Files
maszyna/sound.cpp

970 lines
37 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 "Camera.h"
#include "Train.h"
#include "DynObj.h"
#include "simulation.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, int const Chunkrange ) {
// cache parser config, as it may change during deserialization
auto const inputautoclear { Input.autoclear() };
Input.getTokens( 1, true, "\n\r\t ,;" );
if( Input.peek() == "{" ) {
// block type config
while( true == deserialize_mapping( Input ) ) {
; // all work done by while()
}
if( false == m_soundchunks.empty() ) {
// arrange loaded sound chunks in requested order
std::sort(
std::begin( m_soundchunks ), std::end( m_soundchunks ),
[]( soundchunk_pair const &Left, soundchunk_pair const &Right ) {
return ( Left.second.threshold < Right.second.threshold ); } );
// calculate and cache full range points for each chunk, including crossfade sections:
// on the far end the crossfade section extends to the threshold point of the next chunk...
for( std::size_t idx = 0; idx < m_soundchunks.size() - 1; ++idx ) {
m_soundchunks[ idx ].second.fadeout = m_soundchunks[ idx + 1 ].second.threshold;
/*
m_soundchunks[ idx ].second.fadeout =
interpolate<float>(
m_soundchunks[ idx ].second.threshold,
m_soundchunks[ idx + 1 ].second.threshold,
m_crossfaderange * 0.01f );
*/
}
// ...and on the other end from the threshold point back into the range of previous chunk
m_soundchunks.front().second.fadein = std::max( 0, m_soundchunks.front().second.threshold );
// m_soundchunks.front().second.fadein = m_soundchunks.front().second.threshold;
for( std::size_t idx = 1; idx < m_soundchunks.size(); ++idx ) {
auto const previouschunkwidth { m_soundchunks[ idx ].second.threshold - m_soundchunks[ idx - 1 ].second.threshold };
m_soundchunks[ idx ].second.fadein = m_soundchunks[ idx ].second.threshold - 0.01f * m_crossfaderange * previouschunkwidth;
/*
m_soundchunks[ idx ].second.fadein =
interpolate<float>(
m_soundchunks[ idx ].second.threshold,
m_soundchunks[ idx - 1 ].second.threshold,
m_crossfaderange * 0.01f );
*/
}
m_soundchunks.back().second.fadeout = std::max( Chunkrange, m_soundchunks.back().second.threshold );
// m_soundchunks.back().second.fadeout = m_soundchunks.back().second.threshold;
// test if the chunk table contains any actual samples while at it
for( auto &soundchunk : m_soundchunks ) {
if( soundchunk.first.buffer != null_handle ) {
m_soundchunksempty = false;
break;
}
}
}
}
else {
// legacy type config
// set the parser to preserve retrieved tokens, so we don't need to mess with separately passing the initial read
Input.autoclear( false );
switch( Legacytype ) {
case sound_type::single: {
// single sample only
m_sounds[ main ].buffer = audio::renderer.fetch_buffer( deserialize_random_set( Input, "\n\r\t ,;" ) );
break;
}
case sound_type::multipart: {
// three samples: start, middle, stop
for( auto &sound : m_sounds ) {
sound.buffer = audio::renderer.fetch_buffer( deserialize_random_set( Input, "\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;
}
}
// restore parser behaviour
Input.autoclear( inputautoclear );
// catch and correct oddball cases with the same sample assigned as all parts of multipart sound
if( m_sounds[ begin ].buffer == m_sounds[ main ].buffer ) {
m_sounds[ begin ].buffer = null_handle;
}
if( m_sounds[ end ].buffer == m_sounds[ main ].buffer ) {
m_sounds[ end ].buffer = null_handle;
}
return *this;
}
// imports member data pair from the config file
bool
sound_source::deserialize_mapping( cParser &Input ) {
// token can be a key or block end
std::string const key { Input.getToken<std::string>( true, "\n\r\t ,;[]" ) };
if( ( true == key.empty() ) || ( key == "}" ) ) { return false; }
// if not block end then the key is followed by assigned value or sub-block
if( key == "soundmain:" ) {
sound( sound_id::main ).buffer = audio::renderer.fetch_buffer( deserialize_random_set( Input, "\n\r\t ,;" ) );
}
else if( key == "soundset:" ) {
deserialize_soundset( Input );
}
else if( key == "soundbegin:" ) {
sound( sound_id::begin ).buffer = audio::renderer.fetch_buffer( deserialize_random_set( Input, "\n\r\t ,;" ) );
}
else if( key == "soundend:" ) {
