mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
1121 lines
34 KiB
C++
1121 lines
34 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "snd_local.h"
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idCVar s_lockListener( "s_lockListener", "0", CVAR_BOOL, "lock listener updates" );
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idCVar s_constantAmplitude( "s_constantAmplitude", "-1", CVAR_FLOAT, "" );
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idCVar s_maxEmitterChannels( "s_maxEmitterChannels", "48", CVAR_INTEGER, "Can be set lower than the absolute max of MAX_HARDWARE_VOICES" );
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idCVar s_cushionFadeChannels( "s_cushionFadeChannels", "2", CVAR_INTEGER, "Ramp currentCushionDB so this many emitter channels should be silent" );
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idCVar s_cushionFadeRate( "s_cushionFadeRate", "60", CVAR_FLOAT, "DB / second change to currentCushionDB" );
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idCVar s_cushionFadeLimit( "s_cushionFadeLimit", "-30", CVAR_FLOAT, "Never cushion fade beyond this level" );
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idCVar s_cushionFadeOver( "s_cushionFadeOver", "10", CVAR_FLOAT, "DB above s_cushionFadeLimit to start ramp to silence" );
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idCVar s_unpauseFadeInTime( "s_unpauseFadeInTime", "250", CVAR_INTEGER, "When unpausing a sound world, milliseconds to fade sounds in over" );
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idCVar s_doorDistanceAdd( "s_doorDistanceAdd", "150", CVAR_FLOAT, "reduce sound volume with this distance when going through a door" );
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idCVar s_drawSounds( "s_drawSounds", "0", CVAR_INTEGER, "", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
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idCVar s_showVoices( "s_showVoices", "0", CVAR_BOOL, "show active voices" );
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idCVar s_volume_dB( "s_volume_dB", "0", CVAR_ARCHIVE | CVAR_FLOAT, "volume in dB" );
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extern idCVar s_noSound;
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/*
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========================
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idSoundWorldLocal::idSoundWorldLocal
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========================
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*/
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idSoundWorldLocal::idSoundWorldLocal() {
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volumeFade.Clear();
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for ( int i = 0; i < SOUND_MAX_CLASSES; i++ ) {
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soundClassFade[i].Clear();
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}
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renderWorld = NULL;
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writeDemo = NULL;
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listener.axis.Identity();
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listener.pos.Zero();
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listener.id = -1;
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listener.area = 0;
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shakeAmp = 0.0f;
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currentCushionDB = DB_SILENCE;
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localSound = AllocSoundEmitter();
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pauseFade.Clear();
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pausedTime = 0;
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accumulatedPauseTime = 0;
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isPaused = false;
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slowmoSpeed = 1.0f;
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enviroSuitActive = false;
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}
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/*
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========================
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idSoundWorldLocal::~idSoundWorldLocal
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========================
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*/
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idSoundWorldLocal::~idSoundWorldLocal() {
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if ( soundSystemLocal.currentSoundWorld == this ) {
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soundSystemLocal.currentSoundWorld = NULL;
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}
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for ( int i = 0; i < emitters.Num(); i++ ) {
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emitters[i]->Reset();
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emitterAllocator.Free( emitters[i] );
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}
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// Make sure we aren't leaking emitters or channels
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assert( emitterAllocator.GetAllocCount() == 0 );
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assert( channelAllocator.GetAllocCount() == 0 );
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emitterAllocator.Shutdown();
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channelAllocator.Shutdown();
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renderWorld = NULL;
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localSound = NULL;
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}
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/*
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========================
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idSoundWorldLocal::AllocSoundEmitter
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This is called from the main thread.
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========================
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*/
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idSoundEmitter * idSoundWorldLocal::AllocSoundEmitter() {
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idSoundEmitterLocal * emitter = emitterAllocator.Alloc();
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emitter->Init( emitters.Append( emitter ), this );
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return emitter;
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}
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/*
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========================
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idSoundWorldLocal::AllocSoundChannel
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========================
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*/
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idSoundChannel * idSoundWorldLocal::AllocSoundChannel() {
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return channelAllocator.Alloc();
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}
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/*
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========================
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idSoundWorldLocal::FreeSoundChannel
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========================
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*/
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void idSoundWorldLocal::FreeSoundChannel( idSoundChannel * channel ) {
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channel->Mute();
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channelAllocator.Free( channel );
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}
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/*
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========================
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idSoundWorldLocal::CurrentShakeAmplitude
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========================
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*/
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float idSoundWorldLocal::CurrentShakeAmplitude() {
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if ( s_constantAmplitude.GetFloat() >= 0.0f ) {
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return s_constantAmplitude.GetFloat();
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}
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return shakeAmp;
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}
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/*
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========================
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idSoundWorldLocal::PlaceListener
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========================
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*/
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void idSoundWorldLocal::PlaceListener( const idVec3 & origin, const idMat3 & axis, const int id ) {
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if ( writeDemo ) {
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writeDemo->WriteInt( DS_SOUND );
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writeDemo->WriteInt( SCMD_PLACE_LISTENER );
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writeDemo->WriteVec3( origin );
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writeDemo->WriteMat3( axis );
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writeDemo->WriteInt( id );
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}
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if ( s_lockListener.GetBool() ) {
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return;
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}
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listener.axis = axis;
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listener.pos = origin;
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listener.id = id;
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if ( renderWorld ) {
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listener.area = renderWorld->PointInArea( origin ); // where are we?
