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a4970388ef
Also change fmod to not load if cl_ambientsoun is 0 and made this cvar 0-100 to match the music volume cvar.
117 lines
No EOL
3.5 KiB
C++
117 lines
No EOL
3.5 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHAmbientSound.cpp $
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// $Date: 2002/07/10 14:38:50 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHAmbientSound.cpp,v $
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// Revision 1.5 2002/07/10 14:38:50 Flayra
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// - Fixed bug where sound volume wasn't being set for omnipresent sounds, added document headers
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//
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//===============================================================================
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#include "AvHAmbientSound.h"
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#include "cl_dll/hud.h"
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#include "../common/vec_op.h"
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#include <stdlib.h>
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#pragma warning(push)
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#pragma warning(disable: 311)
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#include "winsani_in.h"
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#include <fmoddyn.h>
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#include "winsani_out.h"
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#pragma warning(pop)
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#include "cl_dll/cl_util.h"
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AvHAmbientSound::AvHAmbientSound(const string& inRelativeSoundName, int inVolume, int inFadeDistance, bool inLooping, const Vector& inPosition, int inEntIndex, float inTimeElapsed)
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{
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this->mInitialized = false;
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this->mStream = NULL;
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this->mChannel = 0;
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this->mVolume = inVolume;
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this->mLooping = inLooping;
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this->mFadeDistance = inFadeDistance;
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VectorCopy(inPosition, this->mPosition);
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this->mEntityIndex = inEntIndex;
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this->mTimeElapsed = inTimeElapsed;
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// Start playing the song
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string theSoundName = string(getModDirectory()) + "/" + string(inRelativeSoundName);
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this->mSoundName = theSoundName;
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}
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AvHAmbientSound::AvHAmbientSound(const AvHAmbientSound& inSource)
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{
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// Don't re-init, just copy values
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this->mInitialized = inSource.mInitialized;
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this->mStream = inSource.mStream;
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this->mChannel = inSource.mChannel;
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this->mVolume = inSource.mVolume;
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this->mLooping = inSource.mLooping;
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this->mSoundName = inSource.mSoundName;
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this->mFadeDistance = inSource.mFadeDistance;
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VectorCopy(inSource.mPosition, this->mPosition);
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this->mEntityIndex = inSource.mEntityIndex;
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}
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void AvHAmbientSound::ClearData()
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{
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if(this->mInitialized)
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{
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gHUD.ClearStream(this->mStream);
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}
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}
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int AvHAmbientSound::GetEntityIndex() const
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{
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return this->mEntityIndex;
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}
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void AvHAmbientSound::SetPosition(const Vector& inPosition)
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{
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VectorCopy(inPosition, this->mPosition);
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}
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void AvHAmbientSound::StartPlayingIfNot()
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{
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if(!this->mInitialized)
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{
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int theBytesInSong;
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this->mInitialized = gHUD.PlaySong(this->mSoundName, this->mVolume, this->mLooping, this->mStream, this->mChannel, theBytesInSong, this->mTimeElapsed);
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}
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}
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void AvHAmbientSound::UpdateVolume(const Vector& inListenerPosition)
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{
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if(this->mInitialized)
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{
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Vector theDistanceVector = inListenerPosition - this->mPosition;
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float theDistance = sqrt(theDistanceVector[0]*theDistanceVector[0] + theDistanceVector[1]*theDistanceVector[1] + theDistanceVector[2]*theDistanceVector[2]);
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//FSOUND_SetPan(this->mChannel, FSOUND_STEREOPAN);
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int theVolume = this->mVolume;
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if(this->mFadeDistance > 0)
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{
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theVolume = this->mVolume - this->mVolume*(theDistance/(float)this->mFadeDistance);
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}
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float ambientscale = CVAR_GET_FLOAT("cl_ambientsound") * 0.01f;
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ambientscale = min(max(0, ambientscale), 1);
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theVolume = min(max(0, theVolume), 255);
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theVolume *= ambientscale;
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FMOD_INSTANCE* theFMOD = gHUD.GetFMOD();
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if (theFMOD)
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{
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theFMOD->FSOUND_SetVolume(this->mChannel, theVolume);
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}
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}
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} |