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309 lines
10 KiB
C++
309 lines
10 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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#ifndef NL_BACKGROUND_SOUND_MANAGER_H
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#define NL_BACKGROUND_SOUND_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "nel/sound/background_sound.h"
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#include <vector>
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#include <set>
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#include "audio_mixer_user.h"
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namespace NLLIGO
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{
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class CPrimRegion;
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class CLigoConfig;
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}
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namespace NLSOUND {
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class CListenerUser;
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class IPlayable;
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class IBoundingShape;
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class CSourceCommon;
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/// Number of background layer. Layer are identified in .prim by a letter starting from 'a' (for layer 0)
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const uint32 BACKGROUND_LAYER = 5; // 3 layer
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/**
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* This manager handle the background sound :
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* - primitive positioned sound (point, path and patatoid supported)
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* - primitive positioned effect (patatoid only)
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* - primitive positioned sample bank (patatoid only)
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* - A set of 32 application definable flag that can be used in
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* background sound to filter the sub sounds of a background sound.
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* Each filter can be assigned at run time a fade in and fade out delay
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* that is used when sound are muted/unmuted according to filter status.
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*
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*
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*
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* Sounds can be put in three separate layer (named a, b and c). In each
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* layer, sounds patatoid are concurent and the smaller in surface muffle the
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* other sounds.
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*
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* Effets are managed according to the EAX capacity of the driver.
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*
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* Sample bank patatoid are used to dynamicaly load/unload the sample banks will the
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* player walk the univers.
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*
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* \author Boris Boucher
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* \author Nevrax France
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* \date 2002
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*/
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class CBackgroundSoundManager : CAudioMixerUser::IMixerUpdate
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{
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public:
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/** Load the background sounds from a CPrimRegion class.
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* deprecated
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*/
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// void loadSoundsFromRegion(const NLLIGO::CPrimRegion ®ion);
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/** Load the effects from a CPrimRegion class.
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* deprecated
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*/
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// void loadEffecsFromRegion(const NLLIGO::CPrimRegion ®ion);
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/** Load the samples banks from a CPrimRegion class.
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* deprecated
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*/
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// void loadSamplesFromRegion(const NLLIGO::CPrimRegion ®ion);
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/** Load the sounds, effects and sample banks from a region class.
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*/
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void loadAudioFromPrimitives(const NLLIGO::IPrimitive &audioRoot);
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/** Load background sound for a continent. It'll automatically unload the old continent before loading the new one.
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* This method load the 'audio' regions (specifying the sounds), the 'effect' regions and the 'sample' regions.
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* Continent is for example "matis" or "fyros". It'll add .prim to the continent name and lookup() to find zones.
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* So, don't forget to add sound .prim in the CPath system for the lookup
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* With the new primitive file, this method will try to load the .primitive file before
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* attempting to load any .prim file. If the .primitive is found, then no .prim are loaded.
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*/
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void load (const std::string &continent, NLLIGO::CLigoConfig &config);
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/** Remove all data about the current continents
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*/
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void unload ();
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/// Start to play the background sound.
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void play();
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/// Stop the background sound.
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void stop();
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/// Call this method when the listener position change
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void setListenerPosition (const NLMISC::CVector &listenerPosition);
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/// Call this method to update the background sound (sub method of setListenerPosition)
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void updateBackgroundStatus();
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// Call this function evenly to update the stuffs
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// void update ();
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/// Return a patatoid. If isPath is not null, set it.
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const std::vector<NLMISC::CVector> &getZone(uint32 zone, bool *isPath = 0);
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/// Return the position of the 3d source for a zone
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NLMISC::CVector getZoneSourcePos(uint32 zone);
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/// Get the background flags.
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const UAudioMixer::TBackgroundFlags &getBackgroundFlags();
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/// Set the background flags.
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void setBackgroundFlags(const UAudioMixer::TBackgroundFlags &backgroundFlags);
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const UAudioMixer::TBackgroundFilterFades &getBackgroundFilterFades();
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void setBackgroundFilterFades(const UAudioMixer::TBackgroundFilterFades &backgroundFilterFades);
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const float *getFilterValues() { return _FilterFadeValues;}
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private:
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// called by mixer when update registered.
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void onUpdate();
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// CAudioMixerUser will call private constructor and destructor, so, it is our friend ;)
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friend class CAudioMixerUser;
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/// Constructor
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CBackgroundSoundManager();
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/// Destructor
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virtual ~CBackgroundSoundManager();
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/** Load the sounds from primitive */
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void loadSoundsFromPrimitives(const NLLIGO::IPrimitive &soundRoot);
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/** Load the sample banks from primitive */
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void loadSamplesFromPrimitives(const NLLIGO::IPrimitive &sampleRoot);
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/** Load the sounds from primitive */
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void loadEffectsFromPrimitives(const NLLIGO::IPrimitive &fxRoot);
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// add a sound in a layer
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void addSound(const std::string &soundName, uint layerId, const std::vector<NLLIGO::CPrimVector> &points, bool isPath);
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/// deprecated, Internal use only for loading.
