#include "audio/sound_manager.hpp"
#include "audio/sound_source.hpp"
#include "log.hpp"
+#include "scripting/squirrel_util.hpp"
AmbientSound::AmbientSound(const lisp::Lisp& lisp)
{
- position.x=0;
- position.y=0;
+ name="";
+ 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;
}
+ lisp.get("name" , name);
lisp.get("width" , dimension.x);
lisp.get("height", dimension.y);
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)
{
}
+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(){;
+ return position.x;
+}
+
+float
+AmbientSound::get_pos_y(){
+ return position.y;
+}
+
IMPLEMENT_FACTORY(AmbientSound, "ambient_sound");