quake4-sdk/source/game/Sound.cpp

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2007-06-15 00:00:00 +00:00
#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