jediacademy/code/ff/ff_snd.cpp

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2013-04-04 22:35:38 +00:00
#include "common_headers.h"
#ifdef _IMMERSION
#include "ff_snd.h"
#include "ff.h"
extern FFSystem gFFSystem;
#define FF_GAIN_STEP 500
//
// Internal data structures
//
// This whole system should mirror snd_dma.cpp to some degree.
// Right now, not much works.
/*
template<typename T>
static T RelativeDistance( T Volume, T Min, T Max )
{
if ( Min == Max )
if ( Volume < Min )
return 0.f;
else
return 1.f;
return (Volume - Min) / (Max - Min);
};
template<typename T>
int Round( T value, int mod )
{
int intval = (int)value;
int intmod = intval % mod;
int roundup = intmod >= mod / 2;
return
( intval
? roundup
? intval + mod - intmod
: intval - intmod
: roundup
? mod
: 0
);
}
*/
class SndForce
{
public:
ffHandle_t mHandle;
int mRefs;
qboolean mPlaying;
// int mEntNum;
// vec3_t mOrigin;
// struct SDistanceLimits
// { int min;
// int max;
// } mDistance;
public:
void zero()
{
mHandle = FF_HANDLE_NULL;
mRefs = 0;
mPlaying = qfalse;
// mEntNum = 0;
// mDistance.min = 0;
// mDistance.max = 0;
// mOrigin[0] = 1.f;
// mOrigin[1] = 0.f;
// mOrigin[2] = 0.f;
}
SndForce()
{
zero();
}
SndForce( const SndForce &other )
{
memcpy( this, &other, sizeof(SndForce) );
}
SndForce( ffHandle_t handle/*, int entNum, const vec3_t origin, float maxDistance, float minDistance*/ )
: mHandle( handle )
, mRefs( 0 )
, mPlaying( qfalse )
// , mEntNum( entNum )
{
// mDistance.min = minDistance;
// mDistance.max = maxDistance;
// memcpy( mOrigin, origin, sizeof(mOrigin) );
}
void AddRef()
{
++mRefs;
}
void SubRef()
{
--mRefs;
}
qboolean Update( void ) const
{
return qboolean
( mRefs != 0
&& (ChannelCompound*)mHandle
);
}
/* int GetGain()
{
float distance = 1.f - GetRelativeDistance();
return distance == 0.f
? 10000
: Clamp<int>
( Round<int>
( distance * 10000
, FF_GAIN_STEP
)
, 0
, 10000
)
;
}
float GetRelativeDistance()
{
return !mRefs
? 1.f
: IsOrigin()
? 0.f
: RelativeDistance<float>
( sqrt
( mOrigin[0] * mOrigin[0]
+ mOrigin[1] * mOrigin[1]
+ mOrigin[2] * mOrigin[2]
)
, mDistance.min
, mDistance.max
) / mRefs
;
}
qboolean IsOrigin()
{
return qboolean
( !mOrigin[0]
&& !mOrigin[1]
&& !mOrigin[2]
);
}
void Respatialize( int entNum, const vec3_t origin )
{
extern vec3_t s_entityPosition[];
if ( mEntNum != entNum )
{
// Assumes all forces follow its entity and is centered on entity
mOrigin[0] = s_entityPosition[ entNum ][0] - origin[0];
mOrigin[1] = s_entityPosition[ entNum ][1] - origin[1];
mOrigin[2] = s_entityPosition[ entNum ][2] - origin[2];
}
else
{
memset( mOrigin, 0, sizeof(mOrigin) );
}
}*/
void operator += ( SndForce &other );
};
// Fancy comparator
struct SndForceLess : public less<SndForce>
{
bool operator() ( const SndForce &x, const SndForce &y )
{
return bool
(/* x.mEntNum < y.mEntNum
||*/x.mHandle < y.mHandle
// || x.mOrigin < y.mOrigin // uhhh... compare components
|| x.mPlaying < y.mPlaying
);
}
};
class LoopForce : public SndForce
{
public:
LoopForce(){}
LoopForce( const LoopForce &other )
{
memcpy( this, &other, sizeof(LoopForce) );
}
LoopForce( ffHandle_t handle/*int entNum, , const vec3_t origin, float maxDistance, float minDistance*/ )
