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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program 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 3 of the License, or
(at your option) any later version.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "hsTypes.h"
#include "plRandomSoundMod.h"
#include "../pnSceneObject/plSceneObject.h"
#include "../pnSceneObject/plAudioInterface.h"
#include "../pnMessage/plSoundMsg.h"
#include "../plMessage/plAnimCmdMsg.h"
#include "../plAudio/plAudioSystem.h"
#include "../plAudio/plSound.h"
#include "../plAudio/plWin32GroupedSound.h" // EEK BAD
#include "plgDispatch.h"
#include "hsTimer.h"
#include "../plStatusLog/plStatusLog.h"
plRandomSoundModGroup::plRandomSoundModGroup() : fNumSounds(0), fIndices(nil), fGroupedIdx(-1), fCurrent(-1)
{
}
plRandomSoundModGroup::~plRandomSoundModGroup()
{
delete [] fIndices;
}
void plRandomSoundModGroup::Read(hsStream *s)
{
fNumSounds = s->ReadSwap16();
fGroupedIdx = s->ReadSwap16();
fIndices = TRACKED_NEW UInt16[fNumSounds];
int i;
for (i = 0; i < fNumSounds; i++)
fIndices[i] = s->ReadSwap16();
}
void plRandomSoundModGroup::Write(hsStream *s)
{
s->WriteSwap16(fNumSounds);
s->WriteSwap16(fGroupedIdx);
int i;
for (i = 0; i < fNumSounds; i++)
s->WriteSwap16(fIndices[i]);
}
///////////////////////////////////////////////////////////////////////////////////////
plRandomSoundMod::plRandomSoundMod() : fCurrentGroup(0), fNumGroups(0), fGroups(nil), fOldPriority(-1), fFirstTimePlay(true)
{
}
plRandomSoundMod::~plRandomSoundMod()
{
delete [] fGroups;
}
void plRandomSoundMod::IPlayNextIfMaster()
{
if( !fTarget )
IRetry(2.f);
if( IStopped() )
return;
IPlayNext();
}
// If we recieve a stop message, actually stop the sound
void plRandomSoundMod::IStop()
{
plRandomCommandMod::IStop();
plAudioInterface *ai = nil;
if( !plgAudioSys::Active() ) return;
ai = IGetTargetAudioInterface(0);
if(!ai) return;
if( fGroups != nil && fGroups[ fCurrentGroup ].fGroupedIdx != -1 )
{
plSoundMsg *msg = TRACKED_NEW plSoundMsg();
msg->SetCmd(plSoundMsg::kStop);
msg->fIndex = fGroups[ fCurrentGroup ].fIndices[ fCurrent ];
plgDispatch::MsgSend(msg);
}
else
{
if(fCurrent == -1) return;
UInt16 currentSndIdx = ( fGroups != nil ) ? fGroups[fCurrentGroup].fIndices[fCurrent] : fActiveList[fCurrent];
plSoundMsg* snd = TRACKED_NEW plSoundMsg(GetKey(), GetTarget()->GetKey(), nil);
snd->SetCmd(plSoundMsg::kStop);
snd->fIndex = currentSndIdx;
plgDispatch::MsgSend(snd);
}
}
void plRandomSoundMod::IPlayNext()
{
if( !plgAudioSys::Active() )
{
IRetry(10.f);
return;
}
plAudioInterface* ai = IGetTargetAudioInterface(0);
if( !ai )
{
IRetry(2.f);
return;
}
int i;
UInt16 currentSndIdx;
int nSounds = (fGroups == nil ? ai->GetNumSounds() : fGroups[fCurrentGroup].fNumSounds);
fEndTimes.ExpandAndZero(nSounds);
plSound *pSound = nil;
// The global sound priority has changed, update the active random sounds list
if(fOldPriority != plgAudioSys::GetPriorityCutoff() && fGroups == nil)
{
fActiveList.clear();
fOldPriority = plgAudioSys::GetPriorityCutoff();
for(i = 0; i < nSounds; i++)
{
pSound = ai->GetSound(i);
if(pSound && pSound->GetPriority() <= plgAudioSys::GetPriorityCutoff())
{
fActiveList.push_back(i);
}
}
// There are no sounds that should play
if(fGroups == nil && fActiveList.empty() && nSounds)
{
// If no sounds in this component even attempt to play this component gets mad and will never play any sounds again.
