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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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234 lines
6.4 KiB
C#
Executable file
234 lines
6.4 KiB
C#
Executable file
using System.IO;
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public class AmbientSoundInfo
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{
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#region ================== Enums
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public enum AmbientType
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{
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NONE,
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POINT,
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SURROUND,
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WORLD
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}
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public enum AmbientMode
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{
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NONE,
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CONTINUOUS,
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RANDOM,
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PERIODIC
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}
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#endregion
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#region ================== Variables
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private string soundname;
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private string sounddescription;
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private int index = -1;
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private AmbientType type = AmbientType.NONE;
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private AmbientMode mode = AmbientMode.NONE;
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private float volume = 1.0f;
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private float attenuation = 1.0f;
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private float minsecs;
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private float maxsecs;
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private float secs;
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// Editor sound radii
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private float minradius;
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private float maxradius;
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#endregion
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#region ================== Properties
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public string SoundName { get { return soundname; } }
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public string SoundDescription { get { return sounddescription; } }
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public int Index { get { return index; } } // Ambient sound index
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// Sound settings
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public AmbientType AmbientSoundType { get { return type; } }
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public AmbientMode AmbientSoundMode { get { return mode; } }
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public float Volume { get { return volume; } }
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// Can be set when AmbientType == POINT
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public float Attenuation { get { return attenuation; } }
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// Used when AmbientMode == RANDOM
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public float SecondsMin { get { return minsecs; } }
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public float SecondsMax { get { return maxsecs; } }
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// Used when AmbientMode == PERIODIC
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public float Seconds { get { return secs; } }
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// Editor sound radii
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public float MinimumRadius { get { return minradius; } }
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public float MaximumRadius { get { return maxradius; } }
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#endregion
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#region ================== Methods
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internal bool Setup(SndInfoParser parser)
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{
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// Read index
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if(!parser.ReadSignedInt(ref index))
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{
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// Not numeric!
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parser.ReportError("Expected $ambient <index> value");
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return false;
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}
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// Check index
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//INFO: Up to 64 ambient sounds can be used in the Doom map format and 256 in Hexen format. UDMF maps have no limit.
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//TODO: can index be zero/negative in UDMF?
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if(General.Map.DOOM && (index < 1 || index > 64))
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{
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parser.ReportError("$ambient <index> must be in [1..64] range");
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return false;
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}
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if(General.Map.HEXEN && (index < 1 || index > 256))
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{
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parser.ReportError("$ambient <index> must be in [1..256] range");
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return false;
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}
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// Read name
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if(!parser.SkipWhitespace(true)) return false;
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soundname = parser.StripTokenQuotes(parser.ReadToken(false));
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if(string.IsNullOrEmpty(soundname))
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{
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parser.ReportError("Expected $ambient <logicalsound> value");
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return false;
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}
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// Next token can be either [type] or <mode>...
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if (!parser.SkipWhitespace(true)) return false;
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string token = parser.ReadToken(false).ToLowerInvariant();
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// Can be [type]
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if(token == "point" || token == "surround" || token == "world")
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{
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// Next token may be attenuation...
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if(token == "point")
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{
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if(!parser.SkipWhitespace(false)) return false;
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string next = parser.ReadToken(false);
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if(!parser.ReadSignedFloat(next, ref attenuation) || attenuation < 0f)
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{
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// Rewind so this structure can be read again
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parser.DataStream.Seek(-next.Length - 1, SeekOrigin.Current);
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}
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}
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// Store type
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switch(token)
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{
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case "point": type = AmbientType.POINT; break;
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case "surround": type = AmbientType.SURROUND; break;
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case "world": type = AmbientType.WORLD; break;
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}
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// Read next token
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if(!parser.SkipWhitespace(false)) return false;
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token = parser.ReadToken(false).ToLowerInvariant();
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}
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// Sould be <mode>
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if(token == "continuous" || token == "random" || token == "periodic")
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{
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// Next 2 tokens must be minsecs and maxsecs
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if(token == "random")
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{
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if(!parser.SkipWhitespace(false)) return false;
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if(!parser.ReadSignedFloat(ref minsecs) || minsecs < 0f)
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{
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parser.ReportError("Expected $ambient <minsecs> value");
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return false;
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}
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if(!parser.SkipWhitespace(false)) return false;
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if(!parser.ReadSignedFloat(ref maxsecs) || maxsecs < 0f)
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{
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parser.ReportError("Expected $ambient <maxsecs> value");
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return false;
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}
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}
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// Next token must be secs
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else if(token == "periodic")
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{
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if(!parser.SkipWhitespace(false)) return false;
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if(!parser.ReadSignedFloat(ref secs) || secs < 0f)
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{
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parser.ReportError("Expected $ambient <secs> value");
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return false;
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}
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}
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// Store mode
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switch(token)
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{
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case "continuous": mode = AmbientMode.CONTINUOUS; break;
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case "random": mode = AmbientMode.RANDOM; break;
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case "periodic": mode = AmbientMode.PERIODIC; break;
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}
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}
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else
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{
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parser.ReportError("Expected ambient sound <mode> or [type]");
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return false;
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}
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// Read volume
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if(!parser.SkipWhitespace(false)) return false;
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if(!parser.ReadSignedFloat(ref volume) || volume < 0f)
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{
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parser.ReportError("Expected ambient sound <volume> value");
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return false;
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}
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// There can be multiple different ambient sounds with the same sound name, so build a description containing the index
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// and the name to differentiate them. See https://github.com/jewalky/UltimateDoomBuilder/issues/390
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sounddescription = index.ToString() + ": " + soundname + " (" + type.ToString().ToLowerInvariant();
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if (type == AmbientType.POINT)
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sounddescription += ", attenuation: " + attenuation;
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if (mode == AmbientMode.CONTINUOUS)
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sounddescription += ", " + mode.ToString().ToLowerInvariant();
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else if (mode == AmbientMode.RANDOM)
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sounddescription += ", every " + minsecs + " to " + maxsecs + " seconds";
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else if (mode == AmbientMode.PERIODIC)
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sounddescription += ", every " + secs + " seconds";
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sounddescription += ", " + volume * 100 + "% volume)";
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return true;
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}
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internal void SetupSound(SoundInfo info)
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{
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// Store radii
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minradius = info.MinimumDistance / info.Attenuation;
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if(info.Rolloff == SoundInfo.RolloffType.LOG)
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{
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// Calculate from RolloffFactor
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maxradius = info.MinimumDistance + info.RolloffFactor * info.MinimumDistance;
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}
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else
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{
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maxradius = info.MaximumDistance;
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}
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maxradius /= info.Attenuation;
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}
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#endregion
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}
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}
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