#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_
- */
-
AmbientSound::AmbientSound(const lisp::Lisp& lisp)
{
- // position=pos;
- lisp.get("x", position.x);
- lisp.get("y", position.y);
+ position.x=0;
+ position.y=0;
+
+ dimension.x=0;
+ dimension.y=0;
+
+ distance_factor=0;
+ distance_bias=0;
+ maximumvolume=1;
+ sample="";
+
+ if (!(lisp.get("x", position.x)&&lisp.get("y", position.y))) {
+ std::cerr << "No Position in ambient_sound" << std::endl;
+ }
+
+ lisp.get("width" , dimension.x);
+ lisp.get("height", dimension.y);
+
lisp.get("distance_factor",distance_factor);
lisp.get("distance_bias" ,distance_bias );
lisp.get("sample" ,sample );
+ lisp.get("volume" ,maximumvolume );
+
+ // 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 = 10e99;
else
- silence_distance = distance_factor*10e2;
+ silence_distance = 1/distance_factor;
+
+ lisp.get("silence_distance",silence_distance);
- volume_ptr=NULL;
- playing=0;
- startPlaying();
+ playing=-1; // not playing at the beginning
+ latency=0;
}
+AmbientSound::~AmbientSound() {
+ stop_playing();
+}
void
AmbientSound::hit(Player& )
}
void
-AmbientSound::startPlaying()
+AmbientSound::stop_playing() {
+ if (playing>=0) {
+ Mix_HaltChannel(playing);
+ playing=-1;
+ }
+}
+
+void
+AmbientSound::start_playing()
{
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);
+ Mix_Volume(playing,0);
+ currentvolume=targetvolume=1e-20;
}
void
-AmbientSound::action(float)
+AmbientSound::update(float deltat)
{
- 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);
+ if (latency--<=0) {
+
+ float px,py;
+ float rx,ry;
- distance-=distance_bias;
+ // Player position
- if (distance<0)
- distance=0;
+ px=Sector::current()->player->get_pos().x;
+ py=Sector::current()->player->get_pos().y;
- volume_ptr[0]=1/(1+distance*distance_factor); // inverse square of distance
+ // 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)
+
+ if (playing>=0) {
+
+ // set the volume
+ Mix_Volume(playing,(int)(currentvolume*maximumvolume*MIX_MAX_VOLUME));
+
+ 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=
}
void
-AmbientSound::draw(DrawingContext &dc)
+AmbientSound::draw(DrawingContext &)
{
- return;
- sprite->draw(dc,position,1);
-
}
IMPLEMENT_FACTORY(AmbientSound, "ambient_sound");