-// ambient_sound.cpp basti_
+// $Id$
//
// SuperTux
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// 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.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
#include <math.h>
-
-#include "ambient_sound.h"
-#include "object_factory.h"
-#include "lisp/lisp.h"
-#include "sector.h"
-
-/***
- * Ambient Sound Source, beta version. Features:
- *
- * - "disc" like structure. Full volume up to some distance
- * (distance_bias) to the source, then fading proportional to
- * inverse square distance
- *
- * This is experimental, clicks sometimes and still leaks mem
- *
- * basti_
- */
+#include <stdexcept>
+#include <iostream>
+#include <limits>
+
+#include "ambient_sound.hpp"
+#include "object_factory.hpp"
+#include "lisp/lisp.hpp"
+#include "sector.hpp"
+#include "audio/sound_manager.hpp"
+#include "audio/sound_source.hpp"
+#include "log.hpp"
+#include "scripting/squirrel_util.hpp"
AmbientSound::AmbientSound(const lisp::Lisp& lisp)
{
+ name="";
+ position.x = 0;
+ position.y = 0;
+
+ dimension.x = 0;
+ dimension.y = 0;
+
+ distance_factor = 0;
+ distance_bias = 0;
+ maximumvolume = 1;
+ sample = "";
+ currentvolume = 0;
+
+ if (!(lisp.get("x", position.x)&&lisp.get("y", position.y))) {
+ log_warning << "No Position in ambient_sound" << std::endl;
+ }
+
+ lisp.get("name" , name);
+ lisp.get("width" , dimension.x);
+ lisp.get("height", dimension.y);
- // position=pos;
- lisp.get("x", position.x);
- lisp.get("y", position.y);
lisp.get("distance_factor",distance_factor);
lisp.get("distance_bias" ,distance_bias );
lisp.get("sample" ,sample );
+ 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;
+ distance_factor*=distance_factor;
+
+ // set default silence_distance
+
+ if (distance_factor == 0)
+ 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
+ latency=0;
+}
+
+AmbientSound::AmbientSound(Vector pos, float factor, float bias, float vol, std::string file)
+{
+ position.x=pos.x;
+ position.y=pos.y;
+
+ dimension.x=0;
+ dimension.y=0;
+
+ distance_factor=factor*factor;
+ 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 = distance_factor*10e2;
+ silence_distance = 1/distance_factor;
- volume_ptr=NULL;
- playing=0;
- startPlaying();
+ sound_source = 0; // not playing at the beginning
+ latency=0;
}
+AmbientSound::~AmbientSound() {
+ stop_playing();
+}
void
AmbientSound::hit(Player& )
}
void
-AmbientSound::startPlaying()
-{
- playing=sound_manager->play_sound(sample,-1);
- volume_ptr=new float[2];
- volume_ptr[0]=0;
- volume_ptr[1]=0;
- sound_manager->register_effect(playing,&SoundManager::volume_adjust,
- NULL,(void *)volume_ptr);
+AmbientSound::stop_playing() {
+ delete sound_source;
+ sound_source = 0;
}
void
-AmbientSound::action(float)
+AmbientSound::start_playing()
{
- float dx=Sector::current()->player->get_pos().x-position.x;
- float dy=Sector::current()->player->get_pos().y-position.y;
- float distance=sqrt(dx*dx+dy*dy);
+ try {
+ 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-20f;
+ sound_source->play();
+ } catch(std::exception& e) {
+ log_warning << "Couldn't play '" << sample << "': " << e.what() << "" << std::endl;
+ delete sound_source;
+ sound_source = 0;
+ remove_me();
+ }
+}
- distance-=distance_bias;
+void
+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;
+
+ // Relate to which point in the area
+ rx=px<position.x?position.x:
+ (px<position.x+dimension.x?px:position.x+dimension.x);
+ ry=py<position.y?position.y:
+ (py<position.y+dimension.y?py:position.y+dimension.y);
+
+ // calculate square of distance
+ float sqrdistance=(px-rx)*(px-rx)+(py-ry)*(py-ry);
+ sqrdistance-=distance_bias;
+
+ // 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-6f; // volume is at least 1e-6 (0 would never rise)
+
+ if (sound_source != 0) {
+
+ // set the volume
+ sound_source->set_gain(currentvolume*maximumvolume);
+
+ if (sqrdistance>=silence_distance && currentvolume<1e-3)
+ stop_playing();
+ latency=0;
+ } else {
+ if (sqrdistance<silence_distance) {
+ start_playing();
+ latency=0;
+ }
+ else // set a reasonable latency
+ 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 (distance<0)
- distance=0;
+void
+AmbientSound::draw(DrawingContext &)
+{
+}
- volume_ptr[0]=1/(1+distance*distance_factor); // inverse square of distance
+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::draw(DrawingContext &dc)
+AmbientSound::set_pos(float x, float y)
{
- return;
- sprite->draw(dc,position,1);
+ 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");