updated ambient sound for use with flexlay
[supertux.git] / src / object / ambient_sound.cpp
1 // ambient_sound.cpp   basti_
2 //
3 //  SuperTux
4 //
5 //  This program is free software; you can redistribute it and/or
6 //  modify it under the terms of the GNU General Public License
7 //  as published by the Free Software Foundation; either version 2
8 //  of the License, or (at your option) any later version.
9 //
10 //  This program is distributed in the hope that it will be useful,
11 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
12 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 //  GNU General Public License for more details.
14 // 
15 //  You should have received a copy of the GNU General Public License
16 //  along with this program; if not, write to the Free Software
17 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
18 //  02111-1307, USA.
19 #include <config.h>
20
21 #include <math.h>
22
23 #include "ambient_sound.h"
24 #include "object_factory.h"
25 #include "lisp/lisp.h"
26 #include "sector.h"
27
28 AmbientSound::AmbientSound(const lisp::Lisp& lisp)
29 {
30
31   position.x=0;
32   position.y=0;
33
34   dimension.x=0;
35   dimension.y=0;
36
37   distance_factor=0;
38   distance_bias=0;
39   maximumvolume=1;
40   sample="";
41
42   if (!(lisp.get("x", position.x)&&lisp.get("y", position.y))) {
43     std::cerr << "No Position in ambient_sound"  << std::endl;
44   }
45
46   lisp.get("width" , dimension.x);
47   lisp.get("height", dimension.y);
48
49   lisp.get("distance_factor",distance_factor);
50   lisp.get("distance_bias"  ,distance_bias  );
51   lisp.get("sample"         ,sample         );
52   lisp.get("volume"         ,maximumvolume  );
53
54   // set dimension to zero if smaller than 64, which is default size in flexlay
55   
56   if ((dimension.x <= 64) || (dimension.y <= 64)) {
57     dimension.x = 0;
58     dimension.y = 0;
59   }
60   
61   // square all distances (saves us a sqrt later)
62
63   distance_bias*=distance_bias;
64   distance_factor*=distance_factor;
65
66   // set default silence_distance
67
68   if (distance_factor == 0)
69     silence_distance = 10e99;
70   else
71     silence_distance = 1/distance_factor;
72   
73   lisp.get("silence_distance",silence_distance);
74
75   playing=-1; // not playing at the beginning
76   latency=0;
77 }
78
79 AmbientSound::~AmbientSound() {
80   stop_playing();
81 }
82
83 void
84 AmbientSound::hit(Player& )
85 {
86 }
87
88 void
89 AmbientSound::stop_playing() {
90   if (playing>=0) {
91     Mix_HaltChannel(playing);
92     playing=-1;
93   }
94 }
95
96 void
97 AmbientSound::start_playing()
98 {
99   playing=sound_manager->play_sound(sample,-1);
100   Mix_Volume(playing,0);
101   currentvolume=targetvolume=1e-20;
102 }
103
104 void
105 AmbientSound::update(float deltat) 
106 {
107   if (latency--<=0) {
108
109     float px,py;
110     float rx,ry;
111
112     // Player position
113
114     px=Sector::current()->player->get_pos().x;
115     py=Sector::current()->player->get_pos().y;
116
117     // Relate to which point in the area
118
119     rx=px<position.x?position.x:
120       (px<position.x+dimension.x?px:position.x+dimension.x);
121     ry=py<position.y?position.y:
122       (py<position.y+dimension.y?py:position.y+dimension.y);
123
124     // calculate square of distance
125
126     float sqrdistance=(px-rx)*(px-rx)+(py-ry)*(py-ry);
127     
128     sqrdistance-=distance_bias;
129
130     // inside the bias: full volume (distance 0)
131     
132     if (sqrdistance<0)
133       sqrdistance=0;
134     
135     // calculate target volume - will never become 0
136
137     targetvolume=1/(1+sqrdistance*distance_factor);
138
139     float rise=targetvolume/currentvolume;
140
141     // rise/fall half life?
142
143     currentvolume*=pow(rise,deltat*10);
144     currentvolume += 1e-6; // volume is at least 1e-6 (0 would never rise)
145
146     if (playing>=0) {
147
148       // set the volume
149       Mix_Volume(playing,(int)(currentvolume*maximumvolume*MIX_MAX_VOLUME));
150
151       if (sqrdistance>=silence_distance && currentvolume<1e-3)
152         stop_playing();
153       latency=0;
154     } else {
155       if (sqrdistance<silence_distance) {
156         start_playing();
157         latency=0;
158       }
159       else // set a reasonable latency
160         latency=(int)(0.001/distance_factor);
161       //(int)(10*((sqrdistance-silence_distance)/silence_distance));
162     }
163   } 
164
165   // heuristically measured "good" latency maximum
166
167   //  if (latency>0.001/distance_factor)
168   // latency=
169 }
170
171 void
172 AmbientSound::draw(DrawingContext &) 
173 {
174 }
175
176 IMPLEMENT_FACTORY(AmbientSound, "ambient_sound");