mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 03:30:46 +00:00
- added some final missing pieces to the sound code.
This commit is contained in:
parent
a28cd17454
commit
d7ddd620e4
3 changed files with 31 additions and 17 deletions
|
@ -1522,7 +1522,7 @@ int SoundEngine::FindSoundByLump(int lump)
|
||||||
// Adds a new sound mapping to S_sfx.
|
// Adds a new sound mapping to S_sfx.
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
int SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid)
|
int SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid, int nearlimit)
|
||||||
{
|
{
|
||||||
S_sfx.Reserve(1);
|
S_sfx.Reserve(1);
|
||||||
sfxinfo_t &newsfx = S_sfx.Last();
|
sfxinfo_t &newsfx = S_sfx.Last();
|
||||||
|
@ -1536,7 +1536,7 @@ int SoundEngine::AddSoundLump(const char* logicalname, int lump, int CurrentPitc
|
||||||
newsfx.Volume = 1;
|
newsfx.Volume = 1;
|
||||||
newsfx.Attenuation = 1;
|
newsfx.Attenuation = 1;
|
||||||
newsfx.PitchMask = CurrentPitchMask;
|
newsfx.PitchMask = CurrentPitchMask;
|
||||||
newsfx.NearLimit = 2;
|
newsfx.NearLimit = nearlimit;
|
||||||
newsfx.LimitRange = 256 * 256;
|
newsfx.LimitRange = 256 * 256;
|
||||||
newsfx.bRandomHeader = false;
|
newsfx.bRandomHeader = false;
|
||||||
newsfx.bLoadRAW = false;
|
newsfx.bLoadRAW = false;
|
||||||
|
|
|
@ -410,6 +410,11 @@ public:
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SetDefaultRolloff(FRolloffInfo* ro)
|
||||||
|
{
|
||||||
|
S_Rolloff = *ro;
|
||||||
|
}
|
||||||
|
|
||||||
void ChannelVirtualChanged(FISoundChannel* ichan, bool is_virtual);
|
void ChannelVirtualChanged(FISoundChannel* ichan, bool is_virtual);
|
||||||
FString ListSoundChannels();
|
FString ListSoundChannels();
|
||||||
|
|
||||||
|
@ -422,7 +427,7 @@ public:
|
||||||
int FindSoundByResID(int rid);
|
int FindSoundByResID(int rid);
|
||||||
int FindSoundNoHash(const char* logicalname);
|
int FindSoundNoHash(const char* logicalname);
|
||||||
int FindSoundByLump(int lump);
|
int FindSoundByLump(int lump);
|
||||||
int AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1);
|
int AddSoundLump(const char* logicalname, int lump, int CurrentPitchMask, int resid = -1, int nearlimit = 2);
|
||||||
int FindSoundTentative(const char* name);
|
int FindSoundTentative(const char* name);
|
||||||
void CacheRandomSound(sfxinfo_t* sfx);
|
void CacheRandomSound(sfxinfo_t* sfx);
|
||||||
unsigned int GetMSLength(FSoundID sound);
|
unsigned int GetMSLength(FSoundID sound);
|
||||||
|
|
|
@ -41,7 +41,10 @@ class DukeSoundEngine : public SoundEngine
|
||||||
TArray<uint8_t> ReadSound(int lumpnum);
|
TArray<uint8_t> ReadSound(int lumpnum);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
DukeSoundEngine() = default;
|
DukeSoundEngine()
|
||||||
|
{
|
||||||
|
S_Rolloff = { ROLLOFF_Linear, 576, 1088 }; // These are the original values derived from the DN3D source, but the lower end looks like a bug. Needs checking and maybe an option.
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -137,11 +140,13 @@ int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpit
|
||||||
if (sndinf->flags & SF_LOOP)
|
if (sndinf->flags & SF_LOOP)
|
||||||
sndinf->flags |= SF_ONEINST_INTERNAL;
|
sndinf->flags |= SF_ONEINST_INTERNAL;
|
||||||
|
|
||||||
|
sfx->lumpnum = fileSystem.FindFile(filename);
|
||||||
sndinf->pitchStart = clamp(minpitch, INT16_MIN, INT16_MAX);
|
sndinf->pitchStart = clamp(minpitch, INT16_MIN, INT16_MAX);
|
||||||
sndinf->pitchEnd = clamp(maxpitch, INT16_MIN, INT16_MAX);
|
sndinf->pitchEnd = clamp(maxpitch, INT16_MIN, INT16_MAX);
|
||||||
sndinf->priority = priority & 255;
|
sndinf->priority = priority & 255;
|
||||||
sndinf->volAdjust = clamp(distance, INT16_MIN, INT16_MAX);
|
sndinf->volAdjust = clamp(distance, INT16_MIN, INT16_MAX);
|
||||||
sfx->Volume = volume;
|
sfx->Volume = volume;
|
||||||
|
sfx->NearLimit = 4;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -155,21 +160,22 @@ int S_DefineSound(unsigned index, const char *filename, int minpitch, int maxpit
|
||||||
static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum,
|
static int S_CalcDistAndAng(int spriteNum, int soundNum, int sectNum,
|
||||||
const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
|
const vec3_t *cam, const vec3_t *pos, int *distPtr, FVector3 *sndPos)
|
||||||
{
|
{
|
||||||
// Todo: Some of this hackery really should be done using rolloff and attenuation instead of messing around with the sound origin.