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} else {
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listener.area = 0;
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}
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}
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/*
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========================
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idActiveChannel
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========================
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*/
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class idActiveChannel {
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public:
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idActiveChannel() :
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channel( NULL ),
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sortKey( 0 ) {}
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idActiveChannel( idSoundChannel * channel_, int sortKey_ ) :
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channel( channel_ ),
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sortKey( sortKey_ ) {}
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idSoundChannel * channel;
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int sortKey;
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};
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/*
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========================
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MapVolumeFromFadeDB
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Ramp down volumes that are close to fadeDB so that fadeDB is DB_SILENCE
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========================
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*/
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float MapVolumeFromFadeDB( const float volumeDB, const float fadeDB ) {
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if ( volumeDB <= fadeDB ) {
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return DB_SILENCE;
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}
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const float fadeOver = s_cushionFadeOver.GetFloat();
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const float fadeFrom = fadeDB + fadeOver;
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if ( volumeDB >= fadeFrom ) {
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// unchanged
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return volumeDB;
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}
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const float fadeFraction = ( volumeDB - fadeDB ) / fadeOver;
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const float mappedDB = DB_SILENCE + ( fadeFrom - DB_SILENCE ) * fadeFraction;
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return mappedDB;
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}
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/*
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========================
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AdjustForCushionChannels
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In the very common case of having more sounds that would contribute to the
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mix than there are available hardware voices, it can be an audible discontinuity
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when a channel initially gets a voice or loses a voice.
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To avoid this, make sure that the last few hardware voices are mixed with a volume
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of zero, so they won't make a difference as they come and go.
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It isn't obvious what the exact best volume ramping method should be, just that
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it smoothly change frame to frame.
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========================
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*/
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static float AdjustForCushionChannels( const idStaticList< idActiveChannel, MAX_HARDWARE_VOICES > &activeEmitterChannels,
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const int uncushionedChannels, const float currentCushionDB, const float driftRate ) {
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float targetCushionDB;
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if ( activeEmitterChannels.Num() <= uncushionedChannels ) {
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// we should be able to hear all of them
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targetCushionDB = DB_SILENCE;
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} else {
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// we should be able to hear all of them
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targetCushionDB = activeEmitterChannels[uncushionedChannels].channel->volumeDB;
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if( targetCushionDB < DB_SILENCE ) {
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targetCushionDB = DB_SILENCE;
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} else if ( targetCushionDB > s_cushionFadeLimit.GetFloat() ) {
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targetCushionDB = s_cushionFadeLimit.GetFloat();
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}
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}
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// linearly drift the currentTargetCushionDB towards targetCushionDB
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float driftedDB = currentCushionDB;
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if ( driftedDB < targetCushionDB ) {
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driftedDB += driftRate;
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if ( driftedDB > targetCushionDB ) {
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driftedDB = targetCushionDB;
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}
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} else {
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driftedDB -= driftRate;
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if ( driftedDB < targetCushionDB ) {
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driftedDB = targetCushionDB;
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}
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}
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// ramp the lower sound volumes down
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for ( int i = 0; i < activeEmitterChannels.Num(); i++ ) {
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idSoundChannel * chan = activeEmitterChannels[i].channel;
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chan->volumeDB = MapVolumeFromFadeDB( chan->volumeDB, driftedDB );
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}
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return driftedDB;
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}
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/*
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========================
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idSoundWorldLocal::Update
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========================
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*/
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void idSoundWorldLocal::Update() {
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if ( s_noSound.GetBool() ) {
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return;
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}
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// ------------------
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// Update emitters
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//
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// Only loop through the list once to avoid extra cache misses
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// ------------------
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// The naming convention is weird here because we reuse the name "channel"
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// An idSoundChannel is a channel on an emitter, which may have an explicit channel assignment or SND_CHANNEL_ANY
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// A hardware channel is a channel from the sound file itself (IE: left, right, LFE)
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// We only allow MAX_HARDWARE_CHANNELS channels, which may wind up being a smaller number of idSoundChannels
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idStaticList< idActiveChannel, MAX_HARDWARE_VOICES > activeEmitterChannels;
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int maxEmitterChannels = s_maxEmitterChannels.GetInteger() + 1; // +1 to leave room for insert-before-sort
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if ( maxEmitterChannels > MAX_HARDWARE_VOICES ) {
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maxEmitterChannels = MAX_HARDWARE_VOICES;
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}
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int activeHardwareChannels = 0;
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int totalHardwareChannels = 0;
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int totalEmitterChannels = 0;
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int currentTime = GetSoundTime();
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for ( int e = emitters.Num() - 1; e >= 0; e-- ) {
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// check for freeing a one-shot emitter that is finished playing
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if ( emitters[e]->CheckForCompletion( currentTime ) ) {
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// do a fast list collapse by swapping the last element into
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// the slot we are deleting
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emitters[e]->Reset();
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emitterAllocator.Free( emitters[e] );
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int lastEmitter = emitters.Num() - 1;
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if ( e != lastEmitter ) {
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emitters[e] = emitters[lastEmitter];
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emitters[e]->index = e;
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}
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emitters.SetNum( lastEmitter );
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continue;
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}
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emitters[e]->Update( currentTime );
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totalEmitterChannels += emitters[e]->channels.Num();
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// sort the active channels into the hardware list
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for ( int i = 0; i < emitters[e]->channels.Num(); i++ ) {
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idSoundChannel * channel = emitters[e]->channels[i];
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// check if this channel contributes at all
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const bool canMute = channel->CanMute();
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if ( canMute && channel->volumeDB <= DB_SILENCE ) {
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channel->Mute();
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continue;
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}
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// Calculate the sort key.
