- ported over Nash's startTime for A_StartSound

This commit is contained in:
Rachael Alexanderson 2020-03-01 23:45:11 -05:00 committed by Christoph Oelckers
parent 4cf7c6351d
commit 1b80b7bf2f
10 changed files with 53 additions and 40 deletions

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@ -179,7 +179,8 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_PlaySound, A_PlaySound)
PARAM_FLOAT(attenuation);
PARAM_BOOL(local);
PARAM_FLOAT(pitch);
A_PlaySound(self, soundid, channel, volume, looping, attenuation, local, pitch);
PARAM_FLOAT(startTime);
A_PlaySound(self, soundid, channel, volume, looping, attenuation, local, pitch, startTime);
return 0;
}
@ -192,7 +193,8 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_StartSound, A_StartSound)
PARAM_FLOAT(volume);
PARAM_FLOAT(attenuation);
PARAM_FLOAT(pitch);
A_StartSound(self, soundid, channel, flags, volume, attenuation, pitch);
PARAM_FLOAT(startTime);
A_StartSound(self, soundid, channel, flags, volume, attenuation, pitch, startTime);
return 0;
}

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@ -171,17 +171,17 @@ public:
}
// Starts a sound.
FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan)
FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan, float startTime)
{
return NULL;
}
FISoundChannel *StartSound3D (SoundHandle sfx, SoundListener *listener, float vol, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, int channum, int chanflags, FISoundChannel *reuse_chan)
FISoundChannel *StartSound3D (SoundHandle sfx, SoundListener *listener, float vol, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, int channum, int chanflags, FISoundChannel *reuse_chan, float startTime)
{
return NULL;
}
// Marks a channel's start time without actually playing it.
void MarkStartTime (FISoundChannel *chan)
void MarkStartTime (FISoundChannel *chan, float startTime)
{
}

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@ -109,8 +109,8 @@ public:
virtual SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata) = 0;
// Starts a sound.
virtual FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan) = 0;
virtual FISoundChannel *StartSound3D (SoundHandle sfx, SoundListener *listener, float vol, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, int channum, int chanflags, FISoundChannel *reuse_chan) = 0;
virtual FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan, float startTime = 0.f) = 0;
virtual FISoundChannel *StartSound3D (SoundHandle sfx, SoundListener *listener, float vol, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, int channum, int chanflags, FISoundChannel *reuse_chan, float startTime = 0.f) = 0;
// Stops a sound channel.
virtual void StopChannel (FISoundChannel *chan) = 0;
@ -122,7 +122,7 @@ public:
virtual void ChannelPitch(FISoundChannel *chan, float volume) = 0;
// Marks a channel's start time without actually playing it.
virtual void MarkStartTime (FISoundChannel *chan) = 0;
virtual void MarkStartTime (FISoundChannel *chan, float startTime = 0.f) = 0;
// Returns position of sound on this channel, in samples.
virtual unsigned int GetPosition(FISoundChannel *chan) = 0;

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@ -1167,7 +1167,7 @@ SoundStream *OpenALSoundRenderer::CreateStream(SoundStreamCallback callback, int
return stream;
}
FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan)
FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan, float startTime)
{
if(FreeSfx.Size() == 0)
{
@ -1218,7 +1218,10 @@ FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int
alSourcef(source, AL_PITCH, PITCH(pitch));
if(!reuse_chan || reuse_chan->StartTime == 0)
alSourcef(source, AL_SEC_OFFSET, 0.f);
{
float st = (chanflags&SNDF_LOOP) ? fmod(startTime, (float)GetMSLength(sfx) / 1000.f) : clamp<float>(startTime, 0.f, (float)GetMSLength(sfx) / 1000.f);
alSourcef(source, AL_SEC_OFFSET, st);
}
else
{
if((chanflags&SNDF_ABSTIME))
@ -1267,7 +1270,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int
FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener *listener, float vol,
FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel,
int channum, int chanflags, FISoundChannel *reuse_chan)
int channum, int chanflags, FISoundChannel *reuse_chan, float startTime)
{
float dist_sqr = (float)(pos - listener->position).LengthSquared();
@ -1411,7 +1414,10 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
alSourcef(source, AL_PITCH, PITCH(pitch));
if(!reuse_chan || reuse_chan->StartTime == 0)
alSourcef(source, AL_SEC_OFFSET, 0.f);
{
float st = (chanflags & SNDF_LOOP) ? fmod(startTime, (float)GetMSLength(sfx) / 1000.f) : clamp<float>(startTime, 0.f, (float)GetMSLength(sfx) / 1000.f);
alSourcef(source, AL_SEC_OFFSET, st);
}
else
{
if((chanflags&SNDF_ABSTIME))
@ -1791,11 +1797,14 @@ bool OpenALSoundRenderer::IsValid()
return Device != NULL;
}
void OpenALSoundRenderer::MarkStartTime(FISoundChannel *chan)
void OpenALSoundRenderer::MarkStartTime(FISoundChannel *chan, float startTime)
{
// FIXME: Get current time (preferably from the audio clock, but the system
// time will have to do)
chan->StartTime = std::chrono::steady_clock::now().time_since_epoch().count();
using namespace std::chrono;
auto startTimeDuration = duration<double>(startTime);
auto diff = steady_clock::now().time_since_epoch() - startTimeDuration;
chan->StartTime = static_cast<uint64_t>(duration_cast<nanoseconds>(diff).count());
}
float OpenALSoundRenderer::GetAudibility(FISoundChannel *chan)

