Files
maszyna/sound.cpp

343 lines
11 KiB
C++

/*
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/.
*/
#include "stdafx.h"
#include "sound.h"
#include "parser.h"
#include "globals.h"
#include "world.h"
#include "train.h"
// constructors
sound_source::sound_source( sound_placement const Placement, float const Range ) :
m_placement( Placement ),
m_range( Range )
{}
// destructor
sound_source::~sound_source() {
audio::renderer.erase( this );
}
// restores state of the class from provided data stream
sound_source &
sound_source::deserialize( std::string const &Input, sound_type const Legacytype, int const Legacyparameters ) {
return deserialize( cParser{ Input }, Legacytype, Legacyparameters );
}
sound_source &
sound_source::deserialize( cParser &Input, sound_type const Legacytype, int const Legacyparameters ) {
// TODO: implement block type config parsing
switch( Legacytype ) {
case sound_type::single: {
// single sample only
m_soundmain.buffer = audio::renderer.fetch_buffer( Input.getToken<std::string>( true, "\n\r\t ,;" ) );
break;
}
case sound_type::multipart: {
// three samples: start, middle, stop
m_soundbegin.buffer = audio::renderer.fetch_buffer( Input.getToken<std::string>( true, "\n\r\t ,;" ) );
m_soundmain.buffer = audio::renderer.fetch_buffer( Input.getToken<std::string>( true, "\n\r\t ,;" ) );
m_soundend.buffer = audio::renderer.fetch_buffer( Input.getToken<std::string>( true, "\n\r\t ,;" ) );
break;
}
default: {
break;
}
}
if( Legacyparameters & sound_parameters::range ) {
Input.getTokens( 1, false );
Input >> m_range;
}
if( Legacyparameters & sound_parameters::amplitude ) {
Input.getTokens( 2, false );
Input
>> m_amplitudefactor
>> m_amplitudeoffset;
}
if( Legacyparameters & sound_parameters::frequency ) {
Input.getTokens( 2, false );
Input
>> m_frequencyfactor
>> m_frequencyoffset;
}
return *this;
}
// issues contextual play commands for the audio renderer
void
sound_source::play( int const Flags ) {
if( ( false == Global::bSoundEnabled )
|| ( true == empty() ) ) {
// if the sound is disabled altogether or nothing can be emitted from this source, no point wasting time
return;
}
if( m_range > 0 ) {
auto const cutoffrange{ (
( m_soundbegin.buffer != null_handle ) && ( Flags & sound_flags::looping ) ?
m_range * 10 : // larger margin to let the startup sample finish playing at safe distance
m_range * 5 ) };
if( glm::length2( location() - glm::dvec3{ Global::pCameraPosition } ) > std::min( 2750.f * 2750.f, cutoffrange * cutoffrange ) ) {
// drop sounds from beyond sensible and/or audible range
return;
}
}
// initialize emitter-specific pitch variation if it wasn't yet set
if( m_pitchvariation == 0.f ) {
m_pitchvariation = 0.01f * static_cast<float>( Random( 95, 105 ) );
}
m_flags = Flags;
if( false == is_playing() ) {
// dispatch appropriate sound
// TODO: support for parameter-driven sound table
if( m_soundbegin.buffer != null_handle ) {
std::vector<audio::buffer_handle> bufferlist { m_soundbegin.buffer, m_soundmain.buffer };
audio::renderer.insert( this, std::begin( bufferlist ), std::end( bufferlist ) );
}
else {
audio::renderer.insert( this, m_soundmain.buffer );
}
}
else {
if( ( m_soundbegin.buffer == null_handle )
&& ( ( m_flags & ( sound_flags::exclusive | sound_flags::looping ) ) == 0 ) ) {
// for single part non-looping samples we allow spawning multiple instances, if not prevented by set flags
audio::renderer.insert( this, m_soundmain.buffer );
}
}
}
// stops currently active play commands controlled by this emitter
void
sound_source::stop() {
if( false == is_playing() ) { return; }
m_stop = true;
if( ( m_soundend.buffer != null_handle )
&& ( m_soundend.buffer != m_soundmain.buffer ) ) { // end == main can happen in malformed legacy cases
// spawn potentially defined sound end sample, if the emitter is currently active
audio::renderer.insert( this, m_soundend.buffer );
}
}
// adjusts parameters of provided implementation-side sound source
void
sound_source::update( audio::openal_source &Source ) {
if( true == Source.is_playing ) {
// kill the sound if requested
if( true == m_stop ) {
Source.stop();
update_counter( Source.buffers[ Source.buffer_index ], -1 );
if( false == is_playing() ) {
m_stop = false;
}
return;
}
// check and update if needed current sound properties
update_location();
update_placement_gain();
Source.sync_with( m_properties );
if( m_soundbegin.buffer != null_handle ) {
// potentially a multipart sound
// detect the moment when the sound moves from startup sample to the main
if( ( false == Source.is_looping )
&& ( Source.buffers[ Source.buffer_index ] == m_soundmain.buffer ) ) {
// when it happens update active sample flags, and activate the looping
Source.loop( true );
--( m_soundbegin.playing );
++( m_soundmain.playing );
