- Polyobject sounds now play from their lines, similar to the way sector

sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
  s_sound.cpp so that the near sound limiting will use the correct sound
  location for deciding on neighbors.


SVN r1061 (trunk)
This commit is contained in:
Randy Heit 2008-07-02 03:50:17 +00:00
parent 2fccefa995
commit 7ed0311221
8 changed files with 185 additions and 151 deletions

View file

@ -1,3 +1,11 @@
July 1, 2008
- Polyobject sounds now play from their lines, similar to the way sector
sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
s_sound.cpp so that the near sound limiting will use the correct sound
location for deciding on neighbors.
June 30, 2008
- Removed the S_Sound() variant that allows for pointing the origin at an
arbitrary point. It has been replaced with a variant that takes a polyobject

View file

@ -496,6 +496,7 @@ bool PO_MovePolyobj (int num, int x, int y, bool force=false);
bool PO_RotatePolyobj (int num, angle_t angle);
void PO_Init ();
bool PO_Busy (int polyobj);
void PO_ClosestPoint(const FPolyObj *poly, fixed_t ox, fixed_t oy, fixed_t &x, fixed_t &y, seg_t **seg);
//
// P_SPEC

View file

@ -474,14 +474,14 @@ void P_SerializePolyobjs (FArchive &arc)
for(i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
{
arc << po->tag << po->angle << po->startSpot[0] <<
po->startSpot[1] << po->startSpot[2] << po->interpolation;
po->startSpot[1] << po->interpolation;
}
}
else
{
int data;
angle_t angle;
fixed_t deltaX, deltaY, deltaZ;
fixed_t deltaX, deltaY;
arc << data;
if (data != ASEG_POLYOBJS)
@ -501,10 +501,9 @@ void P_SerializePolyobjs (FArchive &arc)
}
arc << angle;
PO_RotatePolyobj (po->tag, angle);
arc << deltaX << deltaY << deltaZ << po->interpolation;
arc << deltaX << deltaY << po->interpolation;
deltaX -= po->startSpot[0];
deltaY -= po->startSpot[1];
deltaZ -= po->startSpot[2];
PO_MovePolyobj (po->tag, deltaX, deltaY, true);
}
}

View file

@ -1671,6 +1671,75 @@ bool PO_Busy (int polyobj)
}
}
//===========================================================================
//
// PO_ClosestPoint
//
// Given a point (x,y), returns the point (ox,oy) on the polyobject's walls
// that is nearest to (x,y). Also returns the seg this point came from.
//
//===========================================================================
void PO_ClosestPoint(const FPolyObj *poly, fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy, seg_t **seg)
{
int i;
double x = fx, y = fy;
double bestdist = HUGE_VAL;
double bestx = 0, besty = 0;
seg_t *bestseg = NULL;
for (i = 0; i < poly->numsegs; ++i)
{
vertex_t *v1 = poly->segs[i]->v1;
vertex_t *v2 = poly->segs[i]->v2;
double a = v2->x - v1->x;
double b = v2->y - v1->y;
double den = a*a + b*b;
double ix, iy, dist;
if (den == 0)
{ // Line is actually a point!
ix = v1->x;
iy = v1->y;
}
else
{
double num = (x - v1->x) * a + (y - v1->y) * b;
double u = num / den;
if (u <= 0)
{
ix = v1->x;
iy = v1->y;
}
else if (u >= 1)
{
ix = v2->x;
iy = v2->y;
}
else
{
ix = v1->x + u * a;
iy = v1->y + u * b;
}
}
a = (ix - x);
b = (iy - y);
dist = a*a + b*b;
if (dist < bestdist)
{
bestdist = dist;
bestx = ix;
besty = iy;
bestseg = poly->segs[i];
}
}
ox = fixed_t(bestx);
oy = fixed_t(besty);
if (seg != NULL)
{
*seg = bestseg;
}
}
FPolyObj::~FPolyObj()
{

View file

@ -769,7 +769,7 @@ struct FPolyObj
line_t **lines;
int numvertices;
vertex_t **vertices;
fixed_t startSpot[3];
fixed_t startSpot[2];
vertex_t *originalPts; // used as the base for the rotations
vertex_t *prevPts; // use to restore the old point values
angle_t angle;