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@ -136,8 +136,8 @@ public:
virtual SoundStream *CreateStream(SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata);
// Starts a sound.
virtual FISoundChannel *StartSound(SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan);
virtual FISoundChannel *StartSound3D(SoundHandle sfx, SoundListener *listener, float vol, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, int channum, int chanflags, FISoundChannel *reuse_chan);
virtual FISoundChannel *StartSound(SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan, float startTime);
virtual FISoundChannel *StartSound3D(SoundHandle sfx, SoundListener *listener, float vol, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, int channum, int chanflags, FISoundChannel *reuse_chan, float startTime);
// Changes a channel's volume.
virtual void ChannelVolume(FISoundChannel *chan, float volume);
@ -166,7 +166,7 @@ public:
virtual void UpdateListener(SoundListener *);
virtual void UpdateSounds();
virtual void MarkStartTime(FISoundChannel*);
virtual void MarkStartTime(FISoundChannel*, float startTime);
virtual float GetAudibility(FISoundChannel*);

View File

@ -278,7 +278,7 @@ void S_InitData()
//
//==========================================================================
void S_SoundPitch(int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, float pitch)
void S_SoundPitch(int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, float pitch, float startTime)
{
soundEngine->StartSound(SOURCE_None, nullptr, nullptr, channel, flags, sound_id, volume, attenuation, 0, pitch);
}
@ -296,7 +296,8 @@ DEFINE_ACTION_FUNCTION(DObject, S_Sound)
PARAM_FLOAT(volume);
PARAM_FLOAT(attn);
PARAM_FLOAT(pitch);
S_SoundPitch(channel & 7, EChanFlags::FromInt(channel & ~7), id, static_cast<float>(volume), static_cast<float>(attn), static_cast<float>(pitch));
PARAM_FLOAT(startTime);
S_SoundPitch(channel & 7, EChanFlags::FromInt(channel & ~7), id, static_cast<float>(volume), static_cast<float>(attn), static_cast<float>(pitch), static_cast<float>(startTime));
return 0;
}
@ -309,7 +310,8 @@ DEFINE_ACTION_FUNCTION(DObject, S_StartSound)
PARAM_FLOAT(volume);
PARAM_FLOAT(attn);
PARAM_FLOAT(pitch);
S_SoundPitch(channel, EChanFlags::FromInt(flags), id, static_cast<float>(volume), static_cast<float>(attn), static_cast<float>(pitch));
PARAM_FLOAT(startTime);
S_SoundPitch(channel, EChanFlags::FromInt(flags), id, static_cast<float>(volume), static_cast<float>(attn), static_cast<float>(pitch), static_cast<float>(startTime));
return 0;
}
@ -365,10 +367,10 @@ static bool VerifyActorSound(AActor* ent, FSoundID& sound_id, int& channel, ECha
//
//==========================================================================
void S_SoundPitchActor(AActor *ent, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, float pitch)
void S_SoundPitchActor(AActor *ent, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, float pitch, float startTime)