sound( sound_id::end ).buffer = audio::renderer.fetch_buffer( deserialize_random_set( Input, "\n\r\t ,;" ) );
}
else if( key.compare( 0, std::min<std::size_t>( key.size(), 5 ), "sound" ) == 0 ) {
// sound chunks, defined with key soundX where X = activation threshold
auto const indexstart { key.find_first_of( "1234567890" ) };
auto const indexend { key.find_first_not_of( "1234567890", indexstart ) };
if( indexstart != std::string::npos ) {
// NOTE: we'll sort the chunks at the end of deserialization
m_soundchunks.emplace_back(
soundchunk_pair {
// sound data
{ audio::renderer.fetch_buffer( deserialize_random_set( Input, "\n\r\t ,;" ) ), 0 },
// chunk data
{ std::stoi( key.substr( indexstart, indexend - indexstart ) ), 0, 0, 1.f } } );
}
}
else if( key.compare( 0, std::min<std::size_t>( key.size(), 5 ), "pitch" ) == 0 ) {
// sound chunk pitch, defined with key pitchX where X = activation threshold
auto const indexstart { key.find_first_of( "1234567890" ) };
auto const indexend { key.find_first_not_of( "1234567890", indexstart ) };
if( indexstart != std::string::npos ) {
auto const index { std::stoi( key.substr( indexstart, indexend - indexstart ) ) };
auto const pitch { Input.getToken<float>( false, "\n\r\t ,;" ) };
for( auto &chunk : m_soundchunks ) {
if( chunk.second.threshold == index ) {
chunk.second.pitch = ( pitch > 0.f ? pitch : 1.f );
break;
}
}
}
}
else if( key == "crossfade:" ) {
// for combined sounds, percentage of assigned range allocated to crossfade sections
Input.getTokens( 1, "\n\r\t ,;" );
Input >> m_crossfaderange;
m_crossfaderange = clamp( m_crossfaderange, 0, 100 );
}
else if( key == "placement:" ) {
auto const value { Input.getToken<std::string>( true, "\n\r\t ,;" ) };
std::map<std::string, sound_placement> const placements {
{ "internal", sound_placement::internal },
{ "engine", sound_placement::engine },
{ "external", sound_placement::external },
{ "general", sound_placement::general } };
auto lookup{ placements.find( value ) };
if( lookup != placements.end() ) {
m_placement = lookup->second;
}
}
else if( key == "offset:" ) {
// point in 3d space, in format [ x, y, z ]
Input.getTokens( 3, false, "\n\r\t ,;[]" );
Input
>> m_offset.x
>> m_offset.y
>> m_offset.z;
}
else {
// floating point properties
std::map<std::string, float &> const properties {
{ "frequencyfactor:", m_frequencyfactor },
{ "frequencyoffset:", m_frequencyoffset },
{ "amplitudefactor:", m_amplitudefactor },
{ "amplitudeoffset:", m_amplitudeoffset },
{ "range:", m_range } };
auto lookup { properties.find( key ) };
if( lookup != properties.end() ) {
Input.getTokens( 1, false, "\n\r\t ,;" );
Input >> lookup->second;
}
}
return true; // return value marks a [ key: value ] pair was extracted, nothing about whether it's recognized
}
// imports values for initial, main and ending sounds from provided data stream
void
sound_source::deserialize_soundset( cParser &Input ) {
auto const soundset { deserialize_random_set( Input, "\n\r\t ,;" ) };
// split retrieved set
cParser setparser( soundset );
sound( sound_id::begin ).buffer = audio::renderer.fetch_buffer( setparser.getToken<std::string>( true, "|" ) );
sound( sound_id::main ).buffer = audio::renderer.fetch_buffer( setparser.getToken<std::string>( true, "|" ) );
sound( sound_id::end ).buffer = audio::renderer.fetch_buffer( setparser.getToken<std::string>( true, "|" ) );
}
// sends content of the class in legacy (text) format to provided stream
// NOTE: currently exports only the main sound
void
sound_source::export_as_text( std::ostream &Output ) const {
if( sound( sound_id::main ).buffer == null_handle ) { return; }
// generic node header
Output
<< "node "
// visibility
<< m_range << ' '
<< 0 << ' '
// name
<< m_name << ' ';
// sound node header
Output
<< "sound ";
// location
Output
<< m_offset.x << ' '
<< m_offset.y << ' '
<< m_offset.z << ' ';
// sound data
auto soundfile { audio::renderer.buffer( sound( sound_id::main ).buffer ).name };
if( soundfile.find( szSoundPath ) == 0 ) {
// don't include 'sounds/' in the path
soundfile.erase( 0, std::string{ szSoundPath }.size() );
}
Output
<< soundfile << ' ';
// footer
Output
<< "endsound"
<< "\n";
}
// copies list of sounds from provided source
sound_source &
sound_source::copy_sounds( sound_source const &Source ) {
m_sounds = Source.m_sounds;
m_soundchunks = Source.m_soundchunks;
m_soundchunksempty = Source.m_soundchunksempty;
// reset source's playback counters
for( auto &sound : m_sounds ) {
sound.playing = 0;
}
for( auto &sound : m_soundchunks ) {
sound.first.playing = 0;
}
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;
}
// NOTE: we cache the flags early, even if the sound is out of range, to mark activated event sounds
m_flags = Flags;
if( m_range > 0 ) {
auto const cutoffrange { m_range * 5 };
if( glm::length2( location() - glm::dvec3 { Global.pCamera.Pos } ) > std::min( 2750.f * 2750.f, cutoffrange * cutoffrange ) ) {
// while we drop sounds from beyond sensible and/or audible range
// we act as if it was activated normally, meaning no need to include the opening bookend in subsequent calls
m_playbeginning = false;
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( 97.5, 102.5 ) );
}
/*
if( ( ( m_flags & sound_flags::exclusive ) != 0 )
&& ( sound( sound_id::end ).playing > 0 ) ) {
// request termination of the optional ending bookend for single instance sounds
m_stopend = true;
}
*/
if( sound( sound_id::main ).buffer != null_handle ) {
// basic variant: single main sound, with optional bookends
play_basic();
}
else {
// combined variant, main sound consists of multiple chunks, with optional bookends
play_combined();
}
}
void
sound_source::play_basic() {
if( false == is_playing() ) {
// dispatch appropriate sound
if( ( true == m_playbeginning )
&& ( sound( sound_id::begin ).buffer != null_handle ) ) {
std::vector<sound_id> sounds { sound_id::begin, sound_id::main };
insert( std::begin( sounds ), std::end( sounds ) );
m_playbeginning = false;
}
else {
insert( sound_id::main );
}
}
else {
// for single part non-looping samples we allow spawning multiple instances, if not prevented by set flags
if( ( ( m_flags & ( sound_flags::exclusive | sound_flags::looping ) ) == 0 )
&& ( sound( sound_id::begin ).buffer == null_handle ) ) {
insert( sound_id::main );
}
}
}
void
sound_source::play_combined() {
// combined sound consists of table od samples, each sample associated with certain range of values of controlling variable
// current value of the controlling variable is passed to the source with pitch() call
auto const soundpoint { compute_combined_point() };
for( std::uint32_t idx = 0; idx < m_soundchunks.size(); ++idx ) {
auto const &soundchunk { m_soundchunks[ idx ] };
// a chunk covers range from fade in point, where it starts rising in volume over crossfade distance,
// lasts until fadeout - crossfade distance point, past which it grows quiet until fade out point where it ends
if( soundpoint < soundchunk.second.fadein ) { break; }
if( soundpoint >= soundchunk.second.fadeout ) { continue; }
if( ( soundchunk.first.buffer == null_handle )
|| ( ( ( m_flags & ( sound_flags::exclusive | sound_flags::looping ) ) != 0 )
&& ( soundchunk.first.playing > 0 ) ) ) {
// combined sounds only play looped, single copy of each activated chunk
continue;
}
if( idx > 0 ) {
insert( sound_id::chunk | idx );
}
else {
// initial chunk requires some safety checks if the optional bookend is present,
// so we don't queue another instance while the bookend is still playing
if( sound( sound_id::begin ).buffer == null_handle ) {
// no bookend, safe to play the chunk
insert( sound_id::chunk | idx );
}
else {
// branches:
// beginning requested, not playing; queue beginning and chunk
// beginning not requested, not playing; queue chunk
// otherwise skip, one instance is already in the audio queue
if( sound( sound_id::begin ).playing == 0 ) {
if( true == m_playbeginning ) {
std::vector<sound_handle> sounds{ sound_id::begin, sound_id::chunk | idx };
insert( std::begin( sounds ), std::end( sounds ) );
m_playbeginning = false;
}
else {
insert( sound_id::chunk | idx );
}
}
}
}
}
}
// calculates requested sound point, used to select specific sample from the sample table
float
sound_source::compute_combined_point() const {
return (
m_properties.pitch <= 1.f ?
