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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "SoundGroup.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "lib/rand.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/Util.h"
#include "ps/XML/Xeromyces.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/system/Component.h"
#include "soundmanager/items/ISoundItem.h"
#include "soundmanager/SoundManager.h"
#include <algorithm>
#include <random>
extern CGame *g_Game;
#if CONFIG2_AUDIO
constexpr ALfloat DEFAULT_ROLLOFF = 0.5f;
constexpr ALfloat MAX_ROLLOFF = 0.7f;
/**
* Low randomness, quite-a-lot-faster-than-std::mt19937 random number generator.
* It matches the interface of UniformRandomBitGenerator for use in std::shuffle.
*/
class CFastRand
{
public:
using result_type = u32;
constexpr static result_type min() { return 0; }
constexpr static result_type max() { return 0xFFFF; }
static result_type Rand(result_type& seed)
{
// This is a mixed linear congruential random number generator.
// The magic numbers are chosen so that they generate pseudo random numbers over a big enough period (0xFFFF).
seed = 214013 * seed + 2531011;
return (seed >> 16) & max();
}
static float RandFloat(result_type& seed, float min, float max)
{
return (static_cast<float>(Rand(seed)) / (0xFFFF)) * (max - min) + min;
}
CFastRand() {};
CFastRand(result_type init) : m_Seed(init) {};
result_type operator()()
{
return Rand(m_Seed);
}
result_type m_Seed;
};
#endif
void CSoundGroup::SetGain(float gain)
{
m_Gain = std::min(gain, 1.0f);
}
void CSoundGroup::SetDefaultValues()
{
m_CurrentSoundIndex = 0;
m_Flags = 0;
m_CurTime = 0.f;
m_Gain = 0.7f;
m_Pitch = 1.f;
m_Priority = 60.f;
m_PitchUpper = 1.1f;
m_PitchLower = 0.9f;
m_GainUpper = 1.f;
m_GainLower = 0.8f;
m_ConeOuterGain = 0.f;
m_ConeInnerAngle = 360.f;
m_ConeOuterAngle = 360.f;
m_Decay = 3.f;
m_Seed = 0;
m_IntensityThreshold = 3.f;
m_MinDist = 1.f;
m_MaxDist = 350.f;
// This is more than the default camera FOV: for now, our soundscape is not realistic anyways.
m_MaxStereoAngle = static_cast<float>(M_PI / 6);
if (CConfigDB::IsInitialised())
{
CFG_GET_VAL("sound.mindistance", m_MinDist);
CFG_GET_VAL("sound.maxdistance", m_MaxDist);
CFG_GET_VAL("sound.maxstereoangle", m_MaxStereoAngle);
}
}
CSoundGroup::CSoundGroup()
{
SetDefaultValues();
}
CSoundGroup::CSoundGroup(const VfsPath& pathnameXML)
{
SetDefaultValues();
LoadSoundGroup(pathnameXML);
}
CSoundGroup::~CSoundGroup()
{
// clean up all the handles from this group.
