0ad/source/soundmanager/scripting/SoundGroup.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

445 lines
10 KiB
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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "SoundGroup.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "lib/rand.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/Util.h"
#include "ps/XML/Xeromyces.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/system/Component.h"
#include "soundmanager/items/ISoundItem.h"
#include "soundmanager/SoundManager.h"
#include <algorithm>
#include <random>
extern CGame *g_Game;
#if CONFIG2_AUDIO
constexpr ALfloat DEFAULT_ROLLOFF = 0.5f;
constexpr ALfloat MAX_ROLLOFF = 0.7f;
/**
* Low randomness, quite-a-lot-faster-than-std::mt19937 random number generator.
* It matches the interface of UniformRandomBitGenerator for use in std::shuffle.
*/
class CFastRand
{
public:
using result_type = u32;
constexpr static result_type min() { return 0; }
constexpr static result_type max() { return 0xFFFF; }
static result_type Rand(result_type& seed)
{
// This is a mixed linear congruential random number generator.
// The magic numbers are chosen so that they generate pseudo random numbers over a big enough period (0xFFFF).
seed = 214013 * seed + 2531011;
return (seed >> 16) & max();
}
static float RandFloat(result_type& seed, float min, float max)
{
return (static_cast<float>(Rand(seed)) / (0xFFFF)) * (max - min) + min;
}
CFastRand() {};
CFastRand(result_type init) : m_Seed(init) {};
result_type operator()()
{
return Rand(m_Seed);
}
result_type m_Seed;
};
#endif
void CSoundGroup::SetGain(float gain)
{
m_Gain = std::min(gain, 1.0f);
}
void CSoundGroup::SetDefaultValues()
{
m_CurrentSoundIndex = 0;
m_Flags = 0;
m_CurTime = 0.f;
m_Gain = 0.7f;
m_Pitch = 1.f;
m_Priority = 60.f;
m_PitchUpper = 1.1f;
m_PitchLower = 0.9f;
m_GainUpper = 1.f;
m_GainLower = 0.8f;
m_ConeOuterGain = 0.f;
m_ConeInnerAngle = 360.f;
m_ConeOuterAngle = 360.f;
m_Decay = 3.f;
m_Seed = 0;
m_IntensityThreshold = 3.f;
m_MinDist = 1.f;
m_MaxDist = 350.f;
// This is more than the default camera FOV: for now, our soundscape is not realistic anyways.
m_MaxStereoAngle = static_cast<float>(M_PI / 6);
if (CConfigDB::IsInitialised())
{
CFG_GET_VAL("sound.mindistance", m_MinDist);
CFG_GET_VAL("sound.maxdistance", m_MaxDist);
CFG_GET_VAL("sound.maxstereoangle", m_MaxStereoAngle);
}
}
CSoundGroup::CSoundGroup()
{
SetDefaultValues();
}
CSoundGroup::CSoundGroup(const VfsPath& pathnameXML)
{
SetDefaultValues();
LoadSoundGroup(pathnameXML);
}
CSoundGroup::~CSoundGroup()
{
// clean up all the handles from this group.
