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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 20:59:19 +02:00

Merge branch 'tmj-dev' into dev

This commit is contained in:
milek7
2017-12-25 18:27:10 +01:00
65 changed files with 5288 additions and 4558 deletions

358
sound.h
View File

@@ -1,184 +1,218 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <AL/al.h>
#include <AL/alc.h>
#include <cinttypes>
#include <chrono>
#include <unordered_map>
#include <unordered_set>
#include <glm/glm.hpp>
#include "dumb3d.h"
#include "parser.h"
#include "audiorenderer.h"
#include "Classes.h"
#include "Names.h"
class load_error : public std::runtime_error
{
public:
load_error(std::string const &f);
float const EU07_SOUND_CABCONTROLSCUTOFFRANGE { 7.5f };
float const EU07_SOUND_BRAKINGCUTOFFRANGE { 100.f };
float const EU07_SOUND_RUNNINGNOISECUTOFFRANGE { 200.f };
enum class sound_type {
single,
multipart
};
class sound_buffer
{
ALuint id;
uint32_t refcount;
std::chrono::time_point<std::chrono::steady_clock> last_unref;
int samplerate;
public:
sound_buffer(std::string &file);
~sound_buffer();
int get_samplerate();
ALuint get_id();
void ref();
void unref();
std::chrono::time_point<std::chrono::steady_clock> unused_since();
enum sound_parameters {
range = 0x1,
amplitude = 0x2,
frequency = 0x4
};
//m7todo: make constructor/destructor private friend to sound_manager
class sound
{
bool pos_dirty;
glm::vec3 last_pos;
float dt_sum;
public:
enum mode_t
{
global,
spatial,
anchored
};
protected:
float max_dist;
mode_t mode;
glm::vec3 pos;
int samplerate;
ALuint id;
sound();
public:
float gain_off;
float gain_mul;
float pitch_off;
float pitch_mul;
virtual ~sound();
glm::vec3 location(); //get position
virtual bool is_playing() = 0;
virtual void play() = 0;
virtual void stop() = 0;
virtual void update(float dt);
sound& set_mode(mode_t);
sound& dist(float);
sound& gain(float);
sound& pitch(float);
virtual sound& loop(bool loop = true) = 0;
sound& position(glm::vec3);
sound& position(Math3D::vector3 const &);
enum sound_flags {
looping = 0x1, // the main sample will be looping; implied for multi-sounds
exclusive = 0x2 // the source won't dispatch more than one active instance of the sound; implied for multi-sounds
};
class simple_sound : public sound
{
sound_buffer *buffer;
bool looping;
bool playing;
public:
simple_sound(sound_buffer *buf);
~simple_sound();
void play();
void stop();
void update(float dt);
sound& loop(bool loop = true);
bool is_playing();
enum class sound_placement {
general, // source is equally audible in potential carrier and outside of it
internal, // source is located inside of the carrier, and less audible when the listener is outside
engine, // source is located in the engine compartment, less audible when the listener is outside and even less in the cabs
external // source is located on the outside of the carrier, and less audible when the listener is inside
};
class complex_sound : public sound
{
sound_buffer *pre, *buffer, *post;
enum class state
{
premain, // playing pre and continue to main
prepost, // playing pre and jump to post
main, //playing main
post // playing post or idling
} cs;
bool shut_by_dist;
// mini controller and audio dispatcher; issues play commands for the audio renderer,
// updates parameters of created audio emitters for the playback duration
// TODO: move to simulation namespace after clean up of owner classes
class sound_source {
public:
complex_sound(sound_buffer* pre, sound_buffer* main, sound_buffer* post);
~complex_sound();
// constructors
sound_source( sound_placement const Placement, float const Range = 50.f );
bool is_playing();
// destructor
~sound_source();
void play();
void stop();
void update(float dt);
// methods
// restores state of the class from provided data stream
sound_source &
deserialize( cParser &Input, sound_type const Legacytype, int const Legacyparameters = 0 );
sound_source &
deserialize( std::string const &Input, sound_type const Legacytype, int const Legacyparameters = 0 );
// issues contextual play commands for the audio renderer
void
play( int const Flags = 0 );
// stops currently active play commands controlled by this emitter
void
stop( bool const Skipend = false );
// adjusts parameters of provided implementation-side sound source
void
update( audio::openal_source &Source );
// sets base volume of the emiter to specified value
sound_source &
gain( float const Gain );
// returns current base volume of the emitter
float
gain() const;
// sets base pitch of the emitter to specified value
sound_source &
pitch( float const Pitch );
// owner setter/getter
void
owner( TDynamicObject const *Owner );
TDynamicObject const *
owner() const;
// sound source offset setter/getter
void
offset( glm::vec3 const Offset );
glm::vec3 const &
offset() const;
// sound source name setter/getter
void
name( std::string Name );
std::string const &
name() const;
// returns true if there isn't any sound buffer associated with the object, false otherwise
bool
empty() const;
// returns true if the source is emitting any sound; by default doesn't take into account optional ending soudnds
bool
is_playing( bool const Includesoundends = false ) const;
// returns true if the source uses sample table
bool
is_combined() const;
// returns location of the sound source in simulation region space
glm::dvec3 const
location() const;
sound& loop(bool loop = true);
// members
float m_amplitudefactor { 1.f }; // helper, value potentially used by gain calculation
