1 // ambient_sound.cpp basti_
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.
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.
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16 // along with this program; if not, write to the Free Software
17 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
23 #include "ambient_sound.h"
24 #include "object_factory.h"
25 #include "lisp/lisp.h"
28 AmbientSound::AmbientSound(const lisp::Lisp& lisp)
42 if (!(lisp.get("x", position.x)&&lisp.get("y", position.y))) {
43 std::cerr << "No Position in ambient_sound" << std::endl;
46 lisp.get("width" , dimension.x);
47 lisp.get("height", dimension.y);
49 lisp.get("distance_factor",distance_factor);
50 lisp.get("distance_bias" ,distance_bias );
51 lisp.get("sample" ,sample );
52 lisp.get("volume" ,maximumvolume );
54 // set dimension to zero if smaller than 64, which is default size in flexlay
56 if ((dimension.x <= 64) || (dimension.y <= 64)) {
61 // square all distances (saves us a sqrt later)
63 distance_bias*=distance_bias;
64 distance_factor*=distance_factor;
66 // set default silence_distance
68 if (distance_factor == 0)
69 silence_distance = 10e99;
71 silence_distance = 1/distance_factor;
73 lisp.get("silence_distance",silence_distance);
75 playing=-1; // not playing at the beginning
79 AmbientSound::AmbientSound(Vector pos, float factor, float bias, float vol, std::string file)
88 distance_factor=factor*factor;
89 distance_bias=bias*bias;
93 // set default silence_distance
95 if (distance_factor == 0)
96 silence_distance = 10e99;
98 silence_distance = 1/distance_factor;
100 playing=-1; // not playing at the beginning
104 AmbientSound::~AmbientSound() {
109 AmbientSound::hit(Player& )
114 AmbientSound::stop_playing() {
116 Mix_HaltChannel(playing);
122 AmbientSound::start_playing()
124 playing=sound_manager->play_sound(sample,-1);
125 Mix_Volume(playing,0);
126 currentvolume=targetvolume=1e-20;
130 AmbientSound::update(float deltat)
139 px=Sector::current()->player->get_pos().x;
140 py=Sector::current()->player->get_pos().y;
142 // Relate to which point in the area
144 rx=px<position.x?position.x:
145 (px<position.x+dimension.x?px:position.x+dimension.x);
146 ry=py<position.y?position.y:
147 (py<position.y+dimension.y?py:position.y+dimension.y);
149 // calculate square of distance
151 float sqrdistance=(px-rx)*(px-rx)+(py-ry)*(py-ry);
153 sqrdistance-=distance_bias;
155 // inside the bias: full volume (distance 0)
160 // calculate target volume - will never become 0
162 targetvolume=1/(1+sqrdistance*distance_factor);
164 float rise=targetvolume/currentvolume;
166 // rise/fall half life?
168 currentvolume*=pow(rise,deltat*10);
169 currentvolume += 1e-6; // volume is at least 1e-6 (0 would never rise)
174 Mix_Volume(playing,(int)(currentvolume*maximumvolume*MIX_MAX_VOLUME));
176 if (sqrdistance>=silence_distance && currentvolume<1e-3)
180 if (sqrdistance<silence_distance) {
184 else // set a reasonable latency
185 latency=(int)(0.001/distance_factor);
186 //(int)(10*((sqrdistance-silence_distance)/silence_distance));
190 // heuristically measured "good" latency maximum
192 // if (latency>0.001/distance_factor)
197 AmbientSound::draw(DrawingContext &)
201 IMPLEMENT_FACTORY(AmbientSound, "ambient_sound");