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// VO can't be stopped and restarted accurately, so always keep VO channels by adding a large value to the sort key.
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const int sortKey = idMath::Ftoi( channel->volumeDB * 100.0f + ( canMute ? 0.0f : 100000.0f ) );
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// Keep track of the total number of hardware channels.
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// This is done after calculating the sort key to avoid a load-hit-store that
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// would occur when using the sort key in the loop below after the Ftoi above.
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const int sampleChannels = channel->leadinSample->NumChannels();
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totalHardwareChannels += sampleChannels;
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// Find the location to insert this channel based on the sort key.
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int insertIndex = 0;
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for ( insertIndex = 0; insertIndex < activeEmitterChannels.Num(); insertIndex++ ) {
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if ( sortKey > activeEmitterChannels[insertIndex].sortKey ) {
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break;
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}
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}
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// Only insert at the end if there is room.
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if ( insertIndex == activeEmitterChannels.Num() ) {
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// Always leave one spot free in the 'activeEmitterChannels' so there is room to insert sort a potentially louder sound later.
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if ( activeEmitterChannels.Num() + 1 >= activeEmitterChannels.Max() || activeHardwareChannels + sampleChannels > MAX_HARDWARE_CHANNELS ) {
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// We don't have enough voices to play this, so mute it if it was playing.
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channel->Mute();
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continue;
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}
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}
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// We want to insert the sound at this point.
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activeEmitterChannels.Insert( idActiveChannel( channel, sortKey ), insertIndex );
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activeHardwareChannels += sampleChannels;
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// If we are over our voice limit or at our channel limit, mute sounds until it fits.
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// If activeEmitterChannels is full, always remove the last one so there is room to insert sort a potentially louder sound later.
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while ( activeEmitterChannels.Num() == maxEmitterChannels || activeHardwareChannels > MAX_HARDWARE_CHANNELS ) {
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const int indexToRemove = activeEmitterChannels.Num() - 1;
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idSoundChannel * const channelToMute = activeEmitterChannels[ indexToRemove ].channel;
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channelToMute->Mute();
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activeHardwareChannels -= channelToMute->leadinSample->NumChannels();
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activeEmitterChannels.RemoveIndex( indexToRemove );
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}
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}
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}
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const float secondsPerFrame = 1.0f / com_engineHz_latched;
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// ------------------
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// In the very common case of having more sounds that would contribute to the
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// mix than there are available hardware voices, it can be an audible discontinuity
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// when a channel initially gets a voice or loses a voice.
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// To avoid this, make sure that the last few hardware voices are mixed with a volume
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// of zero, so they won't make a difference as they come and go.
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// It isn't obvious what the exact best volume ramping method should be, just that
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// it smoothly change frame to frame.
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// ------------------
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const int uncushionedChannels = maxEmitterChannels - s_cushionFadeChannels.GetInteger();
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currentCushionDB = AdjustForCushionChannels( activeEmitterChannels, uncushionedChannels,
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currentCushionDB, s_cushionFadeRate.GetFloat() * secondsPerFrame );
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// ------------------
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// Update Hardware
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// ------------------
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shakeAmp = 0.0f;
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idStr showVoiceTable;
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bool showVoices = s_showVoices.GetBool();
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if ( showVoices ) {
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showVoiceTable.Format( "currentCushionDB: %5.1f freeVoices: %i zombieVoices: %i buffers:%i/%i\n", currentCushionDB,
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soundSystemLocal.hardware.GetNumFreeVoices(), soundSystemLocal.hardware.GetNumZombieVoices(),
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soundSystemLocal.activeStreamBufferContexts.Num(), soundSystemLocal.freeStreamBufferContexts.Num() );
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}
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for ( int i = 0; i < activeEmitterChannels.Num(); i++ ) {
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idSoundChannel * chan = activeEmitterChannels[i].channel;
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chan->UpdateHardware( 0.0f, currentTime );
