X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fambient_sound.cpp;h=43ffbdeda743eb033b8c4115e188dc4e7366bfa1;hb=ab9eab4c870195c2b60ce76b77044c35b31e8806;hp=31e3f3a0eb1741b98baecc513a021f3b2270eca0;hpb=f1e15f44f709d6b4fa45e858dc12d7d701ae8ddc;p=supertux.git diff --git a/src/object/ambient_sound.cpp b/src/object/ambient_sound.cpp index 31e3f3a0e..43ffbdeda 100644 --- a/src/object/ambient_sound.cpp +++ b/src/object/ambient_sound.cpp @@ -1,6 +1,7 @@ -// ambient_sound.cpp basti_ +// $Id$ // // SuperTux +// Copyright (C) 2006 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -11,52 +12,106 @@ // 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 #include - -#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 +#include + +#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 = 10e99; else - silence_distance = distance_factor*10e2; + silence_distance = 1/distance_factor; + + lisp.get("silence_distance",silence_distance); - volume_ptr=NULL; - playing=0; - startPlaying(); + 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; + else + silence_distance = 1/distance_factor; + + sound_source = 0; // not playing at the beginning + latency=0; +} + +AmbientSound::~AmbientSound() { + stop_playing(); +} void AmbientSound::hit(Player& ) @@ -64,38 +119,124 @@ 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-20; + 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=pxset_gain(currentvolume*maximumvolume); + + if (sqrdistance>=silence_distance && currentvolume<1e-3) + stop_playing(); + latency=0; + } else { + if (sqrdistance0.001/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 (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");