(distance_bias 200.0) (sample "rain"))
(ambient_sound (x 512) (y 900) (distance_factor 0.05)
(distance_bias 100.0) (sample "waterfall") (volume 0.2))
- (ambient_sound (x 800) (y 900) (distance_factor 0.1)
+ (ambient_sound (x 700) (y 900) (width 300)
+(height 200) (distance_factor 0.1)
(distance_bias 50.0) (sample "lava"))
(infoblock (x 128) (y 864)
(message (_ "-Info
#source playing the
#rain effect should
#be audible here.
-#Find Waterfall and
-#Lava sources with
-#smaller geometry
-#further right.
"))
)
(infoblock (x 512) (y 864)
(message (_ "-Info
#Waterfall
#Volume 0.2
+#smaller geometry
+#than rain source
"))
)
- (infoblock (x 800) (y 864)
+ (infoblock (x 700) (y 864)
(message (_ "-Info
-#Lava
+#Lava (Area)
+#extending right
"))
)
)
position.x=0;
position.y=0;
+
+ dimension.x=0;
+ dimension.y=0;
+
distance_factor=0;
distance_bias=0;
maximumvolume=1;
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
playing=-1; // not playing at the beginning
latency=0;
-
}
AmbientSound::~AmbientSound() {
{
if (latency--<=0) {
- float dx=Sector::current()->player->get_pos().x-position.x;
- float dy=Sector::current()->player->get_pos().y-position.y;
- float sqrdistance=dx*dx+dy*dy;
+ 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-30;
+ 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<0.05)
+
+ if (sqrdistance>=silence_distance && currentvolume<1e-3)
stop_playing();
latency=0;
} else {
start_playing();
latency=0;
}
- else
- latency=(int)(10*((sqrdistance-silence_distance)/silence_distance));
+ else // set a reasonable latency
+ latency=(int)(0.001/distance_factor);
+ //(int)(10*((sqrdistance-silence_distance)/silence_distance));
}
+ }
- }
- if (latency>0.001/distance_factor)
- latency=(int)(0.001/distance_factor);
+ // heuristically measured "good" latency maximum
+
+ // if (latency>0.001/distance_factor)
+ // latency=
}
void
// 02111-1307, USA.
/**
- * Ambient Sound Source, beta version. Features:
+ * Ambient Sound Source, gamma version. Features:
*
- * - "disc" like structure. Full volume up to some distance
- * (distance_bias) to the source, then fading proportional to
- * inverse square distance
+ * - "rounded rectancle" geometry with position, dimension and
+ * "rounding radius" (extending in all directions) of a 100%
+ * volume area, adjustable maximum volume, inverse square
+ * falloff outside area.
*
- * - parameters for point source:
+ * - degenerates gracefully to a disc for dimension=0
+ *
+ * - parameters:
+ *
* x, y position
+ * width, height dimension
* distance_factor high = steep fallofff
* distance_bias high = big "100% disc"
* silence_distance defaults reasonably.
+ * sample sample to be played back in loop mode
*
* basti_
*/
virtual void stop_playing();
private:
Vector position;
+ Vector dimension;
std::string sample;
int playing;