372 lines
8.9 KiB
C++
372 lines
8.9 KiB
C++
|
|
||
|
#include "../idlib/precompiled.h"
|
||
|
#pragma hdrstop
|
||
|
|
||
|
#include "Game_local.h"
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
SOUND
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
const idEventDef EV_Speaker_On( "On", NULL );
|
||
|
const idEventDef EV_Speaker_Off( "Off", NULL );
|
||
|
const idEventDef EV_Speaker_Timer( "<timer>", NULL );
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idSound )
|
||
|
EVENT( EV_Activate, idSound::Event_Trigger )
|
||
|
EVENT( EV_Speaker_On, idSound::Event_On )
|
||
|
EVENT( EV_Speaker_Off, idSound::Event_Off )
|
||
|
EVENT( EV_Speaker_Timer, idSound::Event_Timer )
|
||
|
END_CLASS
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::idSound
|
||
|
================
|
||
|
*/
|
||
|
idSound::idSound( void ) {
|
||
|
lastSoundVol = 0.0f;
|
||
|
soundVol = 0.0f;
|
||
|
shakeTranslate.Zero();
|
||
|
shakeRotate.Zero();
|
||
|
random = 0.0f;
|
||
|
wait = 0.0f;
|
||
|
timerOn = false;
|
||
|
playingUntilTime = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::Save
|
||
|
================
|
||
|
*/
|
||
|
void idSound::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteFloat( lastSoundVol );
|
||
|
savefile->WriteFloat( soundVol );
|
||
|
savefile->WriteFloat( random );
|
||
|
savefile->WriteFloat( wait );
|
||
|
savefile->WriteBool( timerOn );
|
||
|
savefile->WriteVec3( shakeTranslate );
|
||
|
savefile->WriteAngles( shakeRotate );
|
||
|
savefile->WriteInt( playingUntilTime );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idSound::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadFloat( lastSoundVol );
|
||
|
savefile->ReadFloat( soundVol );
|
||
|
savefile->ReadFloat( random );
|
||
|
savefile->ReadFloat( wait );
|
||
|
savefile->ReadBool( timerOn );
|
||
|
savefile->ReadVec3( shakeTranslate );
|
||
|
savefile->ReadAngles( shakeRotate );
|
||
|
savefile->ReadInt( playingUntilTime );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idSound::Spawn( void ) {
|
||
|
spawnArgs.GetVector( "move", "0 0 0", shakeTranslate );
|
||
|
spawnArgs.GetAngles( "rotate", "0 0 0", shakeRotate );
|
||
|
spawnArgs.GetFloat( "random", "0", random );
|
||
|
spawnArgs.GetFloat( "wait", "0", wait );
|
||
|
|
||
|
if ( ( wait > 0.0f ) && ( random >= wait ) ) {
|
||
|
random = wait - 0.001;
|
||
|
gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
|
||
|
}
|
||
|
|
||
|
soundVol = 0.0f;
|
||
|
lastSoundVol = 0.0f;
|
||
|
|
||
|
if ( ( shakeRotate != ang_zero ) || ( shakeTranslate != vec3_zero ) ) {
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
if ( !refSound.waitfortrigger && ( wait > 0.0f ) ) {
|
||
|
timerOn = true;
|
||
|
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
|
||
|
} else {
|
||
|
timerOn = false;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::Event_Trigger
|
||
|
|
||
|
this will toggle the idle idSound on and off
|
||
|
================
|
||
|
*/
|
||
|
void idSound::Event_Trigger( idEntity *activator ) {
|
||
|
if ( wait > 0.0f ) {
|
||
|
if ( timerOn ) {
|
||
|
timerOn = false;
|
||
|
CancelEvents( &EV_Speaker_Timer );
|
||
|
} else {
|
||
|
timerOn = true;
|
||
|
DoSound( true );
|
||
|
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
|
||
|
}
|
||
|
} else {
|
||
|
if ( gameLocal.isMultiplayer ) {
|
||
|
// RAVEN BEGIN
|
||
|
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
