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/*
* Copyright (C) 2002 Terence M. Welsh
* Ported to Linux by Tugrul Galatali <tugrul@galatali.com>
*
* Skyrocket is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2 as
* published by the Free Software Foundation.
*
* Skyrocket 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "skyrocket_sound.h"
#ifdef HAVE_OPENAL
#include <math.h>
#include <AL/al.h>
#include <AL/alut.h>
#include <list>
#include "loadTexture.h"
// reference distance, max distance
// reference distance = sound is partly attenuated
// maximum distance = sound is completely attenuated
float sound_distances[NUM_BUFFERS][2] = {
{ 300.0f, 600.0f }, // launch sounds
{ 300.0f, 600.0f },
{ 4000.0f, 8000.0f }, // booms
{ 4000.0f, 8000.0f },
{ 4000.0f, 8000.0f },
{ 6000.0f, 12000.0f },
{ 2500.0f, 5000.0f }, // poppers
{ 10000.0f, 20000.0f }, // suck
{ 20000.0f, 40000.0f }, // nuke
{ 2500.0f, 5000.0f } // whistle
};
class soundnode;
ALuint g_Buffers[NUM_BUFFERS];
ALuint g_Sources[NUM_SOURCES];
extern float elapsedTime;
extern int dSound;
extern int kSlowMotion;
void swap_bytes (unsigned char *data, int bytes)
{
int i = 0;
for (i = 0; i < bytes - 1; i += 2) {
int temp = data[i];
data[i] = data[i + 1];
data[i + 1] = temp;
}
}
void initSound ()
{
int i = 1;
unsigned char *j;
unsigned char *l_snd;
j = (unsigned char *)&i;
alutInit (NULL, 0);
alDistanceModel (AL_INVERSE_DISTANCE);
// As of October, 2001, AL_ROLLOFF_FACTOR isn't implemented in the Windows
// version of OpenAL, so the distance attenuation models won't work. You
// have to set the gains yourself.
//alDistanceModel(AL_NONE);
alDopplerVelocity (1130.0f); // Sound travels at 1130 feet/sec
alListenerf (AL_GAIN, float (dSound) * 0.01f); // Volume
// Initialize sound data
alGenBuffers (NUM_BUFFERS, g_Buffers);
alGenSources (NUM_SOURCES, g_Sources);
#define BUFFER_SOUND(index, data, compressedsize, size) \
LOAD_TEXTURE(l_snd, data, compressedsize, size) \
if (!*j) swap_bytes(l_snd, size); \
alBufferData(g_Buffers[index], AL_FORMAT_MONO16, l_snd, size, 44100); \
FREE_TEXTURE(l_snd)
BUFFER_SOUND (BOOM1SOUND, launch1SoundData, launch1SoundData_compressedsize, launch1SoundData_size)
BUFFER_SOUND (BOOM2SOUND, launch2SoundData, launch2SoundData_compressedsize, launch2SoundData_size)
BUFFER_SOUND (BOOM1SOUND, boom1SoundData, boom1SoundData_compressedsize, boom1SoundData_size)
BUFFER_SOUND (BOOM2SOUND, boom2SoundData, boom2SoundData_compressedsize, boom2SoundData_size)
BUFFER_SOUND (BOOM3SOUND, boom3SoundData, boom3SoundData_compressedsize, boom3SoundData_size)
BUFFER_SOUND (BOOM4SOUND, boom4SoundData, boom4SoundData_compressedsize, boom4SoundData_size)
BUFFER_SOUND (POPPERSOUND, popperSoundData, popperSoundData_compressedsize, popperSoundData_size)
BUFFER_SOUND (POPPERSOUND, suckSoundData, suckSoundData_compressedsize, suckSoundData_size)
BUFFER_SOUND (POPPERSOUND, nukeSoundData, nukeSoundData_compressedsize, nukeSoundData_size)
BUFFER_SOUND (POPPERSOUND, whistleSoundData, whistleSoundData_compressedsize, whistleSoundData_size)
}
class soundnode {
public:
int sound;
float pos[3];
float dist;
float time; // time until sound plays
soundnode () {
};
~soundnode () {
};
};
std::list < soundnode > soundlist;
void insertSoundNode (int sound, rsVec source, rsVec observer)
{
soundnode *node;
rsVec dir = observer - source;
soundlist.push_back (soundnode ());
node = &soundlist.back ();
node->sound = sound;
node->pos[0] = source[0];
node->pos[1] = source[1];
node->pos[2] = source[2];
// distance to sound
node->dist = sqrt (dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]);
// Sound travels at 1130 feet/sec
node->time = node->dist * 0.000885f;
if (node->sound == POPPERSOUND) // poppers have a little delay
node->time += 2.5f;
}
void updateSound (float *listenerPos, float *listenerVel, float *listenerOri)
{
static int source = 0;
// Set current listener attributes
alListenerfv (AL_POSITION, listenerPos);
alListenerfv (AL_VELOCITY, listenerVel);
alListenerfv (AL_ORIENTATION, listenerOri);
std::list < soundnode >::iterator cursound = soundlist.begin ();
while (cursound != soundlist.end ()) {
cursound->time -= elapsedTime;
if (cursound->time <= 0.0f) {
if (cursound->dist < sound_distances[cursound->sound][1]) {
alSourceStop (g_Sources[source]);
alSourcei (g_Sources[source], AL_BUFFER, g_Buffers[cursound->sound]);
//alSourcef(g_Sources[source], AL_REFERENCE_DISTANCE, sound_distances[cursound->sound][0]);
//alSourcef(g_Sources[source], AL_ROLLOFF_FACTOR, 0.013557606f);
// HACK: AL_REFERENCE_DISTANCE must be set or OpenAL won't make any sound at all.
// I assume this will be fixed in future implementations of OpenAL.
alSourcef (g_Sources[source], AL_REFERENCE_DISTANCE, 1000000.0f);
// As of October, 2001, AL_ROLLOFF_FACTOR isn't implemented in the Windows
// version of OpenAL, so the distance attenuation models won't work. You
// have to set the gains yourself.
// Here I implement the AL_INVERSE_DISTANCE model formula from the OpenAL spec.
//float gain = 1.0f - 20.0f * log10(1.0f + 0.013557606f
// * (cursound->dist - sound_distances[cursound->sound][0])
// / sound_distances[cursound->sound][0]);
// But I don't like the way it sounds, so I'll just fudge everything
float gain = 1.0f - (cursound->dist / sound_distances[cursound->sound][1]);
if (gain > 1.0f)
gain = 1.0f;
if (gain < 0.0f)
gain = 0.0f;
alSourcef (g_Sources[source], AL_GAIN, gain);
alSourcefv (g_Sources[source], AL_POSITION, cursound->pos);
alSourcei (g_Sources[source], AL_LOOPING, AL_FALSE);
if (kSlowMotion) // Slow down the sound
alSourcef (g_Sources[source], AL_PITCH, 0.5f);
else // Sound at regular speed
alSourcef (g_Sources[source], AL_PITCH, 1.0f);
alSourcePlay (g_Sources[source]);
source++;
if (source >= NUM_SOURCES)
source = 0;
}
cursound = soundlist.erase (cursound);
} else
cursound++;
}
}
#endif
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