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1544 lines
46 KiB
1544 lines
46 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 "hsResMgr.h" |
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#include "hsTimer.h" |
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#include "hsGeometry3.h" |
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#include "hsColorRGBA.h" |
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#include "plProfile.h" |
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#include "plgDispatch.h" |
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#include "plAudioSystem.h" |
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#include "plSound.h" |
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#include "plWin32Sound.h" |
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#include "plAudioCore/plSoundBuffer.h" |
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#include "plDrawable/plDrawableGenerator.h" |
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#include "pnMessage/plRefMsg.h" |
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#include "pnMessage/plTimeMsg.h" |
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#include "pnMessage/plAudioSysMsg.h" |
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#include "pnMessage/plSoundMsg.h" |
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#include "plMessage/plListenerMsg.h" |
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#include "plIntersect/plSoftVolume.h" |
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#include "plStatusLog/plStatusLog.h" |
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#include "plPipeline/plPlates.h" |
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#include "pnKeyedObject/plKey.h" |
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#include "pnNetCommon/plSDLTypes.h" |
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#include "plAvatar/plScalarChannel.h" |
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#include "plAvatar/plAGModifier.h" |
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#include "pnSceneObject/plSceneObject.h" |
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#include "pnSceneObject/plAudioInterface.h" |
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plProfile_CreateCounterNoReset( "Loaded", "Sound", SoundNumLoaded ); |
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plProfile_CreateCounterNoReset( "Waiting to Die", "Sound", WaitingToDie ); |
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plProfile_CreateAsynchTimer( "Sound Load Time", "Sound", SoundLoadTime ); |
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plGraphPlate *plSound::fDebugPlate = nil; |
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plSound *plSound::fCurrDebugPlateSound = nil; |
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hsBool plSound::fLoadOnDemandFlag = true; |
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hsBool plSound::fLoadFromDiskOnDemand = true; |
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unsigned plSound::fIncidentalsPlaying = 0; |
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plSound::plSound() : |
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fPlaying(false), |
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fActive(false), |
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fTime(0), |
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fMaxFalloff(0), |
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fMinFalloff(0), |
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fCurrVolume(0.f), |
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fOuterVol(0), |
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fOuterCone(360), |
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fInnerCone(360), |
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fLength(0.0f), |
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fDesiredVol(0.f), |
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fFading(false), |
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fRegisteredForTime(false), |
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fMuted(true), |
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fFadedVolume(0.f), |
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fSoftRegion(nil), |
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fSoftOcclusionRegion(nil), |
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fSoftVolume(0.f), |
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fCurrFadeParams(nil), |
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fRegistered(false), |
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fDistAttenuation(0.f), |
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fProperties(0), |
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fNotHighEnoughPriority(false), |
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fVirtualStartTime(0), |
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fOwningSceneObject(nil), |
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fPriority(0), |
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fType(plSound::kSoundFX), |
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fQueued(false), |
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fLoading(false), |
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fSynchedStartTimeSec(0), |
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fMaxVolume(0), |
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fFreeData(false) |
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{ |
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plProfile_Inc( SoundNumLoaded ); |
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f3DPosition.Set( 0.f, 0.f, 0.f ); |
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f3DVelocity.Set( 0.f, 0.f, 0.f ); |
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fDataBuffer = nil; |
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fDataBufferKey = nil; |
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fPlayOnReactivate = false; |
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fDataBufferLoaded = false; |
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} |
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plSound::~plSound() |
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{ |
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IStopFade( true ); |
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plProfile_Dec( SoundNumLoaded ); |
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} |
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void plSound::IPrintDbgMessage( const char *msg, hsBool isError ) |
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{ |
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static plStatusLog *ourLog = nil; |
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// Print to our log file (create it if necessary) |
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if( ourLog == nil ) |
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{ |
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// ourLog = plStatusLogMgr::GetInstance().CreateStatusLog( 15, |
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// "audio.log", plStatusLog::kFilledBackground | plStatusLog::kDeleteForMe | plStatusLog::kAlignToTop ); |
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} |
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if( isError ) |
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// ourLog->AddLineF( plStatusLog::kRed, "ERROR: %s (%s)", msg, GetKey() ? GetKeyName() : "unkeyed" ); |
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ourLog->AddLineS( "audio.log", plStatusLog::kRed, "ERROR: %s (%s)", msg, GetKey() ? GetKeyName().c_str() : "unkeyed" ); |
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else |
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// ourLog->AddLineF( "%s (%s)", msg, GetKey() ? GetKeyName() : "unkeyed" ); |
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ourLog->AddLineS( "audio.log", "%s (%s)", msg, GetKey() ? GetKeyName().c_str() : "unkeyed" ); |
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} |
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/////////////////////////////////////////////////////////// |
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// Called to send more values to the debug plate, assuming this is the right |
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// sound. Should be called every time any of the values change, which means |
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// the best place is inside ISetActualVolume(). Since that's a pure virtual, |
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// it makes the placement of the call a bit annoying, but oh well. |
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void plSound::IUpdateDebugPlate( void ) |
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{ |
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if( this == fCurrDebugPlateSound ) |
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{ |
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if( fDebugPlate == nil ) |
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{ |
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plPlateManager::Instance().CreateGraphPlate( &fDebugPlate ); |
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fDebugPlate->SetSize( 0.50, 0.25 ); |
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fDebugPlate->SetPosition( -0.5, 0 ); |
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fDebugPlate->SetDataRange( 0, 100, 100 ); |
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fDebugPlate->SetColors( 0x80202000 ); |
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fDebugPlate->SetTitle( _TEMP_CONVERT_TO_CONST_CHAR( GetKeyName() ) ); // Bleah |
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fDebugPlate->SetLabelText( "Desired", "Curr", "Soft", "Dist" ); |
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} |
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fDebugPlate->SetVisible( true ); |
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fDebugPlate->AddData( (int32_t)( fDesiredVol * 100.f ), |
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(int32_t)( fCurrVolume * 100.f ), |
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(int32_t)( fSoftVolume * 100.f ), |
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(int32_t)( fDistAttenuation * 100.f ) ); |
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} |
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} |
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void plSound::SetCurrDebugPlate( const plKey soundKey ