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https://gitea.wildfiregames.com/0ad/0ad
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this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
329 lines
7.3 KiB
C++
329 lines
7.3 KiB
C++
/**
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* =========================================================================
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* File : SoundGroup.cpp
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* Project : 0 A.D.
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* Description : Loads up a group of sound files with shared properties,
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* and provides a simple interface for playing them.
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* =========================================================================
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*/
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// license: GPL; see sound/license.txt
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#include "precompiled.h"
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#include "SoundGroup.h"
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#include <algorithm>
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#include "ps/XML/Xeromyces.h"
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#include "ps/CLogger.h"
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#include "lib/rand.h"
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#define LOG_CATEGORY "audio"
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CSoundGroup::CSoundGroup()
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{
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m_index = 0;
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m_Flags = 0;
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m_Intensity = 0;
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m_CurTime = 0.0f;
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}
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CSoundGroup::CSoundGroup(const char *XMLfile)
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{
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m_index = 0;
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m_Flags = 0;
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m_Intensity = 0;
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m_CurTime = 0.0f;
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LoadSoundGroup(XMLfile);
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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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void CSoundGroup::PlayNext()
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{
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if(m_Intensity >= m_IntensityThreshold)
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{
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if(!is_playing(m_hReplacement))
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{
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// load up replacement file
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m_hReplacement = snd_open(m_filepath + m_intensity_file);
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snd_set_gain(m_hReplacement, m_Gain);
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snd_set_pitch(m_hReplacement, m_Pitch);
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snd_set_cone(m_hReplacement, m_ConeInnerAngle, m_ConeOuterAngle, m_ConeOuterGain);
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//check for randomization of pitch and gain
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if(TestFlag(eRandPitch))
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snd_set_pitch(m_hReplacement, (float)((rand(m_PitchLower * 100.0f, m_PitchUpper * 100.0f) / 100.0f)));
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if(TestFlag(eRandGain))
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snd_set_gain(m_hReplacement, (float)((rand(m_GainLower * 100.0f, m_GainUpper * 100.0f) / 100.0f)));
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snd_play(m_hReplacement, m_Priority);
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}
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}
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else
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{
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// try loading on the fly only when we need the sound to see if that fixes release problems...
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if(TestFlag(eRandOrder))
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m_index = (size_t)rand(0, (size_t)filenames.size());
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Handle temp;
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temp = snd_open(m_filepath + filenames[m_index]);
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snd_set_gain(temp, m_Gain);
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snd_set_pitch(temp, m_Pitch);
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snd_set_cone(temp, m_ConeInnerAngle, m_ConeOuterAngle, m_ConeOuterGain);
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//check for randomization of pitch and gain
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if(TestFlag(eRandPitch))
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snd_set_pitch(temp, (float)((rand(m_PitchLower * 100.0f, m_PitchUpper * 100.0f) / 100.0f)));
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//snd_set_pitch(snd_group[m_index], (float)((rand(m_PitchLower * 100.0f, m_PitchUpper * 100.0f) / 100.0f)));
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if(TestFlag(eRandGain))
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snd_set_gain(temp, (float)((rand(m_GainLower * 100.0f, m_GainUpper * 100.0f) / 100.0f)));
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//snd_set_gain(snd_group[m_index], (float)((rand(m_GainLower * 100.0f, m_GainUpper * 100.0f) / 100.0f)));
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snd_play(temp, m_Priority);
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//snd_play(snd_group[m_index], m_Priority);
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}
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playtimes[m_index] = 0.0f;
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m_index++;
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m_Intensity++;
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if(m_Intensity > m_IntensityThreshold)
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m_Intensity = m_IntensityThreshold;
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if(m_index >= filenames.size())
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Reload();
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}
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void CSoundGroup::Reload()
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{
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m_index = 0; // reset our index
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// get rid of the used handles
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snd_group.clear();
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// clear out the old timers
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playtimes.clear();
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//Reload the sounds
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/*for(size_t i = 0; i < filenames.size(); i++)
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{
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string szTemp = m_filepath + filenames[i];
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Handle temp = snd_open(m_filepath + filenames[i]);
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snd_set_gain(temp, m_Gain);
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snd_set_pitch(temp, m_Pitch);
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snd_set_cone(temp, m_ConeInnerAngle, m_ConeOuterAngle, m_ConeOuterGain);
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snd_group.push_back(temp);
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}*/
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while(playtimes.size() < filenames.size())
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playtimes.push_back(-1.0f);
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//if(TestFlag(eRandOrder))
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//random_shuffle(snd_group.begin(), snd_group.end());
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}