{
if (VerifyActorSound(ent, sound_id, channel, flags))
soundEngine->StartSound (SOURCE_Actor, ent, nullptr, channel, flags, sound_id, volume, attenuation, 0, pitch);
soundEngine->StartSound (SOURCE_Actor, ent, nullptr, channel, flags, sound_id, volume, attenuation, 0, pitch, startTime);
}
void S_Sound(AActor *ent, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation)
@ -443,7 +445,7 @@ void S_Sound (const sector_t *sec, int channel, EChanFlags flags, FSoundID sfxid
//
//==========================================================================
void S_PlaySoundPitch(AActor *a, int chan, EChanFlags flags, FSoundID sid, float vol, float atten, float pitch)
void S_PlaySoundPitch(AActor *a, int chan, EChanFlags flags, FSoundID sid, float vol, float atten, float pitch, float startTime = 0.f)
{
if (a == nullptr || a->Sector->Flags & SECF_SILENT || a->Level != primaryLevel)
return;
@ -452,7 +454,7 @@ void S_PlaySoundPitch(AActor *a, int chan, EChanFlags flags, FSoundID sid, float
{
if (!(flags & CHANF_NOSTOP) || !S_IsActorPlayingSomething(a, chan, sid))
{
S_SoundPitchActor(a, chan, flags, sid, vol, atten, pitch);
S_SoundPitchActor(a, chan, flags, sid, vol, atten, pitch, startTime);
}
}
else
@ -461,7 +463,7 @@ void S_PlaySoundPitch(AActor *a, int chan, EChanFlags flags, FSoundID sid, float
{
if (!(flags & CHANF_NOSTOP) || !soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, chan, sid))
{
S_SoundPitch(chan, flags, sid, vol, ATTN_NONE, pitch);
S_SoundPitch(chan, flags, sid, vol, ATTN_NONE, pitch, startTime);
}
}
}
@ -469,19 +471,19 @@ void S_PlaySoundPitch(AActor *a, int chan, EChanFlags flags, FSoundID sid, float
void S_PlaySound(AActor *a, int chan, EChanFlags flags, FSoundID sid, float vol, float atten)
{
S_PlaySoundPitch(a, chan, flags, sid, vol, atten, 0.f);
S_PlaySoundPitch(a, chan, flags, sid, vol, atten, 0.f, 0.f);
}
void A_StartSound(AActor *self, int soundid, int channel, int flags, double volume, double attenuation, double pitch)
void A_StartSound(AActor *self, int soundid, int channel, int flags, double volume, double attenuation, double pitch, double startTime)
{
S_PlaySoundPitch(self, channel, EChanFlags::FromInt(flags), soundid, (float)volume, (float)attenuation, (float)pitch);
S_PlaySoundPitch(self, channel, EChanFlags::FromInt(flags), soundid, (float)volume, (float)attenuation, (float)pitch, (float)startTime);
}
void A_PlaySound(AActor* self, int soundid, int channel, double volume, int looping, double attenuation, int local, double pitch)
void A_PlaySound(AActor* self, int soundid, int channel, double volume, int looping, double attenuation, int local, double pitch, double startTime)
{
if (looping) channel |= CHANF_LOOP | CHANF_NOSTOP;
if (local) channel |= CHANF_LOCAL;
A_StartSound(self, soundid, channel & 7, channel & ~7, volume, attenuation, pitch);
A_StartSound(self, soundid, channel & 7, channel & ~7, volume, attenuation, pitch, startTime);
}