|
||
|
if ( emitter && ( gameLocal.time < playingUntilTime ) ) {
|
||
|
// RAVEN END
|
||
|
DoSound( false );
|
||
|
} else {
|
||
|
DoSound( true );
|
||
|
}
|
||
|
} else {
|
||
|
// RAVEN BEGIN
|
||
|
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
|
||
|
if ( emitter && emitter->CurrentlyPlaying() ) {
|
||
|
// RAVEN END
|
||
|
DoSound( false );
|
||
|
} else {
|
||
|
DoSound( true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::Event_Timer
|
||
|
================
|
||
|
*/
|
||
|
void idSound::Event_Timer( void ) {
|
||
|
DoSound( true );
|
||
|
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::Think
|
||
|
================
|
||
|
*/
|
||
|
void idSound::Think( void ) {
|
||
|
idAngles ang;
|
||
|
|
||
|
// run physics
|
||
|
RunPhysics();
|
||
|
|
||
|
// clear out our update visuals think flag since we never call Present
|
||
|
BecomeInactive( TH_UPDATEVISUALS );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idSound::UpdateChangableSpawnArgs
|
||
|
===============
|
||
|
*/
|
||
|
void idSound::UpdateChangeableSpawnArgs( const idDict *source ) {
|
||
|
|
||
|
idEntity::UpdateChangeableSpawnArgs( source );
|
||
|
|
||
|
if ( source ) {
|
||
|
FreeSoundEmitter( true );
|
||
|
refSound.referenceSoundHandle = soundSystem->AllocSoundEmitter( SOUNDWORLD_GAME );
|
||
|
|
||
|
spawnArgs.Copy( *source );
|
||
|
gameEdit->ParseSpawnArgsToRefSound( &spawnArgs, &refSound );
|
||
|
|
||
|
idVec3 origin;
|
||
|
idMat3 axis;
|
||
|
|
||
|
if ( GetPhysicsToSoundTransform( origin, axis ) ) {
|
||
|
refSound.origin = GetPhysics()->GetOrigin() + origin * axis;
|
||
|
} else {
|
||
|
refSound.origin = GetPhysics()->GetOrigin();
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetFloat( "random", "0", random );
|
||
|
spawnArgs.GetFloat( "wait", "0", wait );
|
||
|
|
||
|
if ( ( wait > 0.0f ) && ( random >= wait ) ) {
|
||
|
random = wait - 0.001;
|
||
|
gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
|
||
|
}
|
||
|
|
||
|
if ( !refSound.waitfortrigger && ( wait > 0.0f ) ) {
|
||
|
timerOn = true;
|
||
|
DoSound( false );
|
||
|
CancelEvents( &EV_Speaker_Timer );
|
||
|
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
|
||
|
// RAVEN BEGIN
|
||
|
} else if ( !refSound.waitfortrigger ) {
|
||
|
|
||
|
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
|
||
|
if( !( emitter && emitter->CurrentlyPlaying() ) ) {
|
||
|
// RAVEN END
|
||
|
// start it if it isn't already playing, and we aren't waitForTrigger
|
||
|
DoSound( true );
|
||
|
timerOn = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idSound::SetSound
|
||
|
===============
|
||
|
*/
|
||
|
void idSound::SetSound( const char *sound, int channel ) {
|
||
|
const idSoundShader *shader = declManager->FindSound( sound );
|
||
|
if ( shader != refSound.shader ) {
|
||
|
FreeSoundEmitter( true );
|
||
|
}
|
||
|
gameEdit->ParseSpawnArgsToRefSound(&spawnArgs, &refSound);
|
||
|
refSound.shader = shader;
|
||
|
// RAVEN BEGIN
|
||
|
// start it if it isn't already playing, and we aren't waitForTrigger
|
||
|
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
|
||
|
if ( !refSound.waitfortrigger && !( emitter && emitter->CurrentlyPlaying() ) ) {
|
||
|
// RAVEN END
|
||
|
DoSound( true );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::DoSound
|
||
|
================
|
||
|
*/
|
||
|
void idSound::DoSound( bool play ) {
|
||
|