// So, give it a zero to make it happy. This sound will still be rejected when it tries to play which is exactly what
// we want since if we get here no sounds in this component should play.
fActiveList.push_back(0);
}
}
// if this is the first time this component is going to play a sound check to see if it has a delay time
if(fFirstTimePlay)
{
fFirstTimePlay = false;
if( !(fMode & kOneCmd) )
{
hsScalar delay = IGetDelay(0);
double t = hsTimer::GetSysSeconds() + delay;
plAnimCmdMsg* anim = TRACKED_NEW plAnimCmdMsg(GetKey(), GetKey(), &t);
anim->SetCmd(plAnimCmdMsg::kContinue);
plgDispatch::MsgSend(anim);
return;
}
}
if( !ISelectNext(fGroups == nil ? fActiveList.size() : nSounds) )
{
plRandomCommandMod::IStop();
return;
}
// We don't want random sounds to synch, since we don't synch the randomness. So force this next
// sound to not synch
hsScalar currLen;
if( fGroups != nil && fGroups[ fCurrentGroup ].fGroupedIdx != -1 )
{
currentSndIdx = fGroups[ fCurrentGroup ].fIndices[ fCurrent ];
plWin32GroupedSound *sound = plWin32GroupedSound::ConvertNoRef( ai->GetSound( fGroups[ fCurrentGroup ].fGroupedIdx ) );
if (!sound)
{
hsAssert( sound != nil, "Invalid sound type in plRandomSoundMod" );
return;
}
sound->SetLocalOnly(true);
// Send msg to the grouped sound to switch sounds
plSoundMsg *snd = TRACKED_NEW plSoundMsg();
snd->SetCmd( plSoundMsg::kSelectFromGroup );
snd->fIndex = currentSndIdx;
snd->Send( sound->GetKey() );
// Now tell the audio interface to play the sound (probably should change this....)
snd = TRACKED_NEW plSoundMsg(GetKey(), GetTarget()->GetKey(), nil);
snd->SetCmd(plSoundMsg::kGoToTime);
snd->fTime = (0);
snd->SetCmd(plSoundMsg::kStop);
snd->SetCmd(plSoundMsg::kPlay);
snd->fIndex = fGroups[ fCurrentGroup ].fGroupedIdx;
plgDispatch::MsgSend(snd);
currLen = sound->GetSoundLength( currentSndIdx );
}
else
{
currentSndIdx = ( fGroups != nil ) ? fGroups[fCurrentGroup].fIndices[fCurrent] : fActiveList[fCurrent];
if (ai->GetSound(currentSndIdx))
{
ai->GetSound( currentSndIdx )->SetLocalOnly(true);
ai->GetSound(currentSndIdx)->Stop();
ai->GetSound(currentSndIdx)->Play();
}
if (ai->GetSound(currentSndIdx))
currLen = (hsScalar)(ai->GetSound(currentSndIdx)->GetLength());
else
currLen = 0;
}
if (plgAudioSys::AreExtendedLogsEnabled())
{
if (fGroups)
plStatusLog::AddLineS("audio.log", "%s: Playing sound #%d from group %d", GetTarget(0)->GetKeyName(), fCurrent, fCurrentGroup);
else
plStatusLog::AddLineS("audio.log", "%s: Playing sound #%d", GetTarget(0)->GetKeyName(), fCurrent);
}
fEndTimes[fCurrent] = hsTimer::GetSysSeconds() + currLen;
if( !(fMode & kOneCmd) )
{
hsScalar delay = IGetDelay(currLen);
double t = hsTimer::GetSysSeconds() + delay;
plAnimCmdMsg* anim = TRACKED_NEW plAnimCmdMsg(GetKey(), GetKey(), &t);
anim->SetCmd(plAnimCmdMsg::kContinue);
plgDispatch::MsgSend(anim);