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if ( showVoices ) {
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idStr voiceLine;
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voiceLine.Format( "%5.1f db [%3i:%2i] %s", chan->volumeDB, chan->emitter->index, chan->logicalChannel, chan->CanMute() ? "" : " <CANT MUTE>\n" );
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idSoundSample * leadinSample = chan->leadinSample;
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idSoundSample * loopingSample = chan->loopingSample;
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if ( loopingSample == NULL ) {
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voiceLine.Append( va( "%ikhz*%i %s\n", leadinSample->SampleRate()/1000, leadinSample->NumChannels(), leadinSample->GetName() ) );
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} else if ( loopingSample == leadinSample ) {
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voiceLine.Append( va( "%ikhz*%i <LOOPING> %s\n", leadinSample->SampleRate()/1000, leadinSample->NumChannels(), leadinSample->GetName() ) );
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} else {
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voiceLine.Append( va( "%ikhz*%i %s | %ikhz*%i %s\n", leadinSample->SampleRate()/1000, leadinSample->NumChannels(), leadinSample->GetName(), loopingSample->SampleRate()/1000, loopingSample->NumChannels(), loopingSample->GetName() ) );
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}
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showVoiceTable += voiceLine;
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}
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// Calculate shakes
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if ( chan->hardwareVoice == NULL ) {
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continue;
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}
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shakeAmp += chan->parms.shakes * chan->hardwareVoice->GetGain() * chan->currentAmplitude;
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}
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if ( showVoices ) {
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static idOverlayHandle handle;
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console->PrintOverlay( handle, JUSTIFY_LEFT, showVoiceTable.c_str() );
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}
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if ( s_drawSounds.GetBool() && renderWorld != NULL ) {
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for ( int e = 0; e < emitters.Num(); e++ ) {
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idSoundEmitterLocal * emitter = emitters[e];
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bool audible = false;
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float maxGain = 0.0f;
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for ( int c = 0; c < emitter->channels.Num(); c++ ) {
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if ( emitter->channels[c]->hardwareVoice != NULL ) {
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audible = true;
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maxGain = Max( maxGain, emitter->channels[c]->hardwareVoice->GetGain() );
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}
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}
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if ( !audible ) {
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continue;
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}
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static const int lifetime = 20;
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idBounds ref;
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ref.Clear();
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ref.AddPoint( idVec3( -10.0f ) );
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ref.AddPoint( idVec3( 10.0f ) );
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// draw a box
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renderWorld->DebugBounds( idVec4( maxGain, maxGain, 1.0f, 1.0f ), ref, emitter->origin, lifetime );
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if ( emitter->origin != emitter->spatializedOrigin ) {
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renderWorld->DebugLine( idVec4( 1.0f, 0.0f, 0.0f, 1.0f ), emitter->origin, emitter->spatializedOrigin, lifetime );
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}
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// draw the index
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idVec3 textPos = emitter->origin;
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textPos.z -= 8;
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renderWorld->DrawText( va("%i", e), textPos, 0.1f, idVec4(1,0,0,1), listener.axis, 1, lifetime );
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textPos.z += 8;
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// run through all the channels
|
|
for ( int k = 0; k < emitter->channels.Num(); k++ ) {
|
|
idSoundChannel * chan = emitter->channels[k];
|
|
float min = chan->parms.minDistance;
|
|
float max = chan->parms.maxDistance;
|
|
const char * defaulted = chan->leadinSample->IsDefault() ? " *DEFAULTED*" : "";
|
|
idStr text;
|
|
text.Format( "%s (%i %i/%i)%s", chan->soundShader->GetName(), idMath::Ftoi( emitter->spatializedDistance ), idMath::Ftoi( min ), idMath::Ftoi( max ), defaulted );
|
|
renderWorld->DrawText( text, textPos, 0.1f, idVec4(1,0,0,1), listener.axis, 1, lifetime );
|
|
textPos.z += 8;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::OnReloadSound
|
|
========================
|
|
*/
|
|
void idSoundWorldLocal::OnReloadSound( const idDecl *shader ) {
|
|
for ( int i = 0; i < emitters.Num(); i++ ) {
|
|
emitters[i]->OnReloadSound( shader );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::EmitterForIndex
|
|
========================
|
|
*/
|
|
idSoundEmitter *idSoundWorldLocal::EmitterForIndex( int index ) {
|
|
// This is only used by save/load code which assumes index = 0 is invalid
|
|
// Which is fine since we use index 0 for the local sound emitter anyway
|
|
if ( index <= 0 ) {
|
|
return NULL;
|
|
}
|
|
if ( index >= emitters.Num() ) {
|
|
idLib::Error( "idSoundWorldLocal::EmitterForIndex: %i >= %i", index, emitters.Num() );
|
|
}
|
|
return emitters[index];
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::ClearAllSoundEmitters
|
|
========================
|
|
*/
|
|
void idSoundWorldLocal::ClearAllSoundEmitters() {
|
|
for ( int i = 0; i < emitters.Num(); i++ ) {
|
|
emitters[i]->Reset();
|
|
emitterAllocator.Free( emitters[i] );
|
|
}
|
|
emitters.Clear();
|
|
localSound = AllocSoundEmitter();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::StopAllSounds
|
|
|
|
This is called from the main thread.