|
// There's a lot of hackery going on here that could be mapped to rolloff and attenuation parameters.
|
||||||
|
// However, ultimately rolloff would also just reposition the sound source so this can remain as it is.
|
||||||
|
|
||||||
int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
|
int orgsndist = 0, sndang = 0, sndist = 0, explosion = 0;
|
||||||
auto const* snd = (sound_t*)soundEngine->GetUserData(soundNum);
|
auto const* snd = (sound_t*)soundEngine->GetUserData(soundNum);
|
||||||
int userflags = snd->flags;
|
int userflags = snd->flags;
|
||||||
int dist_adjust = snd->volAdjust;
|
int dist_adjust = snd->volAdjust;
|
||||||
|
|
||||||
if (PN(spriteNum) == APLAYER && P_Get(spriteNum) == screenpeek)
|
if (PN(spriteNum) != APLAYER || P_Get(spriteNum) != screenpeek)
|
||||||
goto sound_further_processing;
|
{
|
||||||
|
orgsndist = sndist = FindDistance3D(cam->x - pos->x, cam->y - pos->y, (cam->z - pos->z));
|
||||||
|
|
||||||
orgsndist = sndist = FindDistance3D(cam->x-pos->x, cam->y-pos->y, (cam->z-pos->z));
|
if ((userflags & (SF_GLOBAL | SF_DTAG)) != SF_GLOBAL && S_IsAmbientSFX(spriteNum) && (sector[SECT(spriteNum)].lotag & 0xff) < 9) // ST_9_SLIDING_ST_DOOR
|
||||||
|
sndist = divscale14(sndist, SHT(spriteNum) + 1);
|
||||||
|
}
|
||||||
|
|
||||||
if ((userflags & (SF_GLOBAL|SF_DTAG)) != SF_GLOBAL && S_IsAmbientSFX(spriteNum) && (sector[SECT(spriteNum)].lotag&0xff) < 9) // ST_9_SLIDING_ST_DOOR
|
|
||||||
sndist = divscale14(sndist, SHT(spriteNum)+1);
|
|
||||||
|
|
||||||
sound_further_processing:
|
|
||||||
sndist += dist_adjust;
|
sndist += dist_adjust;
|
||||||
if (sndist < 0)
|
if (sndist < 0)
|
||||||
sndist = 0;
|
sndist = 0;
|
||||||
|
@ -199,8 +205,10 @@ boost:
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((userflags & (SF_GLOBAL|SF_DTAG)) == SF_GLOBAL || sndist < ((255-LOUDESTVOLUME) << 6))
|
// Here the sound distance was clamped to a minimum of 144*4.
|
||||||
sndist = ((255-LOUDESTVOLUME) << 6);
|
// It's better to handle rolloff in the backend instead of whacking the sound origin here.
|
||||||
|
// That way the lower end can be made customizable instead of losing all precision right here at the source.
|
||||||
|
if (sndist < 0) sndist = 0;
|
||||||
|
|
||||||
if (distPtr)
|
if (distPtr)
|
||||||
{
|
{
|
||||||
|
@ -209,8 +217,8 @@ boost:
|
||||||
|
|
||||||
if (sndPos)
|
if (sndPos)
|
||||||
{
|
{
|
||||||
// Now calculate the position in sound system coordinates.
|
// Now calculate the virtual position in sound system coordinates.
|
||||||
FVector3 sndvec = { float(pos->x - cam->x), (pos->z - cam->z) / 16.f, float(pos->y - cam->y) }; // distance vector
|
FVector3 sndvec = { float(pos->x - cam->x), (pos->z - cam->z) / 16.f, float(pos->y - cam->y) }; // distance vector. Note that the z-coordinate has different precision.
|
||||||
FVector3 campos = { float(pos->x), (cam->z) / 16.f, float(cam->y) }; // camera position
|
FVector3 campos = { float(pos->x), (cam->z) / 16.f, float(cam->y) }; // camera position
|
||||||
sndvec *= float(sndist) / orgsndist; // adjust by what was calculated above;
|
sndvec *= float(sndist) / orgsndist; // adjust by what was calculated above;
|
||||||
*sndPos = campos + sndvec; // final sound pos - still in Build fixed point coordinates.
|
*sndPos = campos + sndvec; // final sound pos - still in Build fixed point coordinates.
|
||||||
|
@ -445,8 +453,9 @@ int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, bool looped)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Now
|
// Now
|
||||||
|
float attenuation = (userflags & (SF_GLOBAL | SF_DTAG)) == SF_GLOBAL ? ATTN_NONE : ATTN_NORM;
|
||||||
auto chflg = ((userflags & SF_LOOP) || looped) ? CHAN_AUTO | CHAN_LOOP : CHAN_AUTO;
|
auto chflg = ((userflags & SF_LOOP) || looped) ? CHAN_AUTO | CHAN_LOOP : CHAN_AUTO;
|
||||||
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, chflg, sndnum+1, 1.f, 1.f, nullptr, S_ConvertPitch(pitch));
|
auto chan = soundEngine->StartSound(SOURCE_Actor, &sprite[spriteNum], &sndpos, chflg, sndnum+1, 1.f, attenuation, nullptr, S_ConvertPitch(pitch));
|
||||||
if (!chan) return -1;
|
if (!chan) return -1;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue