VPoints, true); } else { nlwarning ("A background sound path have less than 2 points '%s'", primName.c_str()); } } else if (className == "sound_point") { std::vector points; points.push_back(static_cast(child)->Point); addSound(soundName, layerId, points, false); } else if (className == "sound_folder") { loadSoundsFromPrimitives(*child); } } } } } } void CBackgroundSoundManager::loadSamplesFromPrimitives(const NLLIGO::IPrimitive &sampleRoot) { std::string className; _Banks.clear(); if (sampleRoot.getPropertyByName("class", className)) { if (className == "sample_banks") { for (uint i=0; igetPropertyByName("class", className)) { child->getPropertyByName("name", primName); if (className == "sample_bank_zone") { const std::vector *names; if (child->getPropertyByName("bank_names", names)) { addSampleBank(*names, static_cast(child)->VPoints); } } } } } } } void CBackgroundSoundManager::loadEffectsFromPrimitives(const NLLIGO::IPrimitive &fxRoot) { std::string className; _FxZones.clear(); if (fxRoot.getPropertyByName("class", className)) { if (className == "env_fx") { for (uint i=0; igetPropertyByName("class", className)) { child->getPropertyByName("name", primName); if (className == "env_fx_zone") { std::string fxName; if (child->getPropertyByName("fx_name", fxName)) { addFxZone(fxName, static_cast(child)->VPoints); } } } } } } } void CBackgroundSoundManager::addFxZone(const std::string &fxName, const std::vector &points) { TFxZone fxZone; fxZone.FxName = CStringMapper::map(fxName); fxZone.Points.resize (points.size()); for (uint j=0; j::iterator first(fxZone.Points.begin()), last(fxZone.Points.end()); for (; first != last; ++first) { vmin.x = min(first->x, vmin.x); vmin.y = min(first->y, vmin.y); vmax.x = max(first->x, vmax.x); vmax.y = max(first->y, vmax.y); } fxZone.MaxBox = vmax; fxZone.MinBox = vmin; _FxZones.push_back(fxZone); } void CBackgroundSoundManager::addSampleBank(const std::vector &bankNames, const std::vector &points) { TBanksData bd; // uint pointCount = points.size (); bd.Points.resize (points.size()); for (uint j=0; j::iterator first(bd.Points.begin()), last(bd.Points.end()); for (; first != last; ++first) { vmin.x = min(first->x, vmin.x); vmin.y = min(first->y, vmin.y); vmax.x = max(first->x, vmax.x); vmax.y = max(first->y, vmax.y); } bd.MaxBox = vmax; bd.MinBox = vmin; for(uint i=0; i 2) // { // // parse the zone name to find the samples name. // std::vector splitted = split(region.VZones[i].Name, '-'); // std::vector bankNames; // // if (splitted.size() > 2) // { // for (uint j=1; j2) // { // addSound(region.VZones[i].Name, region.VZones[i].VPoints, false); // } // else // { // nlwarning ("A background sound patatoid have less than 3 points '%s'", region.VZones[i].Name.c_str()); // } // } // // for (i = 0; i < region.VPaths.size(); i++) // { // if(region.VPaths[i].VPoints.size() > 1) // { // addSound(region.VPaths[i].Name, region.VPaths[i].VPoints, true); // } // else // { // nlwarning ("A background sound path have less than 2 points '%s'", region.VPaths[i].Name.c_str()); // } // } // for (i = 0; i < region.VPoints.size(); i++) // { // std::vector points; // points.push_back(region.VPoints[i].Point); // // addSound(region.VPoints[i].Name, points, false); // } // // // // restart playing ? // if (oldState) // play(); //} void CBackgroundSoundManager::load (const string &continent, NLLIGO::CLigoConfig &config) { uint32 PACKED_VERSION = 1; // First, try to load from a .primitive file (contain everythink) { CIFile file; // CPrimRegion region; CPrimitives primitives; primitives.RootNode = new CPrimNode; string fn = continent+"_audio.primitive"; string path = CPath::lookup(fn, false); if(!path.empty() && file.open (path)) { // first, try to load the binary version (if up to date) { uint32 version; string filename = continent+".background_primitive"; string binPath = CPath::lookup(filename, false, false, false); if (!binPath.empty() && (CFile::getFileModificationDate(binPath) > CFile::getFileModificationDate(path))) { CIFile binFile(binPath); binFile.serial(version); if (version == PACKED_VERSION) { nlinfo ("loading '%s'", filename.c_str()); _Banks.clear(); binFile.serialCont(_Banks); for (uint i=0; igetPackedSheetUpdate()) { // need to update packed sheet, so write the binary primitive version string filename = mixer->getPackedSheetPath()+"/"+continent+".background_primitive"; COFile file(filename); file.serial(PACKED_VERSION); file.serialCont(_Banks); for (uint i=0; iregisterUpdate(this); // init the filter value and filter start time for (uint i =0; i::iterator first(_Layers[i].begin()), last(_Layers[i].end()); for (; first != last; ++first) { if (first->Source != 0 && first->Source->isPlaying()) first->Source->stop(); } } CAudioMixerUser::instance()->unregisterUpdate(this); _Playing = false; } void CBackgroundSoundManager::unload () { stop(); for (uint i=0; i::iterator first(_Layers[i].begin()), last(_Layers[i].end()); for (; first != last; ++first) { if (first->Source) // mixer->removeSource(first->Source); delete first->Source; } // and free the layer. _Layers[i].clear(); } // erase the sample banks zone _Banks.clear(); // TODO : erase the fx zones } void CBackgroundSoundManager::setListenerPosition (const CVector &listenerPosition) { if (_LastPosition == listenerPosition) { return; } _LastPosition = listenerPosition; updateBackgroundStatus(); } void CBackgroundSoundManager::updateBackgroundStatus() { H_AUTO(NLSOUND_UpdateBackgroundSound) if (!_Playing) return; CAudioMixerUser *mixer = CAudioMixerUser::instance(); // it s on 2d so we don't have z CVector listener = _LastPosition; listener.z = 0.0f; // special case for clustered sound management. If the listener is not // in the global cluster, it's background listening place could be different CClusteredSound *clusteredSound = mixer->getClusteredSound(); if (clusteredSound != 0) { const CClusteredSound::CClusterSoundStatus *css = clusteredSound->getClusterSoundStatus(clusteredSound->getRootCluster()); if (css != 0) { listener = css->Position; listener.z = 0.0f; } } // evalutate the current env fx if (mixer->useEnvironmentEffects()) { H_AUTO(NLSOUND_EvaluateEnvFx) NL3D::CCluster *rootCluster = 0; if (mixer->getClusteredSound()) rootCluster = mixer->getClusteredSound()->getRootCluster(); std::vector::iterator first(_FxZones.begin()), last(_FxZones.end()); for (; first != last; ++first) { if (listener.x >= first->MinBox.x && listener.x <= first->MaxBox.x && listener.y >= first->MinBox.y && listener.y <= first->MaxBox.y ) { // bounding box ok, if (CPrimZone::contains(listener, first->Points)) { // stop at the first zone ! if (rootCluster) { // use the cluster system rootCluster->setEnvironmentFx(first->FxName); } else { // no cluster system, set the env 'manualy' if (_LastEnv != first->FxName) { // set an env with size 10.f _LastEnv = first->FxName; mixer->setEnvironment(first->FxName, 10.f); } } break; } } } } // compute the list of load/unload banks. { H_AUTO(NLSOUND_LoadUnloadSampleBank) // set of bank that must be in ram. std::set newBanks; std::vector::iterator first(_Banks.begin()), last(_Banks.end()); for (; first != last; ++first) { if (listener.x >= first->MinBox.x && listener.x <= first->MaxBox.x && listener.y >= first->MinBox.y && listener.y <= first->MaxBox.y ) { // bounding box ok, if (CPrimZone::contains(listener, first->Points)) { // add the banks of this zone in the n newBanks.insert(first->Banks.begin(), first->Banks.end()); } } } /* { nldebug("-----------------------------"); nldebug("Loaded sample banks (%u elements):", _LoadedBanks.size()); set::iterator first(_LoadedBanks.begin()), last(_LoadedBanks.end()); for (; first != last; ++first) { const string &str = *first; nldebug(" %s", first->c_str()); } } { nldebug("New Sample bank list (%u elements):", newBanks.size()); set::iterator first(newBanks.begin()), last(newBanks.end()); for (; first != last; ++first) { const string &str = *first; nldebug(" %s", first->c_str()); } } */ // ok, now compute to set : the set of bank to load, and the set of banks to unload. std::set noChange; std::set_intersection(_LoadedBanks.begin(), _LoadedBanks.end(), newBanks.begin(), newBanks.end(), std::inserter(noChange, noChange.end())); std::set loadList; std::set_difference(newBanks.begin(), newBanks.end(), noChange.begin(), noChange.end(), std::inserter(loadList, loadList.end())); std::set unloadList; std::set_difference(_LoadedBanks.begin(), _LoadedBanks.end(), newBanks.begin(), newBanks.end(), std::inserter(unloadList, unloadList.end())); // and now, load and unload.... { std::set::iterator first(loadList.begin()), last(loadList.end()); for (; first != last; ++first) { // nldebug("Trying to load sample bank %s", first->c_str()); mixer->loadSampleBank(true, *first); } _LoadedBanks.insert(loadList.begin(), loadList.end()); } { std::set::iterator first(unloadList.begin()), last(unloadList.end()); for (; first != last; ++first) { // nldebug("Trying to unload sample bank %s", first->c_str()); if (mixer->unloadSampleBank(*first)) { // ok, the bank is unloaded _LoadedBanks.erase(*first); } else if (mixer->getSampleBankManager()->findSampleBank(CStringMapper::map(*first)) == 0) { // ok, the bank is unavailable ! _LoadedBanks.erase(*first); } } } } H_BEFORE(NLSOUND_UpdateSoundLayer) // retreive the root cluster... NL3D::CCluster *rootCluster = 0; if (mixer->getClusteredSound() != 0) rootCluster = mixer->getClusteredSound()->getRootCluster(); // Apply the same algo for each sound layer. for (uint i=0; i &layer = _Layers[i]; vector selectedIndex; vector leaveIndex; selectedIndex.reserve(layer.size()); leaveIndex.reserve(layer.size()); // extract the list of selected/unselected box vector::iterator first(layer.begin()), last(layer.end()); for (uint count = 0; first != last; ++first, ++count) { if (listener.x >= first->MinBox.x && listener.x <= first->MaxBox.x && listener.y >= first->MinBox.y && listener.y <= first->MaxBox.y // && listener.z >= first->MinBox.z && listener.z <= first->MaxBox.z ) { // nldebug("patat %u is selected by box (%s)", count, first->SoundName.c_str()); selectedIndex.push_back(count); } else { // nldebug("patat %u is rejected by box (%s)", count, first->SoundName.c_str()); // listener out of this box. if (first->Selected && first->Source != 0) { // we leave this box. leaveIndex.push_back(count); } } } // stop all the sound that are leaved. { vector::iterator first(leaveIndex.begin()), last(leaveIndex.end()); for (; first != last; ++first) { TSoundData &sd = layer[*first]; sd.Selected = false; if (sd.Source->isPlaying()) sd.Source->stop(); } } // Compute new source mixing in this layer { /// Status of all selected sound ordered by surface. list > status; // first loop to compute selected sound gain and position and order the result by surface.. { vector::iterator first(selectedIndex.begin()), last(selectedIndex.end()); for (; first != last; ++first) { TSoundData &sd = layer[*first]; CVector pos; float gain = 1.0f; float distance; bool inside = false; // inside the patat ? if(CPrimZone::contains(listener, sd.Points, distance, pos, sd.IsPath)) { inside = true; pos = _LastPosition; // use the real listener position, not the 0 z centered gain = 1.0f; // nlinfo ("inside patate %d name '%s' ", *first, sd.SoundName.c_str()); } else { if (sd.MaxDist>0 && distance < sd.MaxDist) { // compute the gain. // gain = (sd.MaxDist - distance) / sd.MaxDist; } else { // too far gain = 0; } //nlinfo ("near patate %d name '%s' from %f ", *first, sd.SoundName.c_str(), distance); } // store the status. status.push_back(make_pair(sd.Surface, TSoundStatus(sd, pos, gain, distance, inside))); } } // second loop thrue the surface ordered selected sound. { // Sound mixing strategie : // The smallest zone sound mask bigger one float maskFactor = 1.0f; list >::iterator first(status.begin()), last(status.end()); for (; first != last; ++first) { TSoundStatus &ss = first->second; // special algo for music sound (don't influence / use maskFactor strategy) bool musicSound= ss.SoundData.Sound && ss.SoundData.Sound->getSoundType()==CSound::SOUND_MUSIC; // ---- music sound special case (music competition is managed specially in the CMusicSoundManager) if(musicSound) { if (ss.Gain > 0) { ss.SoundData.Selected = true; // start the sound (if needed) and update the volume. if (ss.SoundData.Source == 0) { // try to create the source. ss.SoundData.Source = static_cast(mixer->createSource(ss.SoundData.Sound, false, 0, 0, rootCluster)); } if (ss.SoundData.Source != 0) { // update the position (not used I think, but maybe important...) ss.Position.z = _LastPosition.z + BACKGROUND_SOUND_ALTITUDE; ss.SoundData.Source->setPos(ss.Position); if (!ss.SoundData.Source->isPlaying()) { // start the sound is needed. ss.SoundData.Source->play(); } } } else if (ss.SoundData.Source != 0 && ss.SoundData.Source->isPlaying()) { // stop this too far source. ss.SoundData.Source->stop(); } } // ---- standard sound case else { if (maskFactor > 0.0f && ss.Gain > 0) { float gain; if (!ss.SoundData.IsPath && ss.SoundData.Points.size() > 1) gain = maskFactor * ss.Gain; else gain = ss.Gain; // maskFactor -= ss.Gain; ss.SoundData.Selected = true; // if (ss.Gain == 1) // if (ss.Distance == 0) if (ss.Inside) { // inside a pattate, then decrease the mask factor will we are more inside the patate maskFactor -= first->second.Distance / INSIDE_FALLOF; clamp(maskFactor, 0.0f, 1.0f); } // start the sound (if needed) and update the volume. if (ss.SoundData.Source == 0) { // try to create the source. ss.SoundData.Source = static_cast(mixer->createSource(ss.SoundData.Sound, false, 0, 0, rootCluster)); } if (ss.SoundData.Source != 0) { // set the volume ss.SoundData.Source->setRelativeGain(gain); // and the position ss.Position.z = _LastPosition.z + BACKGROUND_SOUND_ALTITUDE; ss.SoundData.Source->setPos(ss.Position); // nldebug("Setting source %s at %f", ss.SoundData.SoundName.c_str(), gain); if (!ss.SoundData.Source->isPlaying()) { // start the sound is needed. ss.SoundData.Source->play(); } else if (ss.SoundData.Source->getType() != CSourceCommon::SOURCE_SIMPLE) ss.SoundData.Source->checkup(); } } else if (ss.SoundData.Source != 0 && ss.SoundData.Source->isPlaying()) { // stop this too far source. ss.SoundData.Source->stop(); } } } } } // compute source mixing } // for each layer H_AFTER(NLSOUND_UpdateSoundLayer) H_BEFORE(NLSOUND_DoFadeInOut) // update the fade in / out if (_DoFade) { TTime now = NLMISC::CTime::getLocalTime(); _DoFade = false; uint i; //for each filter for (i=0; i< UAudioMixer::TBackgroundFlags::NB_BACKGROUND_FLAGS; ++i) { if (_FilterFadesStart[i] != 0) { // this filter is fading if (_BackgroundFlags.Flags[i]) { // fading out TTime delta = now - _FilterFadesStart[i]; if (delta > _BackgroundFilterFades.FadeOuts[i]) { // the fade is terminated _FilterFadeValues[i] = 0; // stop the fade for this filter _FilterFadesStart[i] = 0; } else { _FilterFadeValues[i] = 1 - (float(delta) / _BackgroundFilterFades.FadeOuts[i]); // continue to fade (at least for this filter. _DoFade |= true; } } else { // fading in TTime delta = now - _FilterFadesStart[i]; if (delta > _BackgroundFilterFades.FadeIns[i]) { // the fade is terminated _FilterFadeValues[i] = 1; // stop the fade for this filter _FilterFadesStart[i] = 0; } else { _FilterFadeValues[i] = float(delta) / _BackgroundFilterFades.FadeIns[i]; // continue to fade (at least for this filter. _DoFade |= true; } } } } // update all playing background source that filter value has changed // for each layer for (i=0; i::iterator first(_Layers[i].begin()), last(_Layers[i].end()); for (; first != last; ++first) { if (first->Selected) { // update this playing sound if (first->Source != 0 && first->Source->getType() == CSourceCommon::SOURCE_BACKGROUND) static_cast(first->Source)->updateFilterValues(_FilterFadeValues); } } } if (!