|
|
========================
|
|
*/
|
|
void idSoundWorldLocal::StopAllSounds() {
|
|
for ( int i = 0; i < emitters.Num(); i++ ) {
|
|
emitters[i]->Reset();
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::PlayShaderDirectly
|
|
========================
|
|
*/
|
|
int idSoundWorldLocal::PlayShaderDirectly( const char * name, int channel ) {
|
|
if ( name == NULL || name[0] == 0 ) {
|
|
localSound->StopSound( channel );
|
|
return 0;
|
|
}
|
|
const idSoundShader * shader = declManager->FindSound( name );
|
|
if ( shader == NULL ) {
|
|
localSound->StopSound( channel );
|
|
return 0;
|
|
} else {
|
|
return localSound->StartSound( shader, channel, soundSystemLocal.random.RandomFloat(), SSF_GLOBAL, true );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::Skip
|
|
========================
|
|
*/
|
|
void idSoundWorldLocal::Skip( int time ) {
|
|
accumulatedPauseTime -= time;
|
|
pauseFade.SetVolume( DB_SILENCE );
|
|
pauseFade.Fade( 0.0f, s_unpauseFadeInTime.GetInteger(), GetSoundTime() );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::Pause
|
|
========================
|
|
*/
|
|
void idSoundWorldLocal::Pause() {
|
|
if ( !isPaused ) {
|
|
pausedTime = soundSystemLocal.SoundTime();
|
|
isPaused = true;
|
|
// just pause all unmutable voices (normally just voice overs)
|
|
for ( int e = emitters.Num() - 1; e > 0; e-- ) {
|
|
for ( int i = 0; i < emitters[e]->channels.Num(); i++ ) {
|
|
idSoundChannel * channel = emitters[e]->channels[i];
|
|
if ( !channel->CanMute() && channel->hardwareVoice != NULL ) {
|
|
channel->hardwareVoice->Pause();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::UnPause
|
|
========================
|
|
*/
|
|
void idSoundWorldLocal::UnPause() {
|
|
if ( isPaused ) {
|
|
isPaused = false;
|
|
accumulatedPauseTime += soundSystemLocal.SoundTime() - pausedTime;
|
|
pauseFade.SetVolume( DB_SILENCE );
|
|
pauseFade.Fade( 0.0f, s_unpauseFadeInTime.GetInteger(), GetSoundTime() );
|
|
|
|
// just unpause all unmutable voices (normally just voice overs)
|
|
for ( int e = emitters.Num() - 1; e > 0; e-- ) {
|
|
for ( int i = 0; i < emitters[e]->channels.Num(); i++ ) {
|
|
idSoundChannel * channel = emitters[e]->channels[i];
|
|
if ( !channel->CanMute() && channel->hardwareVoice != NULL ) {
|
|
channel->hardwareVoice->UnPause();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::GetSoundTime
|
|
========================
|
|
*/
|
|
int idSoundWorldLocal::GetSoundTime() {
|
|
if ( isPaused ) {
|
|
return pausedTime - accumulatedPauseTime;
|
|
} else {
|
|
return soundSystemLocal.SoundTime() - accumulatedPauseTime;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::ResolveOrigin
|
|
|
|
Find out of the sound is completely occluded by a closed door portal, or
|
|
the virtual sound origin position at the portal closest to the listener.
|
|
this is called by the main thread
|
|
|
|
dist is the distance from the orignial sound origin to the current portal that enters soundArea
|
|
def->distance is the distance we are trying to reduce.
|
|
|
|
If there is no path through open portals from the sound to the listener, def->spatializedDistance will remain
|
|
set at maxDistance
|
|
===================
|
|
*/
|
|
static const int MAX_PORTAL_TRACE_DEPTH = 10;
|
|
|
|
void idSoundWorldLocal::ResolveOrigin( const int stackDepth, const soundPortalTrace_t *prevStack, const int soundArea, const float dist, const idVec3& soundOrigin, idSoundEmitterLocal *def ) {
|
|
|
|
if ( dist >= def->spatializedDistance ) {
|
|
// we can't possibly hear the sound through this chain of portals
|
|
return;
|
|
}
|
|
|
|
if ( soundArea == listener.area ) {
|
|
float fullDist = dist + (soundOrigin - listener.pos).LengthFast();
|
|
if ( fullDist < def->spatializedDistance ) {
|
|
def->spatializedDistance = fullDist;
|
|
def->spatializedOrigin = soundOrigin;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( stackDepth == MAX_PORTAL_TRACE_DEPTH ) {
|
|
// don't spend too much time doing these calculations in big maps
|
|
return;
|
|
}
|
|
|
|
soundPortalTrace_t newStack;
|
|
newStack.portalArea = soundArea;
|
|
newStack.prevStack = prevStack;
|
|
|
|
int numPortals = renderWorld->NumPortalsInArea( soundArea );
|
|
for( int p = 0; p < numPortals; p++ ) {
|
|
exitPortal_t re = renderWorld->GetPortal( soundArea, p );
|
|
|
|
float occlusionDistance = 0;
|
|
|
|
// air blocking windows will block sound like closed doors