}
}
}
else {
// if the emitter isn't playing it's either done or wasn't yet started
// we can determine this from number of processed buffers
if( Source.buffer_index != Source.buffers.size() ) {
auto const buffer { Source.buffers[ Source.buffer_index ] };
update_counter( buffer, 1 );
// emitter initialization
Source.range( m_range );
Source.pitch( m_pitchvariation );
update_location();
update_placement_gain();
Source.sync_with( m_properties );
if( ( buffer == m_soundmain.buffer )
&& ( true == TestFlag( m_flags, sound_flags::looping ) ) ) {
// main sample can be optionally set to loop
Source.loop( true );
}
// all set, start playback
Source.play();
}
else {
auto const buffer { Source.buffers[ Source.buffer_index - 1 ] };
update_counter( buffer, -1 );
}
}
}
// sets base volume of the emiter to specified value
sound_source &
sound_source::gain( float const Gain ) {
m_properties.base_gain = clamp( Gain, 0.f, 2.f );
return *this;
}
// returns current base volume of the emitter
float
sound_source::gain() const {
return m_properties.base_gain;
}
// sets base pitch of the emitter to specified value
sound_source &
sound_source::pitch( float const Pitch ) {
m_properties.base_pitch = clamp( Pitch, 0.1f, 10.f );
return *this;
}
bool
sound_source::empty() const {
// NOTE: we test only the main sound, won't bother playing potential bookends if this is missing
// TODO: take into account presence of sample table, for combined sounds
return ( m_soundmain.buffer == null_handle );
}
// returns true if the source is emitting any sound
bool
sound_source::is_playing( bool const Includesoundends ) const {
return ( ( m_soundbegin.playing + m_soundmain.playing ) > 0 );
}
// returns location of the sound source in simulation region space
glm::dvec3 const
sound_source::location() const {
if( m_owner == nullptr ) {
// if emitter isn't attached to any vehicle the offset variable defines location in region space
return { m_offset };
}
// otherwise combine offset with the location of the carrier
return {
m_owner->GetPosition()
+ m_owner->VectorLeft() * m_offset.x
+ m_owner->VectorUp() * m_offset.y
+ m_owner->VectorFront() * m_offset.z };
}
void
sound_source::update_counter( audio::buffer_handle const Buffer, int const Value ) {
if( Buffer == m_soundbegin.buffer ) { m_soundbegin.playing += Value; }
// TODO: take ito accound sample table for combined sounds
else if( Buffer == m_soundmain.buffer ) { m_soundmain.playing += Value; }
else if( Buffer == m_soundend.buffer ) { m_soundend.playing += Value; }
}
float const EU07_SOUNDGAIN_LOW { 0.2f };
float const EU07_SOUNDGAIN_MEDIUM { 0.65f };
float const EU07_SOUNDGAIN_FULL { 1.f };
void
sound_source::update_location() {
m_properties.location = location();
}
bool
sound_source::update_placement_gain() {
// NOTE, HACK: current cab id can vary from -1 to +1
// we use this as modifier to force re-calculations when moving between compartments
int const activecab = (
FreeFlyModeFlag ?
0 :
( Global::pWorld->train() ?
Global::pWorld->train()->Dynamic()->MoverParameters->ActiveCab :
0 ) );
// location-based gain factor:
std::uintptr_t placementstamp = reinterpret_cast<std::uintptr_t>( (
FreeFlyModeFlag ?
nullptr :
( Global::pWorld->train() ?
Global::pWorld->train()->Dynamic() :
nullptr ) ) )
+ activecab;
if( placementstamp == m_properties.placement_stamp ) { return false; }
// listener location has changed, calculate new location-based gain factor
switch( m_placement ) {
case sound_placement::general: {
m_properties.placement_gain = EU07_SOUNDGAIN_FULL;
break;
}
case sound_placement::external: {
m_properties.placement_gain = (
placementstamp == 0 ?
EU07_SOUNDGAIN_FULL : // listener outside
EU07_SOUNDGAIN_LOW ); // listener in a vehicle
break;
}
case sound_placement::internal: {
m_properties.placement_gain = (
placementstamp == 0 ?
EU07_SOUNDGAIN_LOW : // listener outside
( Global::pWorld->train()->Dynamic() != m_owner ?
EU07_SOUNDGAIN_LOW : // in another vehicle
( activecab == 0 ?
EU07_SOUNDGAIN_LOW : // listener in the engine compartment
EU07_SOUNDGAIN_FULL ) ) ); // listener in the cab of the same vehicle
break;
}
case sound_placement::engine: {
m_properties.placement_gain = (
placementstamp == 0 ?
EU07_SOUNDGAIN_MEDIUM : // listener outside
( Global::pWorld->train()->Dynamic() != m_owner ?
EU07_SOUNDGAIN_LOW : // in another vehicle
( activecab == 0 ?
EU07_SOUNDGAIN_FULL : // listener in the engine compartment
EU07_SOUNDGAIN_LOW ) ) ); // listener in another compartment of the same vehicle
break;
}
default: {
// shouldn't ever land here, but, eh
m_properties.placement_gain = EU07_SOUNDGAIN_FULL;
break;
}
}
m_properties.placement_stamp = placementstamp;
return true;
}
//---------------------------------------------------------------------------