//------------------------------------------------------------------------- /* 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! #include "build.h" #include "blood.h" #include "raze_sound.h" BEGIN_BLD_NS enum {kMaxAmbChannel = 64 }; struct AMB_CHANNEL { FSoundID soundID; int distance; int check; }; AMB_CHANNEL ambChannels[kMaxAmbChannel]; int nAmbChannels = 0; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ambProcess(void) { if (!SoundEnabled()) return; BloodStatIterator it(kStatAmbience); while (DBloodActor* actor = it.Next()) { if (actor->spr.intowner < 0 || actor->spr.intowner >= kMaxAmbChannel) continue; if (actor->hasX()) { if (actor->xspr.state) { int dx = actor->int_pos().X-gMe->actor->int_pos().X; int dy = actor->int_pos().Y-gMe->actor->int_pos().Y; int dz = actor->int_pos().Z-gMe->actor->int_pos().Z; dx >>= 4; dy >>= 4; dz >>= 8; int nDist = ksqrt(dx*dx+dy*dy+dz*dz); int vs = MulScale(actor->xspr.data4, actor->xspr.busy, 16); ambChannels[actor->spr.intowner].distance += ClipRange(scale(nDist, actor->xspr.data1, actor->xspr.data2, vs, 0), 0, vs); } } } AMB_CHANNEL *pChannel = ambChannels; for (int i = 0; i < nAmbChannels; i++, pChannel++) { if (soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, pChannel, CHAN_BODY, -1)) { 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); } } 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; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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; } nAmbChannels = 0; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ambInit(void) { ambKillAll(); memset(ambChannels, 0, sizeof(ambChannels)); BloodStatIterator it(kStatAmbience); while (DBloodActor* actor = it.Next()) { if (!actor->hasX()) continue; if (actor->xspr.data1 >= actor->xspr.data2) continue; int i; AMB_CHANNEL *pChannel = ambChannels; for (i = 0; i < nAmbChannels; i++, pChannel++) if (actor->xspr.data3 == pChannel->check) break; if (i == nAmbChannels) { if (i >= kMaxAmbChannel) { actor->spr.intowner = -1; continue; } int nSFX = actor->xspr.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, actor->GetIndex()); actPostSprite(actor, kStatDecoration); continue; } pChannel->soundID = FSoundID(snd); pChannel->check = nSFX; pChannel->distance = 0; nAmbChannels++; } actor->spr.intowner = i; } } END_BLD_NS