View file

@ -104,7 +104,9 @@ static bool S_CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limi
static void S_ActivatePlayList(bool goBack);
static void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel);
static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, const FPolyObj *poly,
const FVector3 *pt, int constz, FVector3 *pos, FVector3 *vel);
const float pt[3], int channel, int chanflags, FVector3 *pos, FVector3 *vel);
static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z);
static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z);
static FSoundChan *S_StartSound(AActor *mover, const sector_t *sec, const FPolyObj *poly,
const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation);
static sfxinfo_t *S_LoadSound(sfxinfo_t *sfx);
@ -212,7 +214,6 @@ void S_NoiseDebug (void)
// Distance
if (chan->DistanceScale > 0)
{
origin /= FRACUNIT;
sprintf (temp, "%.0f", (origin - listener).Length());
screen->DrawText (color, 260, y, temp, TAG_DONE);
}
@ -606,78 +607,10 @@ void S_LinkChannel(FSoundChan *chan, FSoundChan **head)
//
//=========================================================================
void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel)
static void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel)
{
if (pos != NULL)
{
fixed_t x, y, z;
switch (chan->SourceType)
{
case SOURCE_None:
default:
if (players[consoleplayer].camera != NULL)
{
x = players[consoleplayer].camera->x;
y = players[consoleplayer].camera->z;
z = players[consoleplayer].camera->y;
}
else
{
z = y = x = 0;
}
break;
case SOURCE_Actor:
x = chan->Actor->x;
y = chan->Actor->z;
z = chan->Actor->y;
break;
case SOURCE_Sector:
x = chan->Sector->soundorg[0];
y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
z = chan->Sector->soundorg[1];
break;
case SOURCE_Polyobj:
x = chan->Poly->startSpot[0];
y = chan->Poly->startSpot[2];
z = chan->Poly->startSpot[1];
break;
case SOURCE_Unattached:
pos->X = chan->Point[0];
pos->Y = !(chan->ChanFlags & CHAN_LISTENERZ) ? chan->Point[1]
: FIXED2FLOAT(players[consoleplayer].camera->z);
pos->Z = chan->Point[2];
break;
}
if (chan->SourceType != SOURCE_Unattached)
{
if (chan->ChanFlags & CHAN_LISTENERZ)
{
y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
}
pos->X = FIXED2FLOAT(x);
pos->Y = FIXED2FLOAT(y);
pos->Z = FIXED2FLOAT(z);
}
}
if (vel != NULL)
{
// Only actors maintain velocity information.
if (chan->SourceType == SOURCE_Actor)
{
vel->X = FIXED2FLOAT(chan->Actor->momx) * TICRATE;
vel->Y = FIXED2FLOAT(chan->Actor->momz) * TICRATE;
vel->Z = FIXED2FLOAT(chan->Actor->momy) * TICRATE;
}
else
{
vel->Zero();
}
}
CalcPosVel(chan->SourceType, chan->Actor, chan->Sector, chan->Poly, chan->Point,
chan->EntChannel, chan->ChanFlags, pos, vel);
}
//=========================================================================
@ -689,26 +622,27 @@ void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel)
//=========================================================================
static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
const FPolyObj *poly, const FVector3 *pt, int constz, FVector3 *pos, FVector3 *vel)
const FPolyObj *poly, const float pt[3], int channum, int chanflags, FVector3 *pos, FVector3 *vel)
{
if (pos != NULL)
{
fixed_t x, y, z;
if (players[consoleplayer].camera != NULL)
{
x = players[consoleplayer].camera->x;
y = players[consoleplayer].camera->z;
z = players[consoleplayer].camera->y;
}
else
{
z = y = x = 0;
}
switch (type)
{
case SOURCE_None:
default:
if (players[consoleplayer].camera != NULL)
{
x = players[consoleplayer].camera->x;
y = players[consoleplayer].camera->z;
z = players[consoleplayer].camera->y;
}
else
{
z = y = x = 0;
}
break;
case SOURCE_Actor:
@ -718,26 +652,31 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
break;
case SOURCE_Sector:
x = sector->soundorg[0];
y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
z = sector->soundorg[1];
if (chanflags & CHAN_AREA)
{
CalcSectorSoundOrg(sector, channum, &x, &z, &y);
}
else
{
x = sector->soundorg[0];
z = sector->soundorg[1];
chanflags |= CHAN_LISTENERZ;
}
break;
case SOURCE_Polyobj:
x = poly->startSpot[0];
y = poly->startSpot[2];
z = poly->startSpot[1];
CalcPolyobjSoundOrg(poly, &x, &z, &y);
break;
case SOURCE_Unattached:
pos->X = pt->X;
pos->Y = !constz ? pt->Y : FIXED2FLOAT(players[consoleplayer].camera->z);
pos->Z = pt->Z;
pos->X = pt[0];
pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : FIXED2FLOAT(players[consoleplayer].camera->z);
pos->Z = pt[2];
break;
}
if (type != SOURCE_Unattached)
{
if (constz)
if (chanflags & CHAN_LISTENERZ)
{
y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
}
@ -762,6 +701,67 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
}
}
//==========================================================================
//
// CalcSectorSoundOrg
//
// Returns the perceived sound origin for a sector. If the listener is
// inside the sector, then the origin is their location. Otherwise, the
// origin is from the nearest wall on the sector.
//
//==========================================================================
static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z)
{
// Are we inside the sector? If yes, the closest point is the one we're on.
if (P_PointInSector(*x, *y) == sec)
{
*x = players[consoleplayer].camera->x;
*y = players[consoleplayer].camera->y;
}
else
{
// Find the closest point on the sector's boundary lines and use
// that as the perceived origin of the sound.
sec->ClosestPoint(*x, *y, *x, *y);
}
// Set sound vertical position based on channel.
if (channum == CHAN_FLOOR)
{
*z = MIN(sec->floorplane.ZatPoint(*x, *y), *z);
}
else if (channum == CHAN_CEILING)
{
*z = MAX(sec->ceilingplane.ZatPoint(*x, *y), *z);
}
else if (channum == CHAN_INTERIOR)
{
*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
}
}
//==========================================================================
//
// CalcPolySoundOrg
//
// Returns the perceived sound origin for a polyobject. This is similar to
// CalcSectorSoundOrg, except there is no special case for being "inside"
// a polyobject, so the sound literally comes from the polyobject's walls.
// Vertical position of the sound always comes from the visible wall.
//
//==========================================================================
static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z)
{
seg_t *seg;
sector_t *sec;
PO_ClosestPoint(poly, *x, *y, *x, *y, &seg);
sec = seg->frontsector;
*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
}
//==========================================================================
//
// S_StartSound
@ -811,23 +811,20 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
org_id = sound_id;
chanflags = channel & ~7;
channel &= 7;
CalcPosVel(type, actor, sec, poly, pt, chanflags & CHAN_LISTENERZ, &pos, &vel);
CalcPosVel(type, actor, sec, poly, &pt->X, channel, chanflags, &pos, &vel);
if (i_compatflags & COMPATF_MAGICSILENCE)
{ // For people who just can't play without a silent BFG.
channel = CHAN_WEAPON;
}
else
else if ((chanflags & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
{
if ((channel & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
if (actor != NULL && actor != players[consoleplayer].camera)
{
if (actor != NULL && actor != players[consoleplayer].camera)
{
return NULL;
}
return NULL;
}
channel &= 7;
}
sfx = &S_sfx[sound_id];