: SndForce( handle/*, entNum, origin, maxDistance, minDistance*/ )
{}
void Add( ffHandle_t ff/*, int entNum, const vec3_t origin*/ );
// void Respatialize( int entNum, const vec3_t origin );
qboolean Update( void )
{
qboolean result = SndForce::Update();
mRefs = 0;
return result;
}
};
class SndForceSet
{
public:
typedef set<SndForce, SndForceLess> PendingSet;
typedef map<ffHandle_t, SndForce> ActiveSet;
ActiveSet mActive;
PendingSet mPending;
public:
void Add( ffHandle_t handle/*, int entNum, const vec3_t origin, float maxDistance, float minDistance*/ )
{
const_cast <SndForce&> (*mPending.insert( SndForce( handle/*, entNum, origin, maxDistance, minDistance*/ ) ).first).AddRef();
}
qboolean Update( void );
/* void Respatialize( int entNum, const vec3_t origin )
{
for
( PendingSet::iterator itPending = mPending.begin()
; itPending != mPending.end()
; itPending++
){
(*itPending).Respatialize( entNum, origin );
}
}*/
};
class LoopForceSet
{
public:
typedef set<LoopForce, SndForceLess> PendingSet;
typedef map<ffHandle_t, LoopForce> ActiveSet;
ActiveSet mActive;
PendingSet mPending;
public:
void Add( ffHandle_t handle/*, int entNum, const vec3_t origin, float maxDistance, float minDistance*/ )
{
const_cast <LoopForce&>(*mPending.insert( LoopForce( handle/*, entNum, origin, maxDistance, minDistance*/ ) ).first).AddRef();
}
qboolean Update( void );
/* void Respatialize( int entNum, const vec3_t origin )
{
for
( PendingSet::iterator itPending = mPending.begin()
; itPending != mPending.end()
; itPending++
){
(*itPending).Respatialize( entNum, origin );
}
}*/
};
class MasterForceSet
{
protected:
int mEntityNum;
// vec3_t mOrigin;
SndForceSet mSnd;
LoopForceSet mLoop;
public:
void Add( ffHandle_t handle/*, int entNum, const vec3_t origin, float maxDistance, float minDistance*/ )
{
mSnd.Add( handle/*, entNum, origin, maxDistance, minDistance*/ );
}
void AddLoop( ffHandle_t handle/*, int entNum, const vec3_t origin, float maxDistance, float minDistance*/ )
{
mLoop.Add( handle/*, entNum, origin, maxDistance, minDistance*/ );
}
/* void Respatialize( int entNum, const vec3_t origin )
{
memcpy( mOrigin, origin, sizeof(mOrigin) );
mEntityNum = entNum;
mSnd.Respatialize( entNum, origin );
mLoop.Respatialize( entNum, origin );
}
*/ void Update( void );
};
//
// ===================================================================================
//
static MasterForceSet _MasterForceSet;
void FF_AddForce( ffHandle_t ff/*, int entNum, const vec3_t origin, float maxDistance, float minDistance*/ )
{
_MasterForceSet.Add( ff/*, entNum, origin, maxDistance, minDistance*/ );
}
void FF_AddLoopingForce( ffHandle_t ff/*, int entNum, const vec3_t origin, float maxDistance, float minDistance*/ )
{
_MasterForceSet.AddLoop( ff/*, entNum, origin, maxDistance, minDistance*/ );
}
/*
void FF_Respatialize( int entNum, const vec3_t origin )
{
_MasterForceSet.Respatialize( entNum, origin );
}
*/
void FF_Update( void )
{
_MasterForceSet.Update();
}
//
// ===================================================================================
//
void MasterForceSet::Update()
{
mSnd.Update();
mLoop.Update();
}
////-----------------
/// LoopForce::Update
//---------------------
// Starts/Stops/Updates looping forces.