_DoFade) { // we can remove the update. mixer->unregisterUpdate(this); } } H_AFTER(NLSOUND_DoFadeInOut) } void CBackgroundSoundManager::setBackgroundFlags(const UAudioMixer::TBackgroundFlags &backgroundFlags) { for (uint i=0; iregisterUpdate(this); } void CBackgroundSoundManager::onUpdate() { updateBackgroundStatus(); } /* void CBackgroundSoundManager::update () { } */ /* uint32 CBackgroundSoundManager::getZoneNumber () { // return BackgroundSounds.size(); return 0; } */ /* const vector &CBackgroundSoundManager::getZone(uint32 zone) { // nlassert (zone< BackgroundSounds.size()); // return BackgroundSounds[zone].Points; static vector v; return v; } */ CVector CBackgroundSoundManager::getZoneSourcePos(uint32 /* zone */) { /* nlassert (zone< BackgroundSounds.size()); CVector pos; if (BackgroundSounds[zone].SourceDay != NULL) BackgroundSounds[zone].SourceDay->getPos(pos); return pos; */ return CVector(); } /* void CBackgroundSoundManager::setDayNightRatio(float ratio) { // 0 is day // 1 is night nlassert (ratio>=0.0f && ratio<=1.0f); if (OldRatio == ratio) return; else OldRatio = ratio; // recompute all source volume for (uint i = 0; i < BackgroundSounds.size(); i++) { if(ratio == 0.0f) { if(BackgroundSounds[i].SourceDay != NULL) { BackgroundSounds[i].SourceDay->setRelativeGain(1.0f); if (!BackgroundSounds[i].SourceDay->isPlaying()) BackgroundSounds[i].SourceDay->play(); } if(BackgroundSounds[i].SourceNight != NULL) { if (BackgroundSounds[i].SourceNight->isPlaying()) BackgroundSounds[i].SourceNight->stop(); } } else if (ratio == 1.0f) { if(BackgroundSounds[i].SourceDay != NULL) { if (BackgroundSounds[i].SourceDay->isPlaying()) BackgroundSounds[i].SourceDay->stop(); } if(BackgroundSounds[i].SourceNight != NULL) { BackgroundSounds[i].SourceNight->setRelativeGain(1.0f); if (!BackgroundSounds[i].SourceNight->isPlaying()) BackgroundSounds[i].SourceNight->play(); } } else { if(BackgroundSounds[i].SourceDay != NULL) { BackgroundSounds[i].SourceDay->setRelativeGain((1.0f-ratio)); if (!BackgroundSounds[i].SourceDay->isPlaying()) BackgroundSounds[i].SourceDay->play(); } if(BackgroundSounds[i].SourceNight != NULL) { BackgroundSounds[i].SourceNight->setRelativeGain(ratio); if (!BackgroundSounds[i].SourceNight->isPlaying()) BackgroundSounds[i].SourceNight->play(); } } } } */ void CBackgroundSoundManager::TBanksData::serial(NLMISC::IStream &s) { s.serialCont(Banks); s.serial(MinBox); s.serial(MaxBox); s.serialCont(Points); } void CBackgroundSoundManager::TSoundData::serial(NLMISC::IStream &s) { std::string str; if (s.isReading()) { CAudioMixerUser *mixer = CAudioMixerUser::instance(); s.serial(str); SoundName = NLMISC::CStringMapper::map(str); Sound = mixer->getSoundId(SoundName); Source = NULL; Selected = false; } else { s.serial(const_cast(NLMISC::CStringMapper::unmap(SoundName))); } s.serial(MinBox); s.serial(MaxBox); s.serial(Surface); s.serial(MaxDist); s.serial(IsPath); s.serialCont(Points); } void CBackgroundSoundManager::TFxZone::serial(NLMISC::IStream &s) { std::string str; if (s.isReading()) { s.serial(str); FxName= NLMISC::CStringMapper::map(str); } else { s.serial(const_cast(NLMISC::CStringMapper::unmap(FxName))); } s.serialCont(Points); s.serial(MinBox); s.serial(MaxBox); } } // NLSOUND