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431 lines
12 KiB
431 lines
12 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program 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 3 of the License, or |
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(at your option) any later version. |
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This program 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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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "HeadSpin.h" |
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#include "plRandomSoundMod.h" |
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#include "pnSceneObject/plSceneObject.h" |
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#include "pnSceneObject/plAudioInterface.h" |
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#include "pnMessage/plSoundMsg.h" |
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#include "plMessage/plAnimCmdMsg.h" |
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#include "plAudio/plAudioSystem.h" |
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#include "plAudio/plSound.h" |
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#include "plAudio/plWin32GroupedSound.h" // EEK BAD |
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#include "plgDispatch.h" |
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#include "hsTimer.h" |
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#include "plStatusLog/plStatusLog.h" |
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plRandomSoundModGroup::plRandomSoundModGroup() : fNumSounds(0), fIndices(nil), fGroupedIdx(-1), fCurrent(-1) |
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{ |
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} |
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plRandomSoundModGroup::~plRandomSoundModGroup() |
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{ |
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delete [] fIndices; |
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} |
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void plRandomSoundModGroup::Read(hsStream *s) |
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{ |
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fNumSounds = s->ReadLE16(); |
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fGroupedIdx = s->ReadLE16(); |
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fIndices = new uint16_t[fNumSounds]; |
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int i; |
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for (i = 0; i < fNumSounds; i++) |
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fIndices[i] = s->ReadLE16(); |
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} |
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void plRandomSoundModGroup::Write(hsStream *s) |
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{ |
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s->WriteLE16(fNumSounds); |
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s->WriteLE16(fGroupedIdx); |
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int i; |
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for (i = 0; i < fNumSounds; i++) |
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s->WriteLE16(fIndices[i]); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////// |
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plRandomSoundMod::plRandomSoundMod() : fCurrentGroup(0), fNumGroups(0), fGroups(nil), fOldPriority(-1), fFirstTimePlay(true) |
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{ |
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} |
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plRandomSoundMod::~plRandomSoundMod() |
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{ |
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delete [] fGroups; |
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} |
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void plRandomSoundMod::IPlayNextIfMaster() |
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{ |
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if( !fTarget ) |
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IRetry(2.f); |
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if( IStopped() ) |
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return; |
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IPlayNext(); |
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} |
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// If we recieve a stop message, actually stop the sound |
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void plRandomSoundMod::IStop() |
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{ |
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plRandomCommandMod::IStop(); |
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plAudioInterface *ai = nil; |
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if( !plgAudioSys::Active() ) return; |
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ai = IGetTargetAudioInterface(0); |
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if(!ai) return; |
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if( fGroups != nil && fGroups[ fCurrentGroup ].fGroupedIdx != -1 ) |
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{ |
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plSoundMsg *msg = new plSoundMsg(); |
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msg->SetCmd(plSoundMsg::kStop); |
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msg->fIndex = fGroups[ fCurrentGroup ].fIndices[ fCurrent ]; |
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plgDispatch::MsgSend(msg); |
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} |
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else |
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{ |
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if(fCurrent == -1) return; |
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uint16_t currentSndIdx = ( fGroups != nil ) ? fGroups[fCurrentGroup].fIndices[fCurrent] : fActiveList[fCurrent]; |
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plSoundMsg* snd = new plSoundMsg(GetKey(), GetTarget()->GetKey(), nil); |
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snd->SetCmd(plSoundMsg::kStop); |
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snd->fIndex = currentSndIdx; |
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plgDispatch::MsgSend(snd); |
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} |
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} |
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void plRandomSoundMod::IPlayNext() |
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{ |
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if( !plgAudioSys::Active() ) |
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{ |
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IRetry(10.f); |
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return; |
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} |
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plAudioInterface* ai = IGetTargetAudioInterface(0); |
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if( !ai ) |
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{ |
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IRetry(2.f); |
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return; |
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} |
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int i; |
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uint16_t currentSndIdx; |
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int nSounds = (fGroups == nil ? ai->GetNumSounds() : fGroups[fCurrentGroup].fNumSounds); |
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fEndTimes.ExpandAndZero(nSounds); |
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plSound *pSound = nil; |
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// The global sound priority has changed, update the active random sounds list |
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if(fOldPriority != plgAudioSys::GetPriorityCutoff() && fGroups == nil) |
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{ |
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fActiveList.clear(); |
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fOldPriority = plgAudioSys::GetPriorityCutoff(); |
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for(i = 0; i < nSounds; i++) |
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{ |
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pSound = ai->GetSound(i); |
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if(pSound && pSound->GetPriority() <= plgAudioSys::GetPriorityCutoff()) |
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{ |
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fActiveList.push_back(i); |
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} |
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} |