ReleaseGroup();
}
float CSoundGroup::RadiansOffCenter(const CVector3D& position, bool& onScreen, float& itemRollOff)
{
#if !CONFIG2_AUDIO
UNUSED2(position);
UNUSED2(onScreen);
UNUSED2(itemRollOff);
return 0.f;
#else
const int screenWidth = g_Game->GetView()->GetCamera()->GetViewPort().m_Width;
const int screenHeight = g_Game->GetView()->GetCamera()->GetViewPort().m_Height;
const float xBufferSize = screenWidth * 0.1f;
const float yBufferSize = 15.f;
const float radianCap = m_MaxStereoAngle;
float x, y;
g_Game->GetView()->GetCamera()->GetScreenCoordinates(position, x, y);
onScreen = true;
float answer = 0.f;
if (x < -xBufferSize)
{
onScreen = false;
answer = -radianCap;
}
else if (x > screenWidth + xBufferSize)
{
onScreen = false;
answer = radianCap;
}
else
{
if (x < 0 || x > screenWidth)
itemRollOff = MAX_ROLLOFF;
answer = radianCap * (x * 2 / screenWidth - 1);
}
if (y < -yBufferSize)
{
onScreen = false;
}
else if (y > screenHeight + yBufferSize)
{
onScreen = false;
}
else if (y < 0 || y > screenHeight)
{
itemRollOff = MAX_ROLLOFF;
}
return answer;
#endif // !CONFIG2_AUDIO
}
void CSoundGroup::UploadPropertiesAndPlay(size_t index, const CVector3D& position, entity_id_t source)
{
#if !CONFIG2_AUDIO
UNUSED2(index);
UNUSED2(position);
UNUSED2(source);
#else
if (!g_SoundManager)
return;
bool isOnscreen = false;
ALfloat itemRollOff = DEFAULT_ROLLOFF;
float offset = RadiansOffCenter(position, isOnscreen, itemRollOff);
if (!isOnscreen && !TestFlag(eDistanceless) && !TestFlag(eOmnipresent))
return;
if (m_SoundGroups.empty())
Reload();
if (m_SoundGroups.size() <= index)
return;
CSoundData* sndData = m_SoundGroups[index];
if (!sndData)
return;
ISoundItem* hSound = static_cast<CSoundManager*>(g_SoundManager)->ItemForEntity(source, sndData);
if (!hSound)
return;
if (!TestFlag(eOmnipresent))
{
CVector3D origin = g_Game->GetView()->GetCamera()->GetOrientation().GetTranslation();
float itemDist = (position - origin).Length();
if (TestFlag(eDistanceless))
itemRollOff = 0;
if (sndData->IsStereo())
LOGWARNING("OpenAL: stereo sounds can't be positioned: %s", sndData->GetFileName().string8());
hSound->SetLocation(CVector3D(itemDist * sin(offset), 0, -itemDist * cos(offset)));
hSound->SetRollOff(itemRollOff, m_MinDist, m_MaxDist);
}
CmpPtr<ICmpVisual> cmpVisual(*g_Game->GetSimulation2(), source);
if (cmpVisual)
m_Seed = cmpVisual->GetActorSeed();
hSound->SetPitch(TestFlag(eRandPitch) ? CFastRand::RandFloat(m_Seed, m_PitchLower, m_PitchUpper) : m_Pitch);
if (TestFlag(eRandGain))
m_Gain = CFastRand::RandFloat(m_Seed, m_GainLower, m_GainUpper);
hSound->SetCone(m_ConeInnerAngle, m_ConeOuterAngle, m_ConeOuterGain);
static_cast<CSoundManager*>(g_SoundManager)->PlayGroupItem(hSound, m_Gain);
#endif // !CONFIG2_AUDIO
}
static void HandleError(const std::wstring& message, const VfsPath& pathname, Status err)
{
// Open failed because sound is disabled (don't log this)
if (err == ERR::AGAIN)
return;
LOGERROR("%s: pathname=%s, error=%s", utf8_from_wstring(message), pathname.string8(), GetStatusAsString(err).c_str());
}
void CSoundGroup::PlayNext(const CVector3D& position, entity_id_t source)
{
if (m_Filenames.empty())
return;
m_CurrentSoundIndex = rand(0, m_Filenames.size());
UploadPropertiesAndPlay(m_CurrentSoundIndex, position, source);
}
void CSoundGroup::Reload()
{
m_CurrentSoundIndex = 0;
#if CONFIG2_AUDIO
ReleaseGroup();
if (!g_SoundManager)
return;
for (const std::wstring& filename : m_Filenames)
