Files
maszyna/sound.h

255 lines
9.9 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/.
*/
#pragma once
#include "audiorenderer.h"
#include "Classes.h"
#include "Names.h"
float const EU07_SOUND_GLOBALRANGE { -1.f };
float const EU07_SOUND_CABCONTROLSCUTOFFRANGE { 7.5f };
float const EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE{ -10.f };
float const EU07_SOUND_BRAKINGCUTOFFRANGE { 100.f };
float const EU07_SOUND_RUNNINGNOISECUTOFFRANGE { 200.f };
float const EU07_SOUND_HANDHELDRADIORANGE { 3500.f };
enum class sound_type {
single,
multipart
};
enum sound_parameters {
range = 0x1,
amplitude = 0x2,
frequency = 0x4
};
enum sound_flags {
looping = 0x1, // the main sample will be looping
exclusive = 0x2, // the source won't dispatch more than one active instance of the sound
event = 0x80 // sound was activated by an event; we should keep note of the activation state for the update() calls it may receive
};
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
external_ambient, // source is located on the outside of the carrier, with fixed volume
custom, // source doesn't fit in any standard location or requires custom soundproofing
};
auto const EU07_SOUNDPROOFING_NONE{ 1.f };
auto const EU07_SOUNDPROOFING_SOME{ std::sqrtf( 0.65f ) };
auto const EU07_SOUNDPROOFING_STRONG{ std::sqrtf( 0.20f ) };
auto const EU07_SOUNDPROOFING_VERYSTRONG{ std::sqrtf( 0.01f ) };
// 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:
// constructors
sound_source( sound_placement const Placement = sound_placement::general, float const Range = 50.f );
// destructor
~sound_source();
// methods
// restores state of the class from provided data stream
sound_source &
deserialize( cParser &Input, sound_type const Legacytype, int const Legacyparameters = 0, int const Chunkrange = 100 );
sound_source &
deserialize( std::string const &Input, sound_type const Legacytype, int const Legacyparameters = 0 );
// sends content of the class in legacy (text) format to provided stream
void
export_as_text( std::ostream &Output ) const;
// copies list of sounds from provided source
sound_source &
copy_sounds( sound_source const &Source );
// issues contextual play commands for the audio renderer
void
play( int const Flags = 0 );
// maintains playback of sounds started by event
void
play_event();
// 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;
// playback starting point shift setter/getter
void
start( float const Offset );
float const &
start() 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;
// returns defined range of the sound
void
range( float const Range );
float const
range() const;
// 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
// 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 ) {
update_counter( *First, 1 );
std::vector<audio::buffer_handle> buffers;
uint32_sequence sounds;
std::for_each(
First, Last,
[&]( sound_handle const &soundhandle ) {
buffers.emplace_back( sound( soundhandle ).buffer );
sounds.emplace_back( soundhandle ); } );
audio::renderer.insert( std::begin( buffers ), std::end( buffers ), this, sounds ); }
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 {}; // requested playback parameters
sound_properties m_properties; // current properties of the emitted sounds
float m_pitchvariation {}; // emitter-specific shift for base pitch
float m_startoffset {}; // emitter-specific shift for playback starting point
bool m_stop { false }; // indicates active sample instances should be terminated
/*
bool m_stopend { false }; // indicates active instances of optional ending sound 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
};
// 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; }
// playback starting point shift setter/getter
inline void sound_source::start( float const Offset ) { m_startoffset = Offset; }
inline float const & sound_source::start() const { return m_startoffset; }
// collection of sound sources present in the scene
class sound_table : public basic_table<sound_source> {
};
//---------------------------------------------------------------------------