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// There are no sounds that should play |
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if(fGroups == nil && fActiveList.empty() && nSounds) |
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{ |
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// If no sounds in this component even attempt to play this component gets mad and will never play any sounds again. |
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// So, give it a zero to make it happy. This sound will still be rejected when it tries to play which is exactly what |
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// we want since if we get here no sounds in this component should play. |
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fActiveList.push_back(0); |
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} |
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} |
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// if this is the first time this component is going to play a sound check to see if it has a delay time |
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if(fFirstTimePlay) |
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{ |
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fFirstTimePlay = false; |
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if( !(fMode & kOneCmd) ) |
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{ |
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float delay = IGetDelay(0); |
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double t = hsTimer::GetSysSeconds() + delay; |
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plAnimCmdMsg* anim = new plAnimCmdMsg(GetKey(), GetKey(), &t); |
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anim->SetCmd(plAnimCmdMsg::kContinue); |
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plgDispatch::MsgSend(anim); |
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return; |
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} |
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} |
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if( !ISelectNext(fGroups == nil ? fActiveList.size() : nSounds) ) |
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{ |
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plRandomCommandMod::IStop(); |
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return; |
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} |
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// We don't want random sounds to synch, since we don't synch the randomness. So force this next |
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// sound to not synch |
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float currLen; |
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if( fGroups != nil && fGroups[ fCurrentGroup ].fGroupedIdx != -1 ) |
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{ |
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currentSndIdx = fGroups[ fCurrentGroup ].fIndices[ fCurrent ]; |
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plWin32GroupedSound *sound = plWin32GroupedSound::ConvertNoRef( ai->GetSound( fGroups[ fCurrentGroup ].fGroupedIdx ) ); |
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if (!sound) |
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{ |
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hsAssert( sound != nil, "Invalid sound type in plRandomSoundMod" ); |
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return; |
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} |
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sound->SetLocalOnly(true); |
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// Send msg to the grouped sound to switch sounds |
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plSoundMsg *snd = new plSoundMsg(); |
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snd->SetCmd( plSoundMsg::kSelectFromGroup ); |
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snd->fIndex = currentSndIdx; |
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snd->Send( sound->GetKey() ); |
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// Now tell the audio interface to play the sound (probably should change this....) |
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snd = new plSoundMsg(GetKey(), GetTarget()->GetKey(), nil); |
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snd->SetCmd(plSoundMsg::kGoToTime); |
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snd->fTime = (0); |
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snd->SetCmd(plSoundMsg::kStop); |
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snd->SetCmd(plSoundMsg::kPlay); |
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snd->fIndex = fGroups[ fCurrentGroup ].fGroupedIdx; |
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plgDispatch::MsgSend(snd); |
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currLen = sound->GetSoundLength( currentSndIdx ); |
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} |
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else |
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{ |
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currentSndIdx = ( fGroups != nil ) ? fGroups[fCurrentGroup].fIndices[fCurrent] : fActiveList[fCurrent]; |
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if (ai->GetSound(currentSndIdx)) |
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{ |
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ai->GetSound( currentSndIdx )->SetLocalOnly(true); |
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ai->GetSound(currentSndIdx)->Stop(); |
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ai->GetSound(currentSndIdx)->Play(); |
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} |
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if (ai->GetSound(currentSndIdx)) |
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currLen = (float)(ai->GetSound(currentSndIdx)->GetLength()); |
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else |
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currLen = 0; |
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} |
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if (plgAudioSys::AreExtendedLogsEnabled()) |
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{ |
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if (fGroups) |
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plStatusLog::AddLineS("audio.log", "%s: Playing sound #%d from group %d", GetTarget(0)->GetKeyName().c_str(), fCurrent, fCurrentGroup); |
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else |
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plStatusLog::AddLineS("audio.log", "%s: Playing sound #%d", GetTarget(0)->GetKeyName().c_str(), fCurrent); |
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} |
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fEndTimes[fCurrent] = hsTimer::GetSysSeconds() + currLen; |
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if( !(fMode & kOneCmd) ) |
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{ |
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float delay = IGetDelay(currLen); |
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double t = hsTimer::GetSysSeconds() + delay; |
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plAnimCmdMsg* anim = new plAnimCmdMsg(GetKey(), GetKey(), &t); |
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anim->SetCmd(plAnimCmdMsg::kContinue); |
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plgDispatch::MsgSend(anim); |
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} |
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else |
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{ |
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plRandomCommandMod::IStop(); |
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} |
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} |
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void plRandomSoundMod::SetCurrentGroup(uint16_t group) |
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{ |
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hsAssert(group < fNumGroups, "Setting an invalid group on a random sound modifier"); |
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if (group != fCurrentGroup && group < fNumGroups) |
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{ |
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fGroups[fCurrentGroup].fExcluded = fExcluded; |
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fGroups[fCurrentGroup].fCurrent = fCurrent; |
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fExcluded = fGroups[group].fExcluded; |
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fCurrent = fGroups[group].fCurrent; |
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fCurrentGroup = group; |
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} |
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} |
