mirror of
https://github.com/DrBeef/Raze.git
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150 lines
4.6 KiB
C++
150 lines
4.6 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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#include "raze_sound.h"
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BEGIN_BLD_NS
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enum {kMaxAmbChannel = 64 };
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struct AMB_CHANNEL
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{
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FSoundID soundID;
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int distance;
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int check;
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};
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AMB_CHANNEL ambChannels[kMaxAmbChannel];
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int nAmbChannels = 0;
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void ambProcess(void)
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{
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if (!SoundEnabled())
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return;
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BloodStatIterator it(kStatAmbience);
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while (DBloodActor* actor = it.Next())
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{
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spritetype *pSprite = &actor->s();
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if (pSprite->owner < 0 || pSprite->owner >= kMaxAmbChannel)
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continue;
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if (actor->hasX())
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{
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XSPRITE *pXSprite = &actor->x();
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if (pXSprite->state)
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{
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int dx = pSprite->x-gMe->pSprite->x;
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int dy = pSprite->y-gMe->pSprite->y;
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int dz = pSprite->z-gMe->pSprite->z;
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dx >>= 4;
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dy >>= 4;
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dz >>= 8;
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int nDist = ksqrt(dx*dx+dy*dy+dz*dz);
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int vs = MulScale(pXSprite->data4, pXSprite->busy, 16);
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ambChannels[pSprite->owner].distance += ClipRange(scale(nDist, pXSprite->data1, pXSprite->data2, vs, 0), 0, vs);
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}
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}
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}
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AMB_CHANNEL *pChannel = ambChannels;
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for (int i = 0; i < nAmbChannels; i++, pChannel++)
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{
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if (soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, pChannel, CHAN_BODY, -1))
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{
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if (pChannel->distance > 0)
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{
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soundEngine->ChangeSoundVolume(SOURCE_Ambient, pChannel, CHAN_BODY, pChannel->distance / 255.f);
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}
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else
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{
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// Stop the sound if it cannot be heard so that it doesn't occupy a physical channel.
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soundEngine->StopSound(SOURCE_Ambient, pChannel, CHAN_BODY);
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}
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}
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else if (pChannel->distance > 0)
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{
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FVector3 pt{};
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soundEngine->StartSound(SOURCE_Ambient, pChannel, &pt, CHAN_BODY, CHANF_LOOP|CHANF_TRANSIENT, pChannel->soundID, pChannel->distance / 255.f, ATTN_NONE);
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}
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pChannel->distance = 0;
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}
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}
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void ambKillAll(void)
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{
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AMB_CHANNEL *pChannel = ambChannels;
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for (int i = 0; i < nAmbChannels; i++, pChannel++)
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{
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soundEngine->StopSound(SOURCE_Ambient, pChannel, CHAN_BODY);
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pChannel->soundID = 0;
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}
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nAmbChannels = 0;
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}
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void ambInit(void)
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{
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ambKillAll();
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memset(ambChannels, 0, sizeof(ambChannels));
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BloodStatIterator it(kStatAmbience);
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while (DBloodActor* actor = it.Next())
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{
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spritetype* pSprite = &actor->s();
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if (!actor->hasX()) continue;
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XSPRITE* pXSprite = &actor->x();
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if (pXSprite->data1 >= pXSprite->data2) continue;
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int i; AMB_CHANNEL *pChannel = ambChannels;
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for (i = 0; i < nAmbChannels; i++, pChannel++)
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if (pXSprite->data3 == pChannel->check) break;
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if (i == nAmbChannels) {
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if (i >= kMaxAmbChannel) {
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pSprite->owner = -1;
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continue;
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}
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int nSFX = pXSprite->data3;
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auto snd = soundEngine->FindSoundByResID(nSFX);
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if (!snd) {
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//I_Error("Missing sound #%d used in ambient sound generator %d\n", nSFX);
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viewSetSystemMessage("Missing sound #%d used in ambient sound generator #%d\n", nSFX, actor->GetIndex());
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actPostSprite(actor, kStatDecoration);
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continue;
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}
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pChannel->soundID = FSoundID(snd);
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pChannel->check = nSFX;
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pChannel->distance = 0;
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nAmbChannels++;
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}
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pSprite->owner = i;
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}
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}
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END_BLD_NS
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