// most sounds use 0-1 value range, we clamp these to 0-99 to allow more intuitive sound definition in .mmd files
clamp( m_properties.pitch, 0.f, 0.99f ) :
std::max( 0.f, m_properties.pitch )
) * 100.f;
}
// maintains playback of sounds started by event
void
sound_source::play_event() {
if( true == TestFlag( m_flags, ( sound_flags::event | sound_flags::looping ) ) ) {
// events can potentially start scenery sounds out of the sound's audible range
// such sounds are stopped on renderer side, but unless stopped by the simulation keep their activation flags
// we use this to discern event-started sounds which should be re-activated if the listener gets close enough
play( m_flags );
}
}
// stops currently active play commands controlled by this emitter
void
sound_source::stop( bool const Skipend ) {
// if the source was stopped on simulation side, we should play the opening bookend next time it's activated
m_playbeginning = true;
// clear the event flags to discern between manual stop and out-of-range/sound-end stop
m_flags = 0;
if( false == is_playing() ) { return; }
m_stop = true;
if( ( false == Skipend )
&& ( sound( sound_id::end ).buffer != null_handle )
/* && ( sound( sound_id::end ).buffer != sound( sound_id::main ).buffer ) */ // end == main can happen in malformed legacy cases
&& ( sound( sound_id::end ).playing < 2 ) ) { // allows potential single extra instance to account for longer overlapping sounds
// spawn potentially defined sound end sample, if the emitter is currently active
insert( sound_id::end );
}
}
// adjusts parameters of provided implementation-side sound source
void
sound_source::update( audio::openal_source &Source ) {
if( ( m_owner != nullptr )
&& ( false == m_owner->bEnabled ) ) {
// terminate the sound if the owner is gone
// TBD, TODO: replace with a listener pattern to receive vehicle removal and cab change events and such?
m_stop = true;
}
if( sound( sound_id::main ).buffer != null_handle ) {
// basic variant: single main sound, with optional bookends
update_basic( Source );
return;
}
if( false == m_soundchunksempty ) {
// combined variant, main sound consists of multiple chunks, with optional bookends
update_combined( Source );
return;
}
}
void
sound_source::update_basic( audio::openal_source &Source ) {
if( true == Source.is_playing ) {
auto const soundhandle { Source.sounds[ Source.sound_index ] };
if( sound( sound_id::begin ).buffer != null_handle ) {
// potentially a multipart sound
// detect the moment when the sound moves from startup sample to the main
if( true == Source.sound_change ) {
// when it happens update active sample counters, and potentially activate the looping
update_counter( sound_id::begin, -1 );
update_counter( soundhandle, 1 );
Source.loop( TestFlag( m_flags, sound_flags::looping ) );
}
}
if( ( true == m_stop )
&& ( soundhandle != sound_id::end ) ) {
// kill the sound if stop was requested, unless it's sound bookend sample
update_counter( soundhandle, -1 );
Source.stop();
m_stop = is_playing(); // end the stop mode when all active sounds are dead
return;
}
/*
if( ( true == m_stopend )
&& ( soundhandle == sound_id::end ) ) {
// kill the sound if it's the bookend sample and stopping it was requested
Source.stop();
update_counter( sound_id::end, -1 );
if( sound( sound_id::end ).playing == 0 ) {
m_stopend = false;
}
return;
}
*/
// check and update if needed current sound properties
update_location();
update_soundproofing();
Source.sync_with( m_properties );
if( Source.sync != sync_state::good ) {
// if the sync went wrong we let the renderer kill its part of the emitter, and update our playcounter(s) to match
update_counter( soundhandle, -1 );
}
}
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.sound_index != Source.sounds.size() ) {
// the emitter wasn't yet started
auto const soundhandle { Source.sounds[ Source.sound_index ] };
// emitter initialization
if( soundhandle == sound_id::main ) {
// main sample can be optionally set to loop
Source.loop( TestFlag( m_flags, sound_flags::looping ) );
}
Source.range( m_range );
Source.pitch( m_pitchvariation );
update_location();
update_soundproofing();
Source.sync_with( m_properties );
if( Source.sync == sync_state::good ) {
// all set, start playback
Source.play();
if( false == Source.is_playing ) {
// if the playback didn't start update the state counter
update_counter( soundhandle, -1 );
}
}
else {
// if the initial sync went wrong we skip the activation so the renderer can clean the emitter on its end
update_counter( soundhandle, -1 );
}
}
else {
// the emitter is either all done or was terminated early
update_counter( Source.sounds[ Source.sound_index - 1 ], -1 );
}
}
}
void
sound_source::update_combined( audio::openal_source &Source ) {
if( true == Source.is_playing ) {
auto const soundhandle { Source.sounds[ Source.sound_index ] };
if( sound( sound_id::begin ).buffer != null_handle ) {
// potentially a multipart sound
// detect the moment when the sound moves from startup sample to the main
if( true == Source.sound_change ) {
// when it happens update active sample counters, and activate the looping
update_counter( sound_id::begin, -1 );
update_counter( soundhandle, 1 );
Source.loop( true );
}
}
if( ( true == m_stop )
&& ( soundhandle != sound_id::end ) ) {
// kill the sound if stop was requested, unless it's sound bookend sample
Source.stop();
update_counter( soundhandle, -1 );
if( false == is_playing() ) {
m_stop = false;
}
return;
}
/*
if( ( true == m_stopend )
&& ( soundhandle == sound_id::end ) ) {
// kill the sound if it's the bookend sample and stopping it was requested
Source.stop();
update_counter( sound_id::end, -1 );
if( sound( sound_id::end ).playing == 0 ) {
m_stopend = false;
}
return;
}
*/
if( ( soundhandle & sound_id::chunk ) != 0 ) {
// for sound chunks, test whether the chunk should still be active given current value of the controlling variable
if( ( m_flags & ( sound_flags::exclusive | sound_flags::looping ) ) != 0 ) {
auto const soundpoint { compute_combined_point() };
auto const &soundchunk { m_soundchunks[ soundhandle ^ sound_id::chunk ] };
if( ( soundpoint < soundchunk.second.fadein )
|| ( soundpoint >= soundchunk.second.fadeout ) ) {
Source.stop();
update_counter( soundhandle, -1 );
return;
}
}
}
// check and update if needed current sound properties
update_location();
update_soundproofing();
// pitch and volume are adjusted on per-chunk basis
// since they're relative to base values, backup these...
auto const baseproperties = m_properties;
// ...adjust per-chunk parameters...
update_crossfade( soundhandle );
// ... pass the parameters to the audio renderer...
Source.sync_with( m_properties );
if( Source.sync != sync_state::good ) {
// if the sync went wrong we let the renderer kill its part of the emitter, and update our playcounter(s) to match
update_counter( soundhandle, -1 );
}
// ...and restore base properties
m_properties = baseproperties;
}
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.sound_index != Source.sounds.size() ) {
// the emitter wasn't yet started
auto const soundhandle { Source.sounds[ Source.sound_index ] };
// emitter initialization
if( ( soundhandle != sound_id::begin )
&& ( soundhandle != sound_id::end )
&& ( true == TestFlag( m_flags, sound_flags::looping ) ) ) {
// main sample can be optionally set to loop
Source.loop( true );
}
Source.range( m_range );
Source.pitch( m_pitchvariation );
update_location();
update_soundproofing();
// pitch and volume are adjusted on per-chunk basis
auto const baseproperties = m_properties;
update_crossfade( soundhandle );
Source.sync_with( m_properties );
if( Source.sync == sync_state::good ) {
// all set, start playback
Source.play();
if( false == Source.is_playing ) {
// if the playback didn't start update the state counter
update_counter( soundhandle, -1 );
}
}
else {
// if the initial sync went wrong we skip the activation so the renderer can clean the emitter on its end
update_counter( soundhandle, -1 );
}
m_properties = baseproperties;
}
else {
// the emitter is either all done or was terminated early
update_counter( Source.sounds[ Source.sound_index - 1 ], -1 );
}
}
}
void
sound_source::update_crossfade( sound_handle const Chunk ) {
if( ( Chunk & sound_id::chunk ) == 0 ) {
// bookend sounds are played at their base pitch
m_properties.pitch = 1.f;
return;
}
auto const soundpoint { compute_combined_point() };
// NOTE: direct access to implementation details ahead, kinda fugly
auto const chunkindex { Chunk ^ sound_id::chunk };
auto const &chunkdata { m_soundchunks[ chunkindex ].second };
// relative pitch adjustment
// pitch of each chunk is modified based on ratio of the chunk's pitch to that of its neighbour
if( soundpoint < chunkdata.threshold ) {
if( chunkindex > 0 ) {