if ( play ) {
|
||
|
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, refSound.parms.soundShaderFlags, true, &playingUntilTime );
|
||
|
playingUntilTime += gameLocal.time;
|
||
|
} else {
|
||
|
StopSound( SND_CHANNEL_ANY, true );
|
||
|
playingUntilTime = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::Event_On
|
||
|
================
|
||
|
*/
|
||
|
void idSound::Event_On( void ) {
|
||
|
if ( wait > 0.0f ) {
|
||
|
timerOn = true;
|
||
|
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
|
||
|
}
|
||
|
DoSound( true );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSound::Event_Off
|
||
|
================
|
||
|
*/
|
||
|
void idSound::Event_Off( void ) {
|
||
|
if ( timerOn ) {
|
||
|
timerOn = false;
|
||
|
CancelEvents( &EV_Speaker_Timer );
|
||
|
}
|
||
|
DoSound( false );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: so we only set the referenceSounds on our targets once
|
||
|
/*
|
||
|
================
|
||
|
idSound::FindTargets
|
||
|
================
|
||
|
*/
|
||
|
void idSound::FindTargets() {
|
||
|
idEntity::FindTargets();
|
||
|
|
||
|
if( !targets.Num() ) {// I don't think we ever get in here unless we have targets
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
|
||
|
if ( !emitter ) {
|
||
|
// if we have targets lets get an emitter
|
||
|
refSound.referenceSoundHandle = soundSystem->AllocSoundEmitter( SOUNDWORLD_GAME );
|
||
|
}
|
||
|
|
||
|
SetTargetSoundHandles();
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idSound::ShowEditingDialog
|
||
|
===============
|
||
|
*/
|
||
|
void idSound::ShowEditingDialog( void ) {
|
||
|
common->InitTool( EDITOR_SOUND, &spawnArgs );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jshepard: Allow speakers to target lights and have those lights use this speaker's refSound
|
||
|
/*
|
||
|
===============
|
||
|
idSound::SetSoundHandles
|
||
|
===============
|
||
|
*/
|
||
|
void idSound::SetTargetSoundHandles( void ) {
|
||
|
//this code is mostly boosted from a similar function in light.cpp
|
||
|
int i;
|
||
|
idEntity *targetEnt;
|
||
|
|
||
|
//is this check really necessary? We are a speaker after all...
|
||
|
if ( !soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < targets.Num(); i++ ) {
|
||
|
targetEnt = targets[ i ].GetEntity();
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( targetEnt && targetEnt->IsType( idLight::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
idLight *light = static_cast<idLight*>(targetEnt);
|
||
|
|
||
|
//no need to make this speaker a lightparent....
|
||
|
//light->lightParent = this;
|
||
|
|
||
|
// explicitly delete any sounds on the entity
|
||
|
light->FreeSoundEmitter( true );
|
||
|
|
||
|
// manually set the refSound to this light's refSound
|
||
|
light->SetRefSound(refSound.referenceSoundHandle);
|
||
|
|
||
|
// update the renderEntity to the renderer
|
||
|
light->UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// abahr:
|
||
|
/*
|
||
|
================
|
||
|
idSound::GetPhysicsToSoundTransform
|
||
|
================
|
||
|
*/
|
||
|
bool idSound::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
|
||
|
origin = shakeTranslate.Random( spawnArgs.GetVector("move_random_delta"), gameLocal.random );
|
||
|
axis = shakeRotate.Random( spawnArgs.GetVector("shake_random_delta"), gameLocal.random ).ToMat3();
|
||
|
return true;
|
||
|
}
|
||
|
// RAVEN END
|