// Call once per frame after all looping forces have been added and respatialized.
//
qboolean LoopForceSet::Update()
{
ActiveSet::iterator itActive;
PendingSet::iterator itPending;
// Sum effects
ActiveSet active;
for
( itPending = mPending.begin()
; itPending != mPending.end()
; itPending++
){
if ( (const_cast <LoopForce&> (*itPending)).Update() )
{
active[ (*itPending).mHandle ] += const_cast <LoopForce&> (*itPending) ;
}
}
// Stop and remove unreferenced effects
for
( itActive = mActive.begin()
; itActive != mActive.end()
; //itActive++
){
if ( active.find( (*itActive).first ) != active.end() )
{
itActive++;
}
else
{
SndForce &sndForce = (*itActive).second;
FF_Stop( sndForce.mHandle );
itActive = mActive.erase( itActive );
}
}
// Decide whether to start or update
for
( itActive = active.begin()
; itActive != active.end()
; itActive++
){
SndForce &sndForce = mActive[ (*itActive).first ];
sndForce.mHandle = (*itActive).first;
if ( sndForce.mPlaying )
{
// Just update it
// if ( (*itActive).second.GetGain() != sndForce.GetGain() )
// {
// gFFSystem.ChangeGain( sndForce.mHandle, sndForce.GetGain() );
// }
}
else
{
// Update and start it
// gFFSystem.ChangeGain( sndForce.mHandle, sndForce.GetGain() );
FF_Play( sndForce.mHandle );
sndForce.mPlaying = qtrue;
}
}
mPending.clear();
return qtrue;
}
////-------------------
/// SndForceSet::Update
//-----------------------
//
//
qboolean SndForceSet::Update()
{
ActiveSet::iterator itActive;
PendingSet::iterator itPending;
/*
// Remove finished effects from active //and pending sets
for
( itActive = mActive.begin()
; itActive != mActive.end()
; //itActive++
){
if ( gFFSystem.IsPlaying( (*itActive).first ) )
{
++itActive;
}
else
{
#if( 0 )
for
( itPending = mPending.begin()
; itPending != mPending.end()
; itPending++
){
if
( (*itPending).mHandle == (*itActive).first
&& (*itPending).mPlaying
){
itPending = mPending.erase( itPending );
}
}
#endif
itActive = mActive.erase( itActive );
}
}
*/
// Sum effects
ActiveSet start;
for
( itPending = mPending.begin()
; itPending != mPending.end()
; itPending++
){
if ( (*itPending).Update() )
{
start[ (*itPending).mHandle ] += const_cast <SndForce&> (*itPending);
}
}
// Decide whether to start ( no updating one-shots )
for
( itActive = start.begin()
; itActive != start.end()
; itActive++
){
/* SndForce &sndForce = mActive[ (*itActive).first ];
sndForce.mHandle = (*itActive).first;
if ( (*itActive).second.GetGain() >= sndForce.GetGain() )
{
//gFFSystem.ChangeGain( sndForce.mHandle, sndForce.GetGain() );
FF_Start( sndForce.mHandle );
sndForce.mPlaying = qtrue;
}
*/ FF_Play( (*itActive).first );
}
mPending.clear();
return qfalse;
}
void SndForce::operator += ( SndForce &other )
{
/*
float dist = other.GetRelativeDistance();
if ( dist < 1.f )
{
float thisdist = GetRelativeDistance();
if ( thisdist < 1.f )
{
if ( dist == 0.f || thisdist == 0.f )
{
mOrigin[0] = 0.f;
mOrigin[1] = 0.f;
mOrigin[2] = 0.f;
}
else
{
// This is so shitty
mOrigin[0] *= dist;
mOrigin[1] *= dist;
mOrigin[2] *= dist;
}
}
else
{
memcpy( mOrigin, other.mOrigin, sizeof(mOrigin) );
}
*/
mRefs += other.mRefs;
// }
}
#endif // _IMMERSION