Made buttjump a bit easier to perform
[supertux.git] / src / object / ambient_sound.cpp
index 1287391..14df038 100644 (file)
@@ -22,6 +22,7 @@
 #include <math.h>
 #include <stdexcept>
 #include <iostream>
+#include <limits>
 
 #include "ambient_sound.hpp"
 #include "object_factory.hpp"
 #include "audio/sound_manager.hpp"
 #include "audio/sound_source.hpp"
 #include "log.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "object/camera.hpp"
 
 AmbientSound::AmbientSound(const lisp::Lisp& lisp)
 {
+  name="";
   position.x = 0;
   position.y = 0;
 
@@ -49,6 +53,7 @@ AmbientSound::AmbientSound(const lisp::Lisp& lisp)
     log_warning << "No Position in ambient_sound" << std::endl;
   }
 
+  lisp.get("name" , name);
   lisp.get("width" , dimension.x);
   lisp.get("height", dimension.y);
 
@@ -58,12 +63,12 @@ AmbientSound::AmbientSound(const lisp::Lisp& lisp)
   lisp.get("volume"         ,maximumvolume  );
 
   // set dimension to zero if smaller than 64, which is default size in flexlay
-  
+
   if ((dimension.x <= 64) || (dimension.y <= 64)) {
     dimension.x = 0;
     dimension.y = 0;
   }
-  
+
   // square all distances (saves us a sqrt later)
 
   distance_bias*=distance_bias;
@@ -72,13 +77,14 @@ AmbientSound::AmbientSound(const lisp::Lisp& lisp)
   // set default silence_distance
 
   if (distance_factor == 0)
-    silence_distance = 10e99;
+         silence_distance = std::numeric_limits<float>::max();
   else
     silence_distance = 1/distance_factor;
-  
+
   lisp.get("silence_distance",silence_distance);
 
   sound_source = 0; // not playing at the beginning
+  sound_manager->preload(sample);
   latency=0;
 }
 
@@ -94,11 +100,11 @@ AmbientSound::AmbientSound(Vector pos, float factor, float bias, float vol, std:
   distance_bias=bias*bias;
   maximumvolume=vol;
   sample=file;
-  
+
   // set default silence_distance
 
   if (distance_factor == 0)
-    silence_distance = 10e99;
+         silence_distance = std::numeric_limits<float>::max();
   else
     silence_distance = 1/distance_factor;
 
@@ -128,10 +134,10 @@ AmbientSound::start_playing()
     sound_source = sound_manager->create_sound_source(sample);
     if(!sound_source)
       throw std::runtime_error("file not found");
-   
+
     sound_source->set_gain(0);
     sound_source->set_looping(true);
-    currentvolume=targetvolume=1e-20;
+    currentvolume=targetvolume=1e-20f;
     sound_source->play();
   } catch(std::exception& e) {
     log_warning << "Couldn't play '" << sample << "': " << e.what() << "" << std::endl;
@@ -142,15 +148,16 @@ AmbientSound::start_playing()
 }
 
 void
-AmbientSound::update(float deltat) 
-{ 
+AmbientSound::update(float deltat)
+{
   if (latency-- <= 0) {
     float px,py;
     float rx,ry;
 
-    // Player position
-    px=Sector::current()->player->get_pos().x;
-    py=Sector::current()->player->get_pos().y;
+    if (!Sector::current() || !Sector::current()->camera) return;
+    // Camera position
+    px=Sector::current()->camera->get_center().x;
+    py=Sector::current()->camera->get_center().y;
 
     // Relate to which point in the area
     rx=px<position.x?position.x:
@@ -165,14 +172,14 @@ AmbientSound::update(float deltat)
     // inside the bias: full volume (distance 0)
     if (sqrdistance<0)
       sqrdistance=0;
-    
+
     // calculate target volume - will never become 0
     targetvolume=1/(1+sqrdistance*distance_factor);
     float rise=targetvolume/currentvolume;
 
     // rise/fall half life?
     currentvolume*=pow(rise,deltat*10);
-    currentvolume += 1e-6; // volume is at least 1e-6 (0 would never rise)
+    currentvolume += 1e-6f; // volume is at least 1e-6 (0 would never rise)
 
     if (sound_source != 0) {
 
@@ -191,21 +198,49 @@ AmbientSound::update(float deltat)
        latency=(int)(0.001/distance_factor);
       //(int)(10*((sqrdistance-silence_distance)/silence_distance));
     }
-  } 
+  }
 
   // heuristically measured "good" latency maximum
 
   //  if (latency>0.001/distance_factor)
   // latency=
-  
-  if( sound_source != NULL ){
-      sound_source->update();
-  }
 }
 
 void
-AmbientSound::draw(DrawingContext &) 
+AmbientSound::draw(DrawingContext &)
+{
+}
+
+void
+AmbientSound::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+  Scripting::AmbientSound* interface = static_cast<Scripting::AmbientSound*> (this);
+  expose_object(vm, table_idx, interface, name, false);
+}
+
+void
+AmbientSound::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+  Scripting::unexpose_object(vm, table_idx, name);
+}
+
+void
+AmbientSound::set_pos(float x, float y)
+{
+  position.x = x;
+  position.y = y;
+}
+
+float
+AmbientSound::get_pos_x() const
+{
+  return position.x;
+}
+
+float
+AmbientSound::get_pos_y() const
 {
+  return position.y;
 }
 
 IMPLEMENT_FACTORY(AmbientSound, "ambient_sound");