float m_amplitudeoffset { 0.f }; // helper, value potentially used by gain calculation
float m_frequencyfactor { 1.f }; // helper, value potentially used by pitch calculation
float m_frequencyoffset { 0.f }; // helper, value potentially used by pitch calculation
private:
// types
struct sound_data {
audio::buffer_handle buffer;
int playing; // number of currently active sample instances
};
struct chunk_data {
int threshold; // nominal point of activation for the given chunk
float fadein; // actual activation point for the given chunk
float fadeout; // actual end point of activation range for the given chunk
float pitch; // base pitch of the chunk
};
using soundchunk_pair = std::pair<sound_data, chunk_data>;
using sound_handle = std::uint32_t;
enum sound_id : std::uint32_t {
begin,
main,
end,
// 31 bits for index into relevant array, msb selects between the sample table and the basic array
chunk = ( 1u << 31 )
};
// methods
// extracts name of the sound file from provided data stream
std::string
deserialize_filename( cParser &Input );
// imports member data pair from the provided data stream
bool
deserialize_mapping( cParser &Input );
// imports values for initial, main and ending sounds from provided data stream
void
deserialize_soundset( cParser &Input );
// issues contextual play commands for the audio renderer
void
play_basic();
void
play_combined();
// calculates requested sound point, used to select specific sample from the sample table
float
compute_combined_point() const;
void
update_basic( audio::openal_source &Source );
void
update_combined( audio::openal_source &Source );
void
update_crossfade( sound_handle const Chunk );
void
update_counter( sound_handle const Sound, int const Value );
void
update_location();
// potentially updates area-based gain factor of the source. returns: true if location has changed
bool
update_soundproofing();
void
insert( sound_handle const Sound );
template <class Iterator_>
void
insert( Iterator_ First, Iterator_ Last ) {
uint32_sequence sounds;
std::vector<audio::buffer_handle> buffers;
std::for_each(
First, Last,
[&]( sound_handle const &soundhandle ) {
sounds.emplace_back( soundhandle );
buffers.emplace_back( sound( soundhandle ).buffer ); } );
audio::renderer.insert( std::begin( buffers ), std::end( buffers ), this, sounds );
update_counter( *First, 1 ); }
sound_data &
sound( sound_handle const Sound );
sound_data const &
sound( sound_handle const Sound ) const;
// members
TDynamicObject const * m_owner { nullptr }; // optional, the vehicle carrying this sound source
glm::vec3 m_offset; // relative position of the source, either from the owner or the region centre
sound_placement m_placement;
float m_range { 50.f }; // audible range of the emitted sounds
std::string m_name;
int m_flags { 0 }; // requested playback parameters
sound_properties m_properties; // current properties of the emitted sounds
float m_pitchvariation { 0.f }; // emitter-specific shift in base pitch
bool m_stop { false }; // indicates active sample instances should be terminated
bool m_playbeginning { true }; // indicates started sounds should be preceeded by opening bookend if there's one
std::array<sound_data, 3> m_sounds { {} }; // basic sounds emitted by the source, main and optional bookends
std::vector<soundchunk_pair> m_soundchunks; // table of samples activated when associated variable is within certain range
bool m_soundchunksempty { true }; // helper, cached check whether sample table is linked with any actual samples
int m_crossfaderange {}; // range of transition from one chunk to another
};
class text_sound : public simple_sound
{
public:
text_sound(sound_buffer *buf);
// owner setter/getter
inline void sound_source::owner( TDynamicObject const *Owner ) { m_owner = Owner; }
inline TDynamicObject const * sound_source::owner() const { return m_owner; }
// sound source offset setter/getter
inline void sound_source::offset( glm::vec3 const Offset ) { m_offset = Offset; }
inline glm::vec3 const & sound_source::offset() const { return m_offset; }
// sound source name setter/getter
inline void sound_source::name( std::string Name ) { m_name = Name; }
inline std::string const & sound_source::name() const { return m_name; }
// collection of sound sources present in the scene
class sound_table : public basic_table<sound_source> {
void play();
};
class sound_manager
{
static bool created;
ALCdevice *dev;
ALCcontext *ctx;
void (*alDeferUpdatesSOFT)() = nullptr;
void (*alProcessUpdatesSOFT)() = nullptr;
void (*alcDevicePauseSOFT)(ALCdevice*) = nullptr;
void (*alcDeviceResumeSOFT)(ALCdevice*) = nullptr;
const std::chrono::duration<float> gc_time = std::chrono::duration<float>(60.0f);
std::unordered_map<std::string, sound_buffer*> buffers;
std::unordered_set<sound*> sounds;
std::string find_file(std::string);
sound_buffer* find_buffer(std::string);
sound_buffer* get_buffer(std::string const &);
public:
glm::vec3 pos, last_pos;
glm::mat3 rot;
sound_manager();
~sound_manager();
simple_sound* create_sound(std::string const &file);
text_sound* create_text_sound(std::string const &file);
complex_sound* create_complex_sound(std::string const &pre, std::string const &main, std::string const &post);
complex_sound* create_complex_sound(cParser &);
void destroy_sound(sound**);
void update(float dt);
void set_listener(glm::vec3 const &pos, glm::mat3 const &rot);
};
extern std::unique_ptr<sound_manager> sound_man;