// interpolate between the pitch of previous chunk and this chunk's base pitch,
// based on how far the current soundpoint is in the range of previous chunk
auto const &previouschunkdata{ m_soundchunks[ chunkindex - 1 ].second };
m_properties.pitch =
interpolate(
previouschunkdata.pitch / chunkdata.pitch,
1.f,
clamp(
( soundpoint - previouschunkdata.threshold ) / ( chunkdata.threshold - previouschunkdata.threshold ),
0.f, 1.f ) );
}
}
else {
if( chunkindex < ( m_soundchunks.size() - 1 ) ) {
// interpolate between this chunk's base pitch and the pitch of next chunk
// based on how far the current soundpoint is in the range of this chunk
auto const &nextchunkdata { m_soundchunks[ chunkindex + 1 ].second };
m_properties.pitch =
interpolate(
1.f,
nextchunkdata.pitch / chunkdata.pitch,
clamp(
( soundpoint - chunkdata.threshold ) / ( nextchunkdata.threshold - chunkdata.threshold ),
0.f, 1.f ) );
}
else {
// pitch of the last (or the only) chunk remains fixed throughout
m_properties.pitch = 1.f;
}
}
// if there's no crossfade sections, our work is done
if( m_crossfaderange == 0 ) { return; }
if( chunkindex > 0 ) {
// chunks other than the first can have fadein
auto const fadeinwidth { chunkdata.threshold - chunkdata.fadein };
if( soundpoint < chunkdata.threshold ) {
m_properties.gain *=
interpolate(
0.f, 1.f,
clamp(
( soundpoint - chunkdata.fadein ) / fadeinwidth,
0.f, 1.f ) );
return;
}
}
if( chunkindex < ( m_soundchunks.size() - 1 ) ) {
// chunks other than the last can have fadeout
// TODO: cache widths in the chunk data struct?
// fadeout point of this chunk and activation threshold of the next are the same
// fadein range of the next chunk and the fadeout of the processed one are the same
auto const fadeoutwidth { chunkdata.fadeout - m_soundchunks[ chunkindex + 1 ].second.fadein };
auto const fadeoutstart { chunkdata.fadeout - fadeoutwidth };
if( soundpoint > fadeoutstart ) {
m_properties.gain *=
interpolate(
1.f, 0.f,
clamp(
( soundpoint - fadeoutstart ) / fadeoutwidth,
0.f, 1.f ) );
return;
}
}
}
// sets base volume of the emiter to specified value
sound_source &
sound_source::gain( float const Gain ) {
m_properties.gain = clamp( Gain, 0.f, 2.f );
return *this;
}
// returns current base volume of the emitter
float
sound_source::gain() const {
return m_properties.gain;
}
// sets base pitch of the emitter to specified value
sound_source &
sound_source::pitch( float const Pitch ) {
m_properties.pitch = Pitch;
return *this;
}
bool
sound_source::empty() const {
// NOTE: we test only the main sound, won't bother playing potential bookends if this is missing
return ( ( sound( sound_id::main ).buffer == null_handle ) && ( m_soundchunksempty ) );
}
// returns true if the source is emitting any sound
bool
sound_source::is_playing( bool const Includesoundends ) const {
auto isplaying { ( sound( sound_id::begin ).playing > 0 ) || ( sound( sound_id::main ).playing > 0 ) };
if( ( false == isplaying )
&& ( false == m_soundchunks.empty() ) ) {
// for emitters with sample tables check also if any of the chunks is active
for( auto const &soundchunk : m_soundchunks ) {
if( soundchunk.first.playing > 0 ) {
isplaying = true;
break; // one will do
}
}
}
return isplaying;
}
// returns true if the source uses sample table
bool
sound_source::is_combined() const {
return ( ( !m_soundchunks.empty() ) && ( sound( sound_id::main ).buffer == null_handle ) );
}
// 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 };
}
// returns defined range of the sound
float const
sound_source::range() const {
return m_range;
}
void
sound_source::update_counter( sound_handle const Sound, int const Value ) {
// sound( Sound ).playing = std::max( 0, sound( Sound ).playing + Value );
sound( Sound ).playing += Value;
assert( sound( Sound ).playing >= 0 );
}
void
sound_source::update_location() {
m_properties.location = location();
}
float const EU07_SOUNDPROOFING_STRONG { 0.25f };
float const EU07_SOUNDPROOFING_SOME { 0.65f };
float const EU07_SOUNDPROOFING_NONE { 1.f };
bool
sound_source::update_soundproofing() {
// NOTE, HACK: current cab id can vary from -1 to +1, and we use another higher priority value for open cab window
// we use this as modifier to force re-calculations when moving between compartments or changing window state
int const activecab = (
Global.CabWindowOpen ? 2 :
FreeFlyModeFlag ? 0 :
( simulation::Train ?
