You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
431 lines
12 KiB
431 lines
12 KiB
/*==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/>. |
|
|
|
Additional permissions under GNU GPL version 3 section 7 |
|
|
|
If you modify this Program, or any covered work, by linking or |
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
|
(or a modified version of those libraries), |
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
|
licensors of this Program grant you additional |
|
permission to convey the resulting work. Corresponding Source for a |
|
non-source form of such a combination shall include the source code for |
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
|
work. |
|
|
|
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 "HeadSpin.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->ReadLE16(); |
|
fGroupedIdx = s->ReadLE16(); |
|
fIndices = new uint16_t[fNumSounds]; |
|
|
|
int i; |
|
for (i = 0; i < fNumSounds; i++) |
|
fIndices[i] = s->ReadLE16(); |
|
} |
|
|
|
void plRandomSoundModGroup::Write(hsStream *s) |
|
{ |
|
s->WriteLE16(fNumSounds); |
|
s->WriteLE16(fGroupedIdx); |
|
|
|
int i; |
|
for (i = 0; i < fNumSounds; i++) |
|
s->WriteLE16(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 = new plSoundMsg(); |
|
msg->SetCmd(plSoundMsg::kStop); |
|
msg->fIndex = fGroups[ fCurrentGroup ].fIndices[ fCurrent ]; |
|
plgDispatch::MsgSend(msg); |
|
} |
|
else |
|
{ |
|
if(fCurrent == -1) return; |
|
uint16_t currentSndIdx = ( fGroups != nil ) ? fGroups[fCurrentGroup].fIndices[fCurrent] : fActiveList[fCurrent]; |
|
plSoundMsg* snd = 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_t 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) ) |
|
{ |
|
float delay = IGetDelay(0); |
|
double t = hsTimer::GetSysSeconds() + delay; |
|
|
|
plAnimCmdMsg* anim = 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 |
|
float 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 = 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 = 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 = (float)(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().c_str(), fCurrent, fCurrentGroup); |
|
else |
|
plStatusLog::AddLineS("audio.log", "%s: Playing sound #%d", GetTarget(0)->GetKeyName().c_str(), fCurrent); |
|
} |
|
|
|
fEndTimes[fCurrent] = hsTimer::GetSysSeconds() + currLen; |
|
|
|
if( !(fMode & kOneCmd) ) |
|
{ |
|
float delay = IGetDelay(currLen); |
|
|
|
double t = hsTimer::GetSysSeconds() + delay; |
|
|
|
plAnimCmdMsg* anim = new plAnimCmdMsg(GetKey(), GetKey(), &t); |
|
anim->SetCmd(plAnimCmdMsg::kContinue); |
|
plgDispatch::MsgSend(anim); |
|
} |
|
else |
|
{ |
|
plRandomCommandMod::IStop(); |
|
} |
|
} |
|
|
|
void plRandomSoundMod::SetCurrentGroup(uint16_t 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->ReadLE16(); |
|
if (fNumGroups > 0) |
|
{ |
|
fGroups = 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->WriteLE16(fNumGroups); |
|
if (fNumGroups > 0) |
|
{ |
|
int i; |
|
for (i = 0; i < fNumGroups; i++) |
|
fGroups[i].Write(s); |
|
} |
|
} |
|
|
|
void plRandomSoundMod::ForceSoundLoadState( hsBool loaded ) |
|
{ |
|
uint16_t 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(float 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; |
|
}
|
|
|