ReleaseGroup();
}
float CSoundGroup::RadiansOffCenter(const CVector3D& position, bool& onScreen, float& itemRollOff)
{
#if !CONFIG2_AUDIO
UNUSED2(position);
UNUSED2(onScreen);
UNUSED2(itemRollOff);
return 0.f;
#else
const int screenWidth = g_Game->GetView()->GetCamera()->GetViewPort().m_Width;
const int screenHeight = g_Game->GetView()->GetCamera()->GetViewPort().m_Height;
const float xBufferSize = screenWidth * 0.1f;
const float yBufferSize = 15.f;
const float radianCap = m_MaxStereoAngle;
float x, y;
g_Game->GetView()->GetCamera()->GetScreenCoordinates(position, x, y);
onScreen = true;
float answer = 0.f;
if (x < -xBufferSize)
{
onScreen = false;
answer = -radianCap;
}
else if (x > screenWidth + xBufferSize)
{
onScreen = false;
answer = radianCap;
}
else
{
if (x < 0 || x > screenWidth)
itemRollOff = MAX_ROLLOFF;
answer = radianCap * (x * 2 / screenWidth - 1);
}
if (y < -yBufferSize)
{
onScreen = false;
}
else if (y > screenHeight + yBufferSize)
{
onScreen = false;
}
else if (y < 0 || y > screenHeight)
{
itemRollOff = MAX_ROLLOFF;
}
return answer;
#endif // !CONFIG2_AUDIO
}
void CSoundGroup::UploadPropertiesAndPlay(size_t index, const CVector3D& position, entity_id_t source)
{
#if !CONFIG2_AUDIO
UNUSED2(index);
UNUSED2(position);
UNUSED2(source);
#else
if (!g_SoundManager)
return;
bool isOnscreen = false;
ALfloat itemRollOff = DEFAULT_ROLLOFF;
float offset = RadiansOffCenter(position, isOnscreen, itemRollOff);
if (!isOnscreen && !TestFlag(eDistanceless) && !TestFlag(eOmnipresent))
return;
if (m_SoundGroups.empty())
Reload();
if (m_SoundGroups.size() <= index)
return;
CSoundData* sndData = m_SoundGroups[index];
if (!sndData)
return;
ISoundItem* hSound = static_cast<CSoundManager*>(g_SoundManager)->ItemForEntity(source, sndData);
if (!hSound)
return;
if (!TestFlag(eOmnipresent))
{
CVector3D origin = g_Game->GetView()->GetCamera()->GetOrientation().GetTranslation();
float itemDist = (position - origin).Length();
if (TestFlag(eDistanceless))
itemRollOff = 0;
if (sndData->IsStereo())
LOGWARNING("OpenAL: stereo sounds can't be positioned: %s", sndData->GetFileName().string8());
hSound->SetLocation(CVector3D(itemDist * sin(offset), 0, -itemDist * cos(offset)));
hSound->SetRollOff(itemRollOff, m_MinDist, m_MaxDist);
}
CmpPtr<ICmpVisual> cmpVisual(*g_Game->GetSimulation2(), source);
if (cmpVisual)
m_Seed = cmpVisual->GetActorSeed();
hSound->SetPitch(TestFlag(eRandPitch) ? CFastRand::RandFloat(m_Seed, m_PitchLower, m_PitchUpper) : m_Pitch);
if (TestFlag(eRandGain))
m_Gain = CFastRand::RandFloat(m_Seed, m_GainLower, m_GainUpper);
hSound->SetCone(m_ConeInnerAngle, m_ConeOuterAngle, m_ConeOuterGain);
static_cast<CSoundManager*>(g_SoundManager)->PlayGroupItem(hSound, m_Gain);
#endif // !CONFIG2_AUDIO
}
static void HandleError(const std::wstring& message, const VfsPath& pathname, Status err)
{
// Open failed because sound is disabled (don't log this)
if (err == ERR::AGAIN)
return;
LOGERROR("%s: pathname=%s, error=%s", utf8_from_wstring(message), pathname.string8(), GetStatusAsString(err).c_str());
}
void CSoundGroup::PlayNext(const CVector3D& position, entity_id_t source)
{
if (m_Filenames.empty())
return;
m_CurrentSoundIndex = rand(0, m_Filenames.size());
UploadPropertiesAndPlay(m_CurrentSoundIndex, position, source);
}
void CSoundGroup::Reload()
{
m_CurrentSoundIndex = 0;
#if CONFIG2_AUDIO
ReleaseGroup();
if (!g_SoundManager)
return;
for (const std::wstring& filename : m_Filenames)
{
