-// 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>
AmbientSound::AmbientSound(const lisp::Lisp& lisp)
{
- position.x=0;
- position.y=0;
+ position.x = 0;
+ position.y = 0;
- dimension.x=0;
- dimension.y=0;
+ dimension.x = 0;
+ dimension.y = 0;
- distance_factor=0;
- distance_bias=0;
- maximumvolume=1;
- sample="";
+ 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;
log_warning << "Couldn't play '" << sample << "': " << e.what() << "" << std::endl;
delete sound_source;
sound_source = 0;
+ remove_me();
}
}
void
AmbientSound::update(float deltat)
-{
- if (latency--<=0) {
-
+{
+ 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-6; // volume is at least 1e-6 (0 would never rise)