}
else
{
plRandomCommandMod::IStop();
}
}
void plRandomSoundMod::SetCurrentGroup(UInt16 group)
{
hsAssert(group < fNumGroups, "Setting an invalid group on a random sound modifier");
if (group != fCurrentGroup && group < fNumGroups)
{
fGroups[fCurrentGroup].fExcluded = fExcluded;
fGroups[fCurrentGroup].fCurrent = fCurrent;
fExcluded = fGroups[group].fExcluded;
fCurrent = fGroups[group].fCurrent;
fCurrentGroup = group;
}
}
void plRandomSoundMod::Read(hsStream *s, hsResMgr *mgr)
{
plRandomCommandMod::Read(s, mgr);
fNumGroups = s->ReadSwap16();
if (fNumGroups > 0)
{
fGroups = TRACKED_NEW plRandomSoundModGroup[fNumGroups];
int i;
for (i = 0; i < fNumGroups; i++)
fGroups[i].Read(s);
}
}
void plRandomSoundMod::Write(hsStream *s, hsResMgr *mgr)
{
plRandomCommandMod::Write(s, mgr);
s->WriteSwap16(fNumGroups);
if (fNumGroups > 0)
{
int i;
for (i = 0; i < fNumGroups; i++)
fGroups[i].Write(s);
}
}
void plRandomSoundMod::ForceSoundLoadState( hsBool loaded )
{
UInt16 i, j;
plAudioInterface* ai = IGetTargetAudioInterface(0);
if( ai == nil )
return;
if( fGroups != nil )
{
for( i = 0; i < fNumGroups; i++ )
{
if( fGroups[ i ].fGroupedIdx != -1 )
{
plSound *sound = ai->GetSound( fGroups[ i ].fGroupedIdx );
if (!sound)
return;
if( loaded )
sound->ForceLoad();
else
sound->ForceUnload();
}
else
{
for( j = 0; j < fGroups[ i ].fNumSounds; j++ )
{
plSound *sound = ai->GetSound( fGroups[ i ].fIndices[ j ] );
if (!sound)
return;
if( loaded )
sound->ForceLoad();
else
sound->ForceUnload();
}
}
}
}
else
{
for( i = 0; i < ai->GetNumSounds(); i++ )
{
plSound *sound = ai->GetSound( i );
if (!sound)
return;
if( loaded )
sound->ForceLoad();
else
sound->ForceUnload();
}
}
}
// Overload this to handle volume changes
hsBool plRandomSoundMod::MsgReceive(plMessage* msg)
{
plAnimCmdMsg* anim = plAnimCmdMsg::ConvertNoRef(msg);
if( anim )
{
// Actually sets the volume
if( anim->Cmd(plAnimCmdMsg::kSetSpeed) )
{
ISetVolume(anim->fSpeed);
}
}
// Don't understand, pass on to base class.
return plRandomCommandMod::MsgReceive(msg);
}
void plRandomSoundMod::ISetVolume(hsScalar volume)
{
plSound *pSound = nil;
pSound = IGetSoundPtr();
if(pSound)
pSound->SetVolume(volume);
}
float plRandomSoundMod::GetVolume()
{
float volume = 1.0;
plSound *pSound;
pSound = IGetSoundPtr();
if(pSound)
volume = pSound->GetMaxVolume();
return volume;
}
void plRandomSoundMod::ISetPosition(hsPoint3 pos)
{
plSound *pSound = IGetSoundPtr();
if(pSound)
{
pSound->SetPosition(pos);
}
}
plSound *plRandomSoundMod::IGetSoundPtr()
{
plSound *pSound = nil;
if(fGroups != nil) return nil;
if(fCurrent == -1) return nil; // sound list hasn't been initialized yet, don't try and access it
int currentSndIdx = fActiveList[fCurrent];
plAudioInterface* ai = IGetTargetAudioInterface(0);
if( !ai )
return nil;
pSound = ai->GetSound( currentSndIdx );
return pSound;
}