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void CSoundGroup::ReleaseGroup()
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{
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for(size_t i = m_index; i<snd_group.size(); i++)
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{
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//if(!is_playing(snd_group[i]))
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snd_free(snd_group[i]);
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}
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snd_group.clear();
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playtimes.clear();
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//if(is_playing(m_hReplacement))
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// snd_free(m_hReplacement);
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m_index = 0;
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}
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void CSoundGroup::Update(float TimeSinceLastFrame)
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{
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for(size_t i = 0; i < playtimes.size(); i++)
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{
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if(playtimes[i] >= 0.0f)
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playtimes[i] += TimeSinceLastFrame;
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if(playtimes[i] >= m_Decay)
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{
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playtimes[i] = -1.0f;
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m_Intensity--;
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}
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}
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}
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bool CSoundGroup::LoadSoundGroup(const char *XMLfile)
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{
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CXeromyces XeroFile;
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if (XeroFile.Load(XMLfile) != PSRETURN_OK)
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return false;
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// adjust the path name for resources if necessary
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//m_Name = XMLfile + directorypath;
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//Define elements used in XML file
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#define EL(x) int el_##x = XeroFile.GetElementID(#x)
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#define AT(x) int at_##x = XeroFile.GetAttributeID(#x)
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EL(soundgroup);
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EL(gain);
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EL(looping);
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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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EL(replacement);
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#undef AT
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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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LOG(CLogger::Error, LOG_CATEGORY, "Invalid SoundGroup format (unrecognised root element '%s')", XeroFile.GetElementString(root.GetNodeName()).c_str());
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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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this->m_Gain = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_looping)
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{
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if(CStr(child.GetText()).ToInt() == 1)
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SetFlag(eLoop);
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}
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if(child_name == el_pitch)
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{
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this->m_Pitch = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_priority)
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{
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this->m_Priority = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_randorder)
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{
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if(CStr(child.GetText()).ToInt() == 1)
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SetFlag(eRandOrder);
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}
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if(child_name == el_randgain)
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{
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if(CStr(child.GetText()).ToInt() == 1)
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SetFlag(eRandGain);
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}
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if(child_name == el_gainupper)
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{
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this->m_GainUpper = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_gainlower)
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{
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this->m_GainLower = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_randpitch)
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{
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if(CStr(child.GetText()).ToInt() == 1)
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SetFlag(eRandPitch);
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}
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if(child_name == el_pitchupper)
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{
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this->m_PitchUpper = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_pitchlower)
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{
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this->m_PitchLower = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_conegain)
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{
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this->m_ConeOuterGain = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_coneinner)
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{
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this->m_ConeInnerAngle = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_coneouter)
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{
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this->m_ConeOuterAngle = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_sound)
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{
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CStr szTemp(child.GetText());
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this->filenames.push_back(szTemp);
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}
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if(child_name == el_path)
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{
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m_filepath = child.GetText();
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}
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if(child_name == el_threshold)
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{
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//m_intensity_threshold = CStr(child.GetText()).ToFloat();
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m_IntensityThreshold = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_decay)
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{
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//m_intensity_threshold = CStr(child.GetText()).ToFloat();
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m_Decay = CStr(child.GetText()).ToFloat();
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}
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if(child_name == el_replacement)
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{
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m_intensity_file = child.GetText();
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}
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}
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Reload();
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return true;
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}
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