raze/source/blood/src/asound.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "build.h"
#include "blood.h"
#include "raze_sound.h"
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BEGIN_BLD_NS
enum {kMaxAmbChannel = 64 };
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struct AMB_CHANNEL
{
FSoundID soundID;
int distance;
int check;
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};
AMB_CHANNEL ambChannels[kMaxAmbChannel];
int nAmbChannels = 0;
void ambProcess(void)
{
if (!SoundEnabled())
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return;
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int nSprite;
StatIterator it(kStatAmbience);
while ((nSprite = it.NextIndex()) >= 0)
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{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->owner < 0 || pSprite->owner >= kMaxAmbChannel)
continue;
int nXSprite = pSprite->extra;
if (nXSprite > 0 && nXSprite < kMaxXSprites)
{
XSPRITE *pXSprite = &xsprite[nXSprite];
if (pXSprite->state)
{
int dx = pSprite->x-gMe->pSprite->x;
int dy = pSprite->y-gMe->pSprite->y;
int dz = pSprite->z-gMe->pSprite->z;
dx >>= 4;
dy >>= 4;
dz >>= 8;
int nDist = ksqrt(dx*dx+dy*dy+dz*dz);
int vs = mulscale16(pXSprite->data4, pXSprite->busy);
ambChannels[pSprite->owner].distance += ClipRange(scale(nDist, pXSprite->data1, pXSprite->data2, vs, 0), 0, vs);
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}
}
}
AMB_CHANNEL *pChannel = ambChannels;
for (int i = 0; i < nAmbChannels; i++, pChannel++)
{
if (soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, pChannel, CHAN_BODY, -1))
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{
if (pChannel->distance > 0)
{
soundEngine->ChangeSoundVolume(SOURCE_Ambient, pChannel, CHAN_BODY, pChannel->distance / 255.f);
}
else
{
// Stop the sound if it cannot be heard so that it doesn't occupy a physical channel.
soundEngine->StopSound(SOURCE_Ambient, pChannel, CHAN_BODY);
}
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}
else if (pChannel->distance > 0)
{
FVector3 pt{};
soundEngine->StartSound(SOURCE_Ambient, pChannel, &pt, CHAN_BODY, CHANF_LOOP|CHANF_TRANSIENT, pChannel->soundID, pChannel->distance / 255.f, ATTN_NONE);
}
pChannel->distance = 0;
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}
}
void ambKillAll(void)
{
AMB_CHANNEL *pChannel = ambChannels;
for (int i = 0; i < nAmbChannels; i++, pChannel++)
{
soundEngine->StopSound(SOURCE_Ambient, pChannel, CHAN_BODY);
pChannel->soundID = 0;
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}
nAmbChannels = 0;
}
void ambInit(void)
{
ambKillAll();
memset(ambChannels, 0, sizeof(ambChannels));
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int nSprite;
StatIterator it(kStatAmbience);
while ((nSprite = it.NextIndex()) >= 0)
{
if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
XSPRITE *pXSprite = &xsprite[sprite[nSprite].extra];
if (pXSprite->data1 >= pXSprite->data2) continue;
int i; AMB_CHANNEL *pChannel = ambChannels;
for (i = 0; i < nAmbChannels; i++, pChannel++)
if (pXSprite->data3 == pChannel->check) break;
if (i == nAmbChannels) {
if (i >= kMaxAmbChannel) {
sprite[nSprite].owner = -1;
continue;
}
int nSFX = pXSprite->data3;
auto snd = soundEngine->FindSoundByResID(nSFX);
if (!snd) {
//I_Error("Missing sound #%d used in ambient sound generator %d\n", nSFX);
viewSetSystemMessage("Missing sound #%d used in ambient sound generator #%d\n", nSFX, nSprite);
actPostSprite(nSprite, kStatDecoration);
continue;
}
pChannel->soundID = FSoundID(snd);
pChannel->check = nSFX;
pChannel->distance = 0;
nAmbChannels++;
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}
sprite[nSprite].owner = i;
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}
}
END_BLD_NS