{
VfsPath absolutePath = m_Filepath / filename;
CSoundData* itemData = CSoundData::SoundDataFromFile(absolutePath);
if (!itemData)
HandleError(L"error loading sound", absolutePath, ERR::FAIL);
else
m_SoundGroups.push_back(itemData->IncrementCount());
}
if (TestFlag(eRandOrder))
std::shuffle(m_SoundGroups.begin(), m_SoundGroups.end(), CFastRand(m_Seed));
#endif
}
void CSoundGroup::ReleaseGroup()
{
#if CONFIG2_AUDIO
for (CSoundData* soundGroup : m_SoundGroups)
CSoundData::ReleaseSoundData(soundGroup);
m_SoundGroups.clear();
#endif
}
void CSoundGroup::Update(float UNUSED(TimeSinceLastFrame))
{
}
bool CSoundGroup::LoadSoundGroup(const VfsPath& pathnameXML)
{
CXeromyces XeroFile;
if (XeroFile.Load(g_VFS, pathnameXML, "sound_group") != PSRETURN_OK)
{
HandleError(L"error loading file", pathnameXML, ERR::FAIL);
return false;
}
#define EL(x) int el_##x = XeroFile.GetElementID(#x)
EL(soundgroup);
EL(gain);
EL(looping);
EL(omnipresent);
EL(heardby);
EL(distanceless);
EL(pitch);
EL(priority);
EL(randorder);
EL(randgain);
EL(randpitch);
EL(conegain);
EL(coneinner);
EL(coneouter);
EL(sound);
EL(gainupper);
EL(gainlower);
EL(pitchupper);
EL(pitchlower);
EL(path);
EL(threshold);
EL(decay);
#undef EL
XMBElement root = XeroFile.GetRoot();
if (root.GetNodeName() != el_soundgroup)
{
LOGERROR("Invalid SoundGroup format (unrecognised root element '%s')", XeroFile.GetElementString(root.GetNodeName()));
return false;
}
XERO_ITER_EL(root, child)
{
int child_name = child.GetNodeName();
if (child_name == el_gain)
{
SetGain(child.GetText().ToFloat());
}
else if (child_name == el_looping)
{
if (child.GetText().ToInt() == 1)
SetFlag(eLoop);
}
else if (child_name == el_omnipresent)
{
if (child.GetText().ToInt() == 1)
SetFlag(eOmnipresent);
}
else if (child_name == el_heardby)
{
if (child.GetText().FindInsensitive("owner") == 0)
SetFlag(eOwnerOnly);
}
else if (child_name == el_distanceless)
{
if (child.GetText().ToInt() == 1)
SetFlag(eDistanceless);
}
else if (child_name == el_pitch)
{
this->m_Pitch = child.GetText().ToFloat();
}
else if (child_name == el_priority)
{
this->m_Priority = child.GetText().ToFloat();
}
else if (child_name == el_randorder)
{
if (child.GetText().ToInt() == 1)
SetFlag(eRandOrder);
}
else if (child_name == el_randgain)
{
if (child.GetText().ToInt() == 1)
SetFlag(eRandGain);
}
else if (child_name == el_gainupper)
{
this->m_GainUpper = child.GetText().ToFloat();
}
else if (child_name == el_gainlower)
{
this->m_GainLower = child.GetText().ToFloat();
}
else if (child_name == el_randpitch)
{
if (child.GetText().ToInt() == 1)
SetFlag(eRandPitch);
}
else if (child_name == el_pitchupper)
{
this->m_PitchUpper = child.GetText().ToFloat();
}
else if (child_name == el_pitchlower)
{
this->m_PitchLower = child.GetText().ToFloat();
}
else if (child_name == el_conegain)
{
this->m_ConeOuterGain = child.GetText().ToFloat();
}
else if (child_name == el_coneinner)
{
this->m_ConeInnerAngle = child.GetText().ToFloat();
}
else if (child_name == el_coneouter)
{
this->m_ConeOuterAngle = child.GetText().ToFloat();
}
else if (child_name == el_sound)
{
this->m_Filenames.push_back(child.GetText().FromUTF8());
}
else if (child_name == el_path)
{
m_Filepath = child.GetText().FromUTF8();
}
else if (child_name == el_threshold)
{
m_IntensityThreshold = child.GetText().ToFloat();
}
else if (child_name == el_decay)
{
m_Decay = child.GetText().ToFloat();
}
}
return true;
}