simulation::Train->Occupied()->ActiveCab :
0 ) );
// location-based gain factor:
std::uintptr_t soundproofingstamp = reinterpret_cast<std::uintptr_t>( (
FreeFlyModeFlag ?
nullptr :
( simulation::Train ?
simulation::Train->Dynamic() :
nullptr ) ) )
+ activecab;
if( soundproofingstamp == m_properties.soundproofing_stamp ) { return false; }
// listener location has changed, calculate new location-based gain factor
switch( m_placement ) {
case sound_placement::general: {
m_properties.soundproofing = EU07_SOUNDPROOFING_NONE;
break;
}
case sound_placement::external: {
m_properties.soundproofing = (
( ( soundproofingstamp == 0 ) || ( true == Global.CabWindowOpen ) ) ?
EU07_SOUNDPROOFING_NONE : // listener outside or has a window open
EU07_SOUNDPROOFING_STRONG ); // listener in a vehicle with windows shut
break;
}
case sound_placement::internal: {
m_properties.soundproofing = (
soundproofingstamp == 0 ?
EU07_SOUNDPROOFING_STRONG : // listener outside HACK: won't be true if active vehicle has open window
( simulation::Train->Dynamic() != m_owner ?
EU07_SOUNDPROOFING_STRONG : // in another vehicle
( activecab == 0 ?
EU07_SOUNDPROOFING_STRONG : // listener in the engine compartment
EU07_SOUNDPROOFING_NONE ) ) ); // listener in the cab of the same vehicle
break;
}
case sound_placement::engine: {
m_properties.soundproofing = (
( ( soundproofingstamp == 0 ) || ( true == Global.CabWindowOpen ) ) ?
EU07_SOUNDPROOFING_SOME : // listener outside or has a window open
( simulation::Train->Dynamic() != m_owner ?
EU07_SOUNDPROOFING_STRONG : // in another vehicle
( activecab == 0 ?
EU07_SOUNDPROOFING_NONE : // listener in the engine compartment
EU07_SOUNDPROOFING_STRONG ) ) ); // listener in another compartment of the same vehicle
break;
}
default: {
// shouldn't ever land here, but, eh
m_properties.soundproofing = EU07_SOUNDPROOFING_NONE;
break;
}
}
m_properties.soundproofing_stamp = soundproofingstamp;
return true;
}
void
sound_source::insert( sound_handle const Sound ) {
std::vector<sound_handle> sounds { Sound };
return insert( std::begin( sounds ), std::end( sounds ) );
}
sound_source::sound_data &
sound_source::sound( sound_handle const Sound ) {
return (
( Sound & sound_id::chunk ) == sound_id::chunk ?
m_soundchunks[ Sound ^ sound_id::chunk ].first :
m_sounds[ Sound ] );
}
sound_source::sound_data const &
sound_source::sound( sound_handle const Sound ) const {
return (
( Sound & sound_id::chunk ) == sound_id::chunk ?
m_soundchunks[ Sound ^ sound_id::chunk ].first :
m_sounds[ Sound ] );
}
//---------------------------------------------------------------------------