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@ -17,7 +17,7 @@ void S_PrecacheLevel(FLevelLocals* l);
// Start sound for thing at <ent>
void S_Sound(int channel, EChanFlags flags, FSoundID sfxid, float volume, float attenuation);
void S_SoundPitch(int channel, EChanFlags flags, FSoundID sfxid, float volume, float attenuation, float pitch);
void S_SoundPitch(int channel, EChanFlags flags, FSoundID sfxid, float volume, float attenuation, float pitch, float startTime = 0.f);
void S_Sound (AActor *ent, int channel, EChanFlags flags, FSoundID sfxid, float volume, float attenuation);
@ -26,7 +26,7 @@ void S_Sound (const FPolyObj *poly, int channel, EChanFlags flags, FSoundID sfxi
void S_Sound (const sector_t *sec, int channel, EChanFlags flags, FSoundID sfxid, float volume, float attenuation);
void S_Sound(FLevelLocals *Level, const DVector3 &pos, int channel, EChanFlags flags, FSoundID sfxid, float volume, float attenuation);
void S_SoundPitchActor (AActor *ent, int channel, EChanFlags flags, FSoundID sfxid, float volume, float attenuation, float pitch);
void S_SoundPitchActor (AActor *ent, int channel, EChanFlags flags, FSoundID sfxid, float volume, float attenuation, float pitch, float startTime = 0.f);
// [Nash] Used by ACS and DECORATE
void S_PlaySound(AActor *a, int chan, EChanFlags flags, FSoundID sid, float vol, float atten);
@ -56,8 +56,8 @@ void S_ChangeActorSoundPitch(AActor *actor, int channel, double pitch);
// Stores/retrieves playing channel information in an archive.
void S_SerializeSounds(FSerializer &arc);
void A_PlaySound(AActor *self, int soundid, int channel, double volume, int looping, double attenuation, int local, double pitch);
void A_StartSound(AActor* self, int soundid, int channel, int flags, double volume, double attenuation, double pitch);
void A_PlaySound(AActor *self, int soundid, int channel, double volume, int looping, double attenuation, int local, double pitch, double startTime = 0.);
void A_StartSound(AActor* self, int soundid, int channel, int flags, double volume, double attenuation, double pitch, double startTime = 0.);
static void S_SetListener(AActor *listenactor);
void S_SoundReset();
void S_ResumeSound(bool state);

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@ -368,7 +368,7 @@ FSoundID SoundEngine::ResolveSound(const void *, int, FSoundID soundid, float &a
FSoundChan *SoundEngine::StartSound(int type, const void *source,
const FVector3 *pt, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation,
FRolloffInfo *forcedrolloff, float spitch)
FRolloffInfo *forcedrolloff, float spitch, float startTime)
{
sfxinfo_t *sfx;
EChanFlags chanflags = flags;
@ -568,11 +568,11 @@ FSoundChan *SoundEngine::StartSound(int type, const void *source,
if (attenuation > 0 && type != SOURCE_None)
{
chan = (FSoundChan*)GSnd->StartSound3D (sfx->data, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL);
chan = (FSoundChan*)GSnd->StartSound3D (sfx->data, &listener, float(volume), rolloff, float(attenuation), pitch, basepriority, pos, vel, channel, startflags, NULL, startTime);
}
else
{
chan = (FSoundChan*)GSnd->StartSound (sfx->data, float(volume), pitch, startflags, NULL);
chan = (FSoundChan*)GSnd->StartSound (sfx->data, float(volume), pitch, startflags, NULL, startTime);
}
}
if (chan == NULL && (chanflags & CHANF_LOOP))

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@ -301,7 +301,7 @@ public:
void UpdateSounds(int time);
FSoundChan* StartSound(int sourcetype, const void* source,
const FVector3* pt, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, FRolloffInfo* rolloff = nullptr, float spitch = 0.0f);
const FVector3* pt, int channel, EChanFlags flags, FSoundID sound_id, float volume, float attenuation, FRolloffInfo* rolloff = nullptr, float spitch = 0.0f, float startTime = 0.0f);
// Stops an origin-less sound from playing from this channel.
void StopSoundID(int sound_id);

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@ -1054,8 +1054,8 @@ class Actor : Thinker native
deprecated("2.3") native void A_BulletAttack();
native void A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", double snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, double runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
deprecated("4.3") native clearscope void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false, double pitch = 0.0);
native clearscope void A_StartSound(sound whattoplay, int slot = CHAN_BODY, int flags = 0, double volume = 1.0, double attenuation = ATTN_NORM, double pitch = 0.0);
deprecated("4.3") native clearscope void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, double volume = 1.0, bool looping = false, double attenuation = ATTN_NORM, bool local = false, double pitch = 0.0, double startTime = 0.0);
native clearscope void A_StartSound(sound whattoplay, int slot = CHAN_BODY, int flags = 0, double volume = 1.0, double attenuation = ATTN_NORM, double pitch = 0.0, double startTime = 0.0);
native void A_SoundVolume(int slot, double volume);
native void A_SoundPitch(int slot, double pitch);
deprecated("2.3") void A_PlayWeaponSound(sound whattoplay) { A_StartSound(whattoplay, CHAN_WEAPON); }