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void addSound(const std::string &rawSoundName, const std::vector<NLLIGO::CPrimVector> &points, bool isPath);
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/// add a sample bank zone
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void addSampleBank(const std::vector<std::string> &bankNames, const std::vector<NLLIGO::CPrimVector> &points);
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/// add a fx zone
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void addFxZone(const std::string &fxName, const std::vector<NLLIGO::CPrimVector> &points);
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/// TODO : Utility... should be in NLMISC ?
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/*template <class CharType>
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std::vector<std::basic_string<CharType> > split(const std::basic_string<CharType> &str, CharType splitTag)
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{
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std::vector<std::basic_string<CharType> > splitted;
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std::basic_string<CharType>::size_type pos = 0, nextPos = 0, size = 0;
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while ((nextPos = str.find(splitTag, nextPos)) != std::basic_string<CharType>::npos)
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{
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size = nextPos - pos;
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if (size > 0)
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splitted.push_back(std::basic_string<CharType>(str, pos, nextPos - pos));
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// skip the tag
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nextPos += 1;
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pos = nextPos;
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}
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// is there a last part ?
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size = nextPos - pos;
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if (pos != str.size())
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splitted.push_back(std::basic_string<CharType>(str, pos, str.size() - pos));
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return splitted;
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}*/
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/// Flag for playing background sounds.
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bool _Playing;
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/// Background flags.
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UAudioMixer::TBackgroundFlags _BackgroundFlags;
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/// Background filters fades
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UAudioMixer::TBackgroundFilterFades _BackgroundFilterFades;
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/// The date of last fade in or out started for each filter
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NLMISC::TTime _FilterFadesStart[UAudioMixer::TBackgroundFlags::NB_BACKGROUND_FLAGS];
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/// The filter fade values.
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float _FilterFadeValues[UAudioMixer::TBackgroundFlags::NB_BACKGROUND_FLAGS];
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/// Is some fade in/out running?
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bool _DoFade;
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/// The last position of the listener.
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NLMISC::CVector _LastPosition;
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//@{
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//\name Samples banks related thinks
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/// Storage for a samples banks zone
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struct TBanksData
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{
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/// The list of samples banks that are active on this patatoid
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std::vector<std::string> Banks;
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/// The min vector of the bounding box
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NLMISC::CVector MinBox;
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/// The max vector of the bounding box
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NLMISC::CVector MaxBox;
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/// The vector of points composing the patatoid.
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std::vector<NLMISC::CVector> Points;
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void serial(NLMISC::IStream &s);
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};
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/// Container for the banks primitive.
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std::vector<TBanksData> _Banks;
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/// Container for the list of currently loaded banks.
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std::set<std::string> _LoadedBanks;
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//@}
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//@{
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//\name Sounds related thinks
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/// Storage for all a sound in a layer.
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struct TSoundData
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{
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/// The name of the sound.
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NLMISC::CSheetId SoundName;
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/// The reference to the sound.
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CSound *Sound;
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/// A source instance of the sound (may be NULL).
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CSourceCommon *Source;
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/// The min vector of the bounding box
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NLMISC::CVector MinBox;
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/// The max vector of the bounding box
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NLMISC::CVector MaxBox;
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/// The surface of the bounding box (used for patatoid competition)
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float Surface;
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/// The max earing distance of the sound.
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float MaxDist;
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/// Flag for path/patatoid sound.
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bool IsPath;
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/// The vector of points compositing the primitive
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std::vector<NLMISC::CVector> Points;
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/// Flag telling if this sound is currently selected for play by bounding box.
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bool Selected;
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void serial(NLMISC::IStream &s);
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};
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/// Array of vector of sound data.
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std::vector<TSoundData> _Layers[BACKGROUND_LAYER];
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// utility structure for audio mixing computation (see cpp)
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struct TSoundStatus
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{
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/// The data of the sound.
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TSoundData &SoundData;
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/// The position of the source.
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NLMISC::CVector Position;
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/** The relative gain of the source. This is used for patatoid competition.when
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* a smaller patatoid mute bigger one.
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*/
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float Gain;
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/// The distance beween listener and source.
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float Distance;
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/// flag if inside a sound zone
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bool Inside;
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/// Constructor.
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TSoundStatus(TSoundData &sd, NLMISC::CVector position, float gain, float distance, bool inside)
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: SoundData(sd), Position(position), Gain(gain), Distance(distance), Inside(inside)
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{}
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};
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//@}
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//\name Env fx related thinks
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//@{
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/// Storage for a fx zone
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struct TFxZone
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{
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/// Name of the env fx
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NLMISC::TStringId FxName;
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/// The vector of points compositing the primitive
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std::vector<NLMISC::CVector> Points;
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/// The min vector of the bounding box
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NLMISC::CVector MinBox;
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/// The max vector of the bounding box
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NLMISC::CVector MaxBox;
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void serial(NLMISC::IStream &s);
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};
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/// Container for the fx primitive.
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std::vector<TFxZone> _FxZones;
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/// Last setted env fx. Used when clustered sound is not active
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NLMISC::TStringId _LastEnv;
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//@}
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};
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} // NLSOUND
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#endif // NL_BACKGROUND_SOUND_MANAGER_H
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/* End of background_sound_manager.h */
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