VfsPath absolutePath = m_Filepath / filename;
CSoundData* itemData = CSoundData::SoundDataFromFile(absolutePath);
if (!itemData)
HandleError(L"error loading sound", absolutePath, ERR::FAIL);
else
m_SoundGroups.push_back(itemData->IncrementCount());
}
if (TestFlag(eRandOrder))
std::shuffle(m_SoundGroups.begin(), m_SoundGroups.end(), CFastRand(m_Seed));
#endif
}
void CSoundGroup::ReleaseGroup()
{
#if CONFIG2_AUDIO
for (CSoundData* soundGroup : m_SoundGroups)
CSoundData::ReleaseSoundData(soundGroup);
m_SoundGroups.clear();
#endif
}
void CSoundGroup::Update(float UNUSED(TimeSinceLastFrame))
{
}
bool CSoundGroup::LoadSoundGroup(const VfsPath& pathnameXML)
{
CXeromyces XeroFile;
if (XeroFile.Load(g_VFS, pathnameXML, "sound_group") != PSRETURN_OK)
{
HandleError(L"error loading file", pathnameXML, ERR::FAIL);
return false;
}
#define EL(x) int el_##x = XeroFile.GetElementID(#x)
EL(soundgroup);
EL(gain);
EL(looping);
EL(omnipresent);
EL(heardby);
EL(distanceless);
EL(pitch);
EL(priority);
EL(randorder);
EL(randgain);
EL(randpitch);
EL(conegain);
EL(coneinner);
EL(coneouter);
EL(sound);
EL(gainupper);
EL(gainlower);
EL(pitchupper);
EL(pitchlower);
EL(path);
EL(threshold);
EL(decay);
#undef EL
XMBElement root = XeroFile.GetRoot();
if (root.GetNodeName() != el_soundgroup)
{
LOGERROR("Invalid SoundGroup format (unrecognised root element '%s')", XeroFile.GetElementString(root.GetNodeName()));
return false;
}
XERO_ITER_EL(root, child)
{
int child_name = child.GetNodeName();
if (child_name == el_gain)
{
SetGain(child.GetText().ToFloat());
}
else if (child_name == el_looping)
{
if (child.GetText().ToInt() == 1)
SetFlag(eLoop);
}
else if (child_name == el_omnipresent)
{
if (child.GetText().ToInt() == 1)
SetFlag(eOmnipresent);
}
else if (child_name == el_heardby)
{
if (child.GetText().FindInsensitive("owner") == 0)
SetFlag(eOwnerOnly);
}
else if (child_name == el_distanceless)
{
if (child.GetText().ToInt() == 1)
SetFlag(eDistanceless);
}
else if (child_name == el_pitch)
{
this->m_Pitch = child.GetText().ToFloat();
}
else if (child_name == el_priority)
{
this->m_Priority = child.GetText().ToFloat();
}
else if (child_name == el_randorder)
{
if (child.GetText().ToInt() == 1)
SetFlag(eRandOrder);
}
else if (child_name == el_randgain)
{
if (child.GetText().ToInt() == 1)
SetFlag(eRandGain);
}
else if (child_name == el_gainupper)
{
this->m_GainUpper = child.GetText().ToFloat();
}
else if (child_name == el_gainlower)
{
this->m_GainLower = child.GetText().ToFloat();
}
else if (child_name == el_randpitch)
{
if (child.GetText().ToInt() == 1)
SetFlag(eRandPitch);
}
else if (child_name == el_pitchupper)
{
this->m_PitchUpper = child.GetText().ToFloat();
}
else if (child_name == el_pitchlower)
{
this->m_PitchLower = child.GetText().ToFloat();
}
else if (child_name == el_conegain)
{
this->m_ConeOuterGain = child.GetText().ToFloat();
}
else if (child_name == el_coneinner)
{
this->m_ConeInnerAngle = child.GetText().ToFloat();
}
else if (child_name == el_coneouter)
{
this->m_ConeOuterAngle = child.GetText().ToFloat();
}
else if (child_name == el_sound)
{
this->m_Filenames.push_back(child.GetText().FromUTF8());
}
else if (child_name == el_path)
{
m_Filepath = child.GetText().FromUTF8();
}
else if (child_name == el_threshold)
{
m_IntensityThreshold = child.GetText().ToFloat();
}
else if (child_name == el_decay)
{
m_Decay = child.GetText().ToFloat();
}
}
return true;
}
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