0b64102ab8
--HG-- branch : sound_dev
237 lines
6.4 KiB
C++
237 lines
6.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdsound.h"
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#include "nel/sound/background_sound_manager.h"
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#include "nel/sound/background_source.h"
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using namespace std;
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using namespace NLMISC;
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namespace NLSOUND
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{
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CBackgroundSource::CBackgroundSource(CBackgroundSound *backgroundSound, bool spawn, TSpawnEndCallback cb, void *cbUserParam, NL3D::CCluster *cluster, CGroupController *groupController)
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: CSourceCommon(backgroundSound, spawn, cb, cbUserParam, cluster, groupController)
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{
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_BackgroundSound = backgroundSound;
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}
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CBackgroundSource::~CBackgroundSource()
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{
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if (_Playing)
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stop();
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}
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TSoundId CBackgroundSource::getSound()
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{
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return NULL;
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}
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void CBackgroundSource::setGain( float gain )
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{
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CSourceCommon::setGain(gain);
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std::vector<TSubSource>::iterator first(_Sources.begin()), last(_Sources.end());
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for (; first != last; ++first)
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{
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if (first->Source != 0)
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{
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first->Source->setGain(first->Source->getSound()->getGain() * gain);
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first->Source->setRelativeGain(_Gain);
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}
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}
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}
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void CBackgroundSource::setRelativeGain( float gain )
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{
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CSourceCommon::setRelativeGain(gain);
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std::vector<TSubSource>::iterator first(_Sources.begin()), last(_Sources.end());
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for (; first != last; ++first)
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{
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if (first->Source != 0)
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first->Source->setRelativeGain(_Gain);
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}
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}
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void CBackgroundSource::setPos( const NLMISC::CVector& pos )
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{
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CSourceCommon::setPos(pos);
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std::vector<TSubSource>::iterator first(_Sources.begin()), last(_Sources.end());
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for (; first != last; ++first)
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{
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if (first->Source != 0)
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first->Source->setPos(pos);
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}
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}
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void CBackgroundSource::setVelocity( const NLMISC::CVector& vel )
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{
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CSourceCommon::setVelocity(vel);
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std::vector<TSubSource>::iterator first(_Sources.begin()), last(_Sources.end());
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for (; first != last; ++first)
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{
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if (first->Source != 0)
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first->Source->setVelocity(vel);
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}
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}
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void CBackgroundSource::setDirection( const NLMISC::CVector& dir )
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{
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CSourceCommon::setDirection(dir);
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std::vector<TSubSource>::iterator first(_Sources.begin()), last(_Sources.end());
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for (; first != last; ++first)
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{
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if (first->Source != 0)
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first->Source->setDirection(dir);
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}
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}
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void CBackgroundSource::play()
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{
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if (_Playing)
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stop();
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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const vector<CBackgroundSound::TSoundInfo> &sounds = _BackgroundSound->getSounds();
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vector<CBackgroundSound::TSoundInfo>::const_iterator first(sounds.begin()), last(sounds.end());
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for (; first != last; ++first)
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{
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TSubSource subSource;
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subSource.Source = mixer->createSource(first->SoundName, false, 0, 0, _Cluster, NULL, _GroupController);
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if (subSource.Source != NULL)
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subSource.Source->setPriority(_Priority);
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subSource.Filter = first->Filter;
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subSource.Status = SUB_STATUS_STOP;
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_Sources.push_back(subSource);
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}
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updateFilterValues(mixer->getBackgroundSoundManager()->getFilterValues());
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CSourceCommon::play();
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}
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void CBackgroundSource::stop()
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{
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if (_Playing)
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{
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while (!_Sources.empty())
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{
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TSubSource &subSource = _Sources.back();
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if (subSource.Source != NULL)
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{
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delete subSource.Source;
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}
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_Sources.pop_back();
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}
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}
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CSourceCommon::stop();
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CAudioMixerUser::instance()->unregisterUpdate(this);
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}
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void CBackgroundSource::updateFilterValues(const float *filterValues)
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{
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bool needUpdate = false;
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std::vector<TSubSource>::iterator first(_Sources.begin()), last(_Sources.end());
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for (; first != last; ++first)
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{
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TSubSource &ss = *first;
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if (ss.Source != 0)
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{
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float gain = 1.0f;
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for (uint i=0; i<UAudioMixer::TBackgroundFlags::NB_BACKGROUND_FLAGS; ++i)
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{
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if (ss.Filter.Flags[i])
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{
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// this filter is used
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gain *= filterValues[i];
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}
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}
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if (gain == 0 && ss.Status != SUB_STATUS_STOP)
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{
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// need to completely stop the sound
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if (ss.Source->isPlaying())
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ss.Source->stop();
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ss.Status = SUB_STATUS_STOP;
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}
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else if (gain > 0 && ss.Status != SUB_STATUS_PLAY)
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{
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// need to restard the sound
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// ss.Source->setRelativeGain(gain * _Gain);
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ss.Source->setGain(ss.Source->getSound()->getGain() * gain);
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ss.Source->setRelativeGain(_Gain);
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ss.Source->setPitch(ss.Source->getSound()->getPitch() * _Pitch);
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ss.Source->setPos(_Position);
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ss.Source->play();
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// some sub sound can be too far from the listener,
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// we must handle this in order to start them when the listener
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// is closer
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ss.Status = ss.Source->isPlaying() ? SUB_STATUS_PLAY : SUB_STATUS_PLAY_FAIL;
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needUpdate |= (ss.Status == SUB_STATUS_PLAY_FAIL);
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}
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else //if (ss.Status == SUB_STATUS_PLAY)
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{
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// just update the gain
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ss.Source->setGain(ss.Source->getSound()->getGain() * gain);
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ss.Source->setRelativeGain(_Gain);
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}
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}
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}
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// if some some sub sound fail to play...
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if (needUpdate)
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CAudioMixerUser::instance()->registerUpdate(this);
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}
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void CBackgroundSource::onUpdate()
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{
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bool needUpdate = false;
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// Some sub source are distance clipped, so retry to start them.
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std::vector<TSubSource>::iterator first(_Sources.begin()), last(_Sources.end());
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for (; first != last; ++first)
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{
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TSubSource &ss = *first;
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if (ss.Status == SUB_STATUS_PLAY_FAIL)
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{
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ss.Source->play();
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// some sub sound can be too far from the listener,
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// we must handle this in order to start them when the listener
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// is closer
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ss.Status = ss.Source->isPlaying() ? SUB_STATUS_PLAY : SUB_STATUS_PLAY_FAIL;
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needUpdate |= (ss.Status == SUB_STATUS_PLAY_FAIL);
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}
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}
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// no more update needed ?
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if (!needUpdate)
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CAudioMixerUser::instance()->unregisterUpdate(this);
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}
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} // NLSOUND
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