View file

@ -1554,55 +1554,15 @@ FMOD_MODE FMODSoundRenderer::SetChanHeadSettings(FMOD::Channel *chan, sfxinfo_t
cpos.X = FIXED2FLOAT(players[consoleplayer].camera->x);
cpos.Y = FIXED2FLOAT(players[consoleplayer].camera->z);
cpos.Z = FIXED2FLOAT(players[consoleplayer].camera->y);
mpos = pos;
if ((chanflags & CHAN_AREA) && sec != NULL)
if (chanflags & CHAN_AREA)
{
fixed_t ox = fixed_t(pos[0] * 65536);
fixed_t oy = fixed_t(pos[1] * 65536);
fixed_t cx, cy, cz;
float level, old_level;
// Are we inside the sector? If yes, the closest point is the one we're on.
if (P_PointInSector(players[consoleplayer].camera->x, players[consoleplayer].camera->y) == sec)
{
mpos[0] = cpos[0];
mpos[2] = cpos[2];
cx = players[consoleplayer].camera->x;
cy = players[consoleplayer].camera->y;
}
else
{
// Find the closest point on the sector's boundary lines and use
// that as the perceived origin of the sound.
sec->ClosestPoint(players[consoleplayer].camera->x, players[consoleplayer].camera->y, cx, cy);
mpos[0] = FIXED2FLOAT(cx);
mpos[2] = FIXED2FLOAT(cy);
}
// Set sound height based on channel.
if (channum == CHAN_FLOOR)
{
cz = MIN(sec->floorplane.ZatPoint(cx, cy), players[consoleplayer].camera->z);
}
else if (channum == CHAN_CEILING)
{
cz = MAX(sec->ceilingplane.ZatPoint(cx, cy), players[consoleplayer].camera->z);
}
else if (channum == CHAN_INTERIOR)
{
cz = clamp(players[consoleplayer].camera->z, sec->floorplane.ZatPoint(cx, cy),
sec->ceilingplane.ZatPoint(cx, cy));
}
else
{
cz = players[consoleplayer].camera->z;
}
mpos[1] = FIXED2FLOAT(cz);
// How far are we from the perceived sound origin? Within a certain
// short distance, we interpolate between 2D panning and full 3D panning.
const double interp_range = 32.0;
double dist_sqr = (cpos - mpos).LengthSquared();
double dist_sqr = (cpos - pos).LengthSquared();
if (dist_sqr == 0)
{
@ -1628,7 +1588,7 @@ FMOD_MODE FMODSoundRenderer::SetChanHeadSettings(FMOD::Channel *chan, sfxinfo_t
}
return oldmode;
}
else if (cpos == mpos)
else if (cpos == pos)
{ // Head relative
return (oldmode & ~FMOD_3D) | FMOD_2D;
}

View file

@ -75,7 +75,7 @@
// SAVESIG should match SAVEVER.
// MINSAVEVER is the minimum level snapshot version that can be loaded.
#define MINSAVEVER 1059
#define MINSAVEVER 1061
#if SVN_REVISION_NUMBER < MINSAVEVER
// Never write a savegame with a version lower than what we need