|
|
if ( (re.blockingBits & ( PS_BLOCK_VIEW | PS_BLOCK_AIR ) ) ) {
|
|
// we could just completely cut sound off, but reducing the volume works better
|
|
// continue;
|
|
occlusionDistance = s_doorDistanceAdd.GetFloat();
|
|
}
|
|
|
|
// what area are we about to go look at
|
|
int otherArea = re.areas[0];
|
|
if ( re.areas[0] == soundArea ) {
|
|
otherArea = re.areas[1];
|
|
}
|
|
|
|
// if this area is already in our portal chain, don't bother looking into it
|
|
const soundPortalTrace_t *prev;
|
|
for ( prev = prevStack ; prev ; prev = prev->prevStack ) {
|
|
if ( prev->portalArea == otherArea ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( prev ) {
|
|
continue;
|
|
}
|
|
|
|
// pick a point on the portal to serve as our virtual sound origin
|
|
idVec3 source;
|
|
|
|
idPlane pl;
|
|
re.w->GetPlane( pl );
|
|
|
|
float scale;
|
|
idVec3 dir = listener.pos - soundOrigin;
|
|
if ( !pl.RayIntersection( soundOrigin, dir, scale ) ) {
|
|
source = re.w->GetCenter();
|
|
} else {
|
|
source = soundOrigin + scale * dir;
|
|
|
|
// if this point isn't inside the portal edges, slide it in
|
|
for ( int i = 0 ; i < re.w->GetNumPoints() ; i++ ) {
|
|
int j = ( i + 1 ) % re.w->GetNumPoints();
|
|
idVec3 edgeDir = (*(re.w))[j].ToVec3() - (*(re.w))[i].ToVec3();
|
|
idVec3 edgeNormal;
|
|
|
|
edgeNormal.Cross( pl.Normal(), edgeDir );
|
|
|
|
idVec3 fromVert = source - (*(re.w))[j].ToVec3();
|
|
|
|
float d = edgeNormal * fromVert;
|
|
if ( d > 0 ) {
|
|
// move it in
|
|
float div = edgeNormal.Normalize();
|
|
d /= div;
|
|
|
|
source -= d * edgeNormal;
|
|
}
|
|
}
|
|
}
|
|
|
|
idVec3 tlen = source - soundOrigin;
|
|
float tlenLength = tlen.LengthFast();
|
|
|
|
ResolveOrigin( stackDepth+1, &newStack, otherArea, dist+tlenLength+occlusionDistance, source, def );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::StartWritingDemo
|
|
========================
|
|
*/
|
|
void idSoundWorldLocal::StartWritingDemo( idDemoFile * demo ) {
|
|
writeDemo = demo;
|
|
|
|
writeDemo->WriteInt( DS_SOUND );
|
|
writeDemo->WriteInt( SCMD_STATE );
|
|
|
|
// use the normal save game code to archive all the emitters
|
|
WriteToSaveGame( writeDemo );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::StopWritingDemo
|
|
========================
|
|
*/
|
|
void idSoundWorldLocal::StopWritingDemo() {
|
|
writeDemo = NULL;
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idSoundWorldLocal::ProcessDemoCommand
|
|
========================
|
|
*/
|
|
void idSoundWorldLocal::ProcessDemoCommand( idDemoFile * readDemo ) {
|
|
|
|
if ( !readDemo ) {
|
|
return;
|
|
}
|
|
|
|
int index;
|
|
soundDemoCommand_t dc;
|
|
|
|
if ( !readDemo->ReadInt( (int&)dc ) ) {
|
|
return;
|
|
}
|
|
|
|
switch( dc ) {
|
|
case SCMD_STATE:
|
|
ReadFromSaveGame( readDemo );
|
|
UnPause();
|
|
break;
|
|
case SCMD_PLACE_LISTENER:
|
|
{
|
|
idVec3 origin;
|
|
idMat3 axis;
|
|
int listenerId;
|
|
|
|
readDemo->ReadVec3( origin );
|
|
readDemo->ReadMat3( axis );
|
|
readDemo->ReadInt( listenerId );
|
|
|
|
PlaceListener( origin, axis, listenerId );
|
|
};
|
|
break;
|
|
case SCMD_ALLOC_EMITTER:
|
|
{
|
|
readDemo->ReadInt( index );
|
|
if ( index < 1 || index > emitters.Num() ) {
|
|
common->Error( "idSoundWorldLocal::ProcessDemoCommand: bad emitter number" );
|
|
}
|
|
if ( index == emitters.Num() ) {
|
|
// append a brand new one
|
|
AllocSoundEmitter();
|
|
}
|
|
}
|
|
break;
|
|
case SCMD_FREE:
|
|
{
|
|
int immediate;
|
|
|
|
readDemo->ReadInt( index );
|
|
readDemo->ReadInt( immediate );
|
|
EmitterForIndex( index )->Free( immediate != 0 );
|
|
}
|
|
break;
|
|
case SCMD_UPDATE:
|
|
{
|
|
idVec3 origin;
|
|
int listenerId;
|
|
soundShaderParms_t parms;
|
|
|
|
readDemo->ReadInt( index );
|
|
readDemo->ReadVec3( origin );
|
|
readDemo->ReadInt( listenerId );
|
|
readDemo->ReadFloat( parms.minDistance );
|
|
readDemo->ReadFloat( parms.maxDistance );
|
|
readDemo->ReadFloat( parms.volume );
|
|
readDemo->ReadFloat( parms.shakes );
|
|
readDemo->ReadInt( parms.soundShaderFlags );
|
|
readDemo->ReadInt( parms.soundClass );
|
|
EmitterForIndex( index )->UpdateEmitter( origin, listenerId, &parms );
|
|
}
|
|
break;
|
|
case SCMD_START:
|
|
{
|
|
const idSoundShader *shader;
|
|
int channel;
|
|
float diversity;
|
|
int shaderFlags;
|
|
|
|
readDemo->ReadInt( index );
|
|
shader = declManager->FindSound( readDemo->ReadHashString() );
|
|
readDemo->ReadInt( channel );
