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