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void plRandomSoundMod::Read(hsStream *s, hsResMgr *mgr) |
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{ |
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plRandomCommandMod::Read(s, mgr); |
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fNumGroups = s->ReadLE16(); |
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if (fNumGroups > 0) |
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{ |
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fGroups = new plRandomSoundModGroup[fNumGroups]; |
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int i; |
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for (i = 0; i < fNumGroups; i++) |
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fGroups[i].Read(s); |
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} |
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} |
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void plRandomSoundMod::Write(hsStream *s, hsResMgr *mgr) |
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{ |
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plRandomCommandMod::Write(s, mgr); |
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s->WriteLE16(fNumGroups); |
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if (fNumGroups > 0) |
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{ |
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int i; |
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for (i = 0; i < fNumGroups; i++) |
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fGroups[i].Write(s); |
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} |
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} |
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void plRandomSoundMod::ForceSoundLoadState( bool loaded ) |
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{ |
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uint16_t i, j; |
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plAudioInterface* ai = IGetTargetAudioInterface(0); |
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if( ai == nil ) |
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return; |
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if( fGroups != nil ) |
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{ |
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for( i = 0; i < fNumGroups; i++ ) |
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{ |
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if( fGroups[ i ].fGroupedIdx != -1 ) |
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{ |
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plSound *sound = ai->GetSound( fGroups[ i ].fGroupedIdx ); |
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if (!sound) |
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return; |
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if( loaded ) |
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sound->ForceLoad(); |
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else |
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sound->ForceUnload(); |
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} |
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else |
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{ |
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for( j = 0; j < fGroups[ i ].fNumSounds; j++ ) |
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{ |
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plSound *sound = ai->GetSound( fGroups[ i ].fIndices[ j ] ); |
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if (!sound) |
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return; |
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if( loaded ) |
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sound->ForceLoad(); |
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else |
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sound->ForceUnload(); |
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} |
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} |
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} |
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} |
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else |
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{ |
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for( i = 0; i < ai->GetNumSounds(); i++ ) |
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{ |
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plSound *sound = ai->GetSound( i ); |
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if (!sound) |
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return; |
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if( loaded ) |
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sound->ForceLoad(); |
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else |
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sound->ForceUnload(); |
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} |
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} |
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} |
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// Overload this to handle volume changes |
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bool plRandomSoundMod::MsgReceive(plMessage* msg) |
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{ |
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plAnimCmdMsg* anim = plAnimCmdMsg::ConvertNoRef(msg); |
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if( anim ) |
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{ |
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// Actually sets the volume |
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if( anim->Cmd(plAnimCmdMsg::kSetSpeed) ) |
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{ |
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ISetVolume(anim->fSpeed); |
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} |
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} |
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// Don't understand, pass on to base class. |
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return plRandomCommandMod::MsgReceive(msg); |
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} |
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void plRandomSoundMod::ISetVolume(float volume) |
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{ |
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plSound *pSound = nil; |
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pSound = IGetSoundPtr(); |
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if(pSound) |
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pSound->SetVolume(volume); |
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} |
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float plRandomSoundMod::GetVolume() |
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{ |
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float volume = 1.0; |
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plSound *pSound; |
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pSound = IGetSoundPtr(); |
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if(pSound) |
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volume = pSound->GetMaxVolume(); |
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return volume; |
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} |
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void plRandomSoundMod::ISetPosition(hsPoint3 pos) |
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{ |
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plSound *pSound = IGetSoundPtr(); |
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if(pSound) |
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{ |
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pSound->SetPosition(pos); |
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} |
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} |
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plSound *plRandomSoundMod::IGetSoundPtr() |
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{ |
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plSound *pSound = nil; |
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if(fGroups != nil) return nil; |
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if(fCurrent == -1) return nil; // sound list hasn't been initialized yet, don't try and access it |
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int currentSndIdx = fActiveList[fCurrent]; |
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plAudioInterface* ai = IGetTargetAudioInterface(0); |
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if( !ai ) |
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return nil; |
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pSound = ai->GetSound( currentSndIdx ); |
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return pSound; |
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}
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