|
|
readDemo->ReadFloat( diversity );
|
|
readDemo->ReadInt( shaderFlags );
|
|
EmitterForIndex( index )->StartSound( shader, (s_channelType)channel, diversity, shaderFlags );
|
|
}
|
|
break;
|
|
case SCMD_MODIFY:
|
|
{
|
|
int channel;
|
|
soundShaderParms_t parms;
|
|
|
|
readDemo->ReadInt( index );
|
|
readDemo->ReadInt( channel );
|
|
readDemo->ReadFloat( parms.minDistance );
|
|
readDemo->ReadFloat( parms.maxDistance );
|
|
readDemo->ReadFloat( parms.volume );
|
|
readDemo->ReadFloat( parms.shakes );
|
|
readDemo->ReadInt( parms.soundShaderFlags );
|
|
readDemo->ReadInt( parms.soundClass );
|
|
EmitterForIndex( index )->ModifySound( (s_channelType)channel, &parms );
|
|
}
|
|
break;
|
|
case SCMD_STOP:
|
|
{
|
|
int channel;
|
|
|
|
readDemo->ReadInt( index );
|
|
readDemo->ReadInt( channel );
|
|
EmitterForIndex( index )->StopSound( (s_channelType)channel );
|
|
}
|
|
break;
|
|
case SCMD_FADE:
|
|
{
|
|
int channel;
|
|
float to, over;
|
|
|
|
readDemo->ReadInt( index );
|
|
readDemo->ReadInt( channel );
|
|
readDemo->ReadFloat( to );
|
|
readDemo->ReadFloat( over );
|
|
EmitterForIndex( index )->FadeSound((s_channelType)channel, to, over );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::AVIOpen
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::AVIOpen( const char *, const char * ) {
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::AVIClose
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::AVIClose() {
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::WriteToSaveGame
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::WriteToSaveGame( idFile * savefile ) {
|
|
struct helper {
|
|
static void WriteSoundFade( idFile * savefile, idSoundFade & sf ) {
|
|
savefile->WriteInt( sf.fadeStartTime );
|
|
savefile->WriteInt( sf.fadeEndTime );
|
|
savefile->WriteFloat( sf.fadeStartVolume );
|
|
savefile->WriteFloat( sf.fadeEndVolume );
|
|
}
|
|
static void WriteShaderParms( idFile * savefile, soundShaderParms_t & parms ) {
|
|
savefile->WriteFloat( parms.minDistance );
|
|
savefile->WriteFloat( parms.maxDistance );
|
|
savefile->WriteFloat( parms.volume );
|
|
savefile->WriteFloat( parms.shakes );
|
|
savefile->WriteInt( parms.soundShaderFlags );
|
|
savefile->WriteInt( parms.soundClass );
|
|
}
|
|
};
|
|
savefile->WriteInt( GetSoundTime() );
|
|
|
|
helper::WriteSoundFade( savefile, volumeFade );
|
|
for ( int c = 0; c < SOUND_MAX_CLASSES; c++ ) {
|
|
helper::WriteSoundFade( savefile, soundClassFade[c] );
|
|
}
|
|
savefile->WriteFloat( slowmoSpeed );
|
|
savefile->WriteBool( enviroSuitActive );
|
|
|
|
savefile->WriteMat3( listener.axis );
|
|
savefile->WriteVec3( listener.pos );
|
|
savefile->WriteInt( listener.id );
|
|
savefile->WriteInt( listener.area );
|
|
|
|
savefile->WriteFloat( shakeAmp );
|
|
|
|
int num = emitters.Num();
|
|
savefile->WriteInt( num );
|
|
// Start at 1 because the local sound emitter is not saved
|
|
for ( int e = 1; e < emitters.Num(); e++ ) {
|
|
idSoundEmitterLocal * emitter = emitters[e];
|
|
savefile->WriteBool( emitter->canFree );
|
|
savefile->WriteVec3( emitter->origin );
|
|
savefile->WriteInt( emitter->emitterId );
|
|
helper::WriteShaderParms( savefile, emitter->parms );
|
|
savefile->WriteInt( emitter->channels.Num() );
|
|
for ( int c = 0; c < emitter->channels.Num(); c++ ) {
|
|
idSoundChannel * channel = emitter->channels[c];
|
|
savefile->WriteInt( channel->startTime );
|
|
savefile->WriteInt( channel->endTime );
|
|
savefile->WriteInt( channel->logicalChannel );
|
|
savefile->WriteBool( channel->allowSlow );
|
|
helper::WriteShaderParms( savefile, channel->parms );
|
|
helper::WriteSoundFade( savefile, channel->volumeFade );
|
|
savefile->WriteString( channel->soundShader->GetName() );
|
|
int leadin = -1;
|
|
int looping = -1;
|
|
for ( int i = 0; i < channel->soundShader->entries.Num(); i++ ) {
|
|
if ( channel->soundShader->entries[i] == channel->leadinSample ) {
|
|
leadin = i;
|
|
}
|
|
if ( channel->soundShader->entries[i] == channel->loopingSample ) {
|
|
looping = i;
|
|
}
|
|
}
|
|
savefile->WriteInt( leadin );
|
|
savefile->WriteInt( looping );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::ReadFromSaveGame
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::ReadFromSaveGame( idFile * savefile ) {
|
|
struct helper {
|
|
static void ReadSoundFade( idFile * savefile, idSoundFade & sf, int timeDelta ) {
|
|
savefile->ReadInt( sf.fadeStartTime );
