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Following D3108 / 876f6d5e50, sounds are attenuated by their actual
distance. However, as noted by players on A24, the dropoff is stark and,
when zoomed out, can easily result in not hearing things that are
happening in the middle of the screen.
The new default settings almost double the max-range, change the minimum
range to have greater dynamic range, and reduce the stereo depth
slightly to better match the default camera FOV.
These are stored per sound-grounp, possibly allowing future tweaks on a
per-soundgroup basis, and are configurable.
Tested by: Imarok
Discussed over mail with: Samulis, Porru
Differential Revision: https://code.wildfiregames.com/D3612
This was SVN commit r25547.
102 lines
2.3 KiB
C++
102 lines
2.3 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_CSOUNDBASE_H
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#define INCLUDED_CSOUNDBASE_H
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#include "lib/config2.h"
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#if CONFIG2_AUDIO
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#include "lib/external_libraries/openal.h"
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#include "soundmanager/data/SoundData.h"
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#include "soundmanager/items/ISoundItem.h"
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#include <mutex>
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class CSoundBase : public ISoundItem
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{
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protected:
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ALuint m_ALSource;
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CSoundData* m_SoundData;
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bool m_LastPlay;
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bool m_Looping;
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bool m_ShouldBePlaying;
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bool m_PauseAfterFade;
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bool m_IsPaused;
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double m_StartFadeTime;
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double m_EndFadeTime;
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ALfloat m_StartVolume;
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ALfloat m_EndVolume;
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std::mutex m_ItemMutex;
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public:
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CSoundBase();
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virtual ~CSoundBase();
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bool InitOpenAL();
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void ResetVars();
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void EnsurePlay();
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void SetGain(ALfloat gain);
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void SetRollOff(ALfloat gain, float minDist, float maxDist);
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void SetPitch(ALfloat pitch);
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void SetDirection(const CVector3D& direction);
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void SetCone(ALfloat innerCone, ALfloat outerCone, ALfloat coneGain);
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void SetLastPlay(bool last);
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void ReleaseOpenAL();
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bool IsFading();
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bool Finished();
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void Play();
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void PlayAndDelete();
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void PlayLoop();
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void Stop();
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void StopAndDelete();
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void FadeToIn(ALfloat newVolume, double fadeDuration);
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bool GetLooping();
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bool IsPlaying();
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void SetLocation(const CVector3D& position);
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void FadeAndDelete(double fadeTime);
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void FadeAndPause(double fadeTime);
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void Pause();
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void Resume();
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const Path GetName();
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virtual void SetLooping(bool loops);
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virtual bool IdleTask();
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virtual void Attach(CSoundData* itemData);
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protected:
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void SetNameFromPath(VfsPath& itemPath);
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void ResetFade();
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bool HandleFade();
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};
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#endif // CONFIG2_AUDIO
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#endif // INCLUDED_CSOUNDBASE_H
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