|
|
savefile->ReadInt( sf.fadeEndTime );
|
|
savefile->ReadFloat( sf.fadeStartVolume );
|
|
savefile->ReadFloat( sf.fadeEndVolume );
|
|
if ( sf.fadeEndTime > 0 ) {
|
|
sf.fadeStartTime += timeDelta;
|
|
sf.fadeEndTime += timeDelta;
|
|
}
|
|
}
|
|
static void ReadShaderParms( idFile * savefile, soundShaderParms_t & parms ) {
|
|
savefile->ReadFloat( parms.minDistance );
|
|
savefile->ReadFloat( parms.maxDistance );
|
|
savefile->ReadFloat( parms.volume );
|
|
savefile->ReadFloat( parms.shakes );
|
|
savefile->ReadInt( parms.soundShaderFlags );
|
|
savefile->ReadInt( parms.soundClass );
|
|
}
|
|
};
|
|
int oldSoundTime = 0;
|
|
savefile->ReadInt( oldSoundTime );
|
|
int timeDelta = GetSoundTime() - oldSoundTime;
|
|
|
|
helper::ReadSoundFade( savefile, volumeFade, timeDelta );
|
|
for ( int c = 0; c < SOUND_MAX_CLASSES; c++ ) {
|
|
helper::ReadSoundFade( savefile, soundClassFade[c], timeDelta );
|
|
}
|
|
savefile->ReadFloat( slowmoSpeed );
|
|
savefile->ReadBool( enviroSuitActive );
|
|
|
|
savefile->ReadMat3( listener.axis );
|
|
savefile->ReadVec3( listener.pos );
|
|
savefile->ReadInt( listener.id );
|
|
savefile->ReadInt( listener.area );
|
|
|
|
savefile->ReadFloat( shakeAmp );
|
|
|
|
int numEmitters = 0;
|
|
savefile->ReadInt( numEmitters );
|
|
ClearAllSoundEmitters();
|
|
idStr shaderName;
|
|
// Start at 1 because the local sound emitter is not saved
|
|
for ( int e = 1; e < numEmitters; e++ ) {
|
|
idSoundEmitterLocal * emitter = (idSoundEmitterLocal *)AllocSoundEmitter();
|
|
assert( emitter == emitters[e] );
|
|
assert( emitter->index == e );
|
|
assert( emitter->soundWorld == this );
|
|
assert( emitter->channels.Num() == 0 );
|
|
savefile->ReadBool( emitter->canFree );
|
|
savefile->ReadVec3( emitter->origin );
|
|
savefile->ReadInt( emitter->emitterId );
|
|
helper::ReadShaderParms( savefile, emitter->parms );
|
|
int numChannels = 0;
|
|
savefile->ReadInt( numChannels );
|
|
emitter->channels.SetNum( numChannels );
|
|
for ( int c = 0; c < numChannels; c++ ) {
|
|
idSoundChannel * channel = AllocSoundChannel();
|
|
emitter->channels[c] = channel;
|
|
channel->emitter = emitter;
|
|
savefile->ReadInt( channel->startTime );
|
|
savefile->ReadInt( channel->endTime );
|
|
savefile->ReadInt( channel->logicalChannel );
|
|
savefile->ReadBool( channel->allowSlow );
|
|
helper::ReadShaderParms( savefile, channel->parms );
|
|
helper::ReadSoundFade( savefile, channel->volumeFade, timeDelta );
|
|
savefile->ReadString( shaderName );
|
|
channel->soundShader = declManager->FindSound( shaderName );
|
|
int leadin = 0;
|
|
int looping = 0;
|
|
savefile->ReadInt( leadin );
|
|
savefile->ReadInt( looping );
|
|
// If the leadin entry is not valid (possible if the shader changed after saving) then the looping entry can't be valid either
|
|
if ( leadin >= 0 && leadin < channel->soundShader->entries.Num() ) {
|
|
channel->leadinSample = channel->soundShader->entries[ leadin ];
|
|
if ( looping >= 0 && looping < channel->soundShader->entries.Num() ) {
|
|
channel->loopingSample = channel->soundShader->entries[ looping ];
|
|
}
|
|
} else {
|
|
channel->leadinSample = NULL;
|
|
channel->loopingSample = NULL;
|
|
}
|
|
channel->startTime += timeDelta;
|
|
if ( channel->endTime == 0 ) {
|
|
// Do nothing, endTime == 0 means loop forever
|
|
} else if ( channel->endTime <= oldSoundTime ) {
|
|
// Channel already stopped
|
|
channel->endTime = 1;
|
|
} else {
|
|
channel->endTime += timeDelta;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::FadeSoundClasses
|
|
|
|
fade all sounds in the world with a given shader soundClass
|
|
to is in Db, over is in seconds
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::FadeSoundClasses( const int soundClass, const float to, const float over ) {
|
|
if ( soundClass < 0 || soundClass >= SOUND_MAX_CLASSES ) {
|
|
common->Error( "idSoundWorldLocal::FadeSoundClasses: bad soundClass %i", soundClass );
|
|
return;
|
|
}
|
|
soundClassFade[ soundClass ].Fade( to, SEC2MS( over ), GetSoundTime() );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::SetSlowmoSpeed
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::SetSlowmoSpeed( float speed ) {
|
|
slowmoSpeed = speed;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::SetEnviroSuit
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::SetEnviroSuit( bool active ) {
|
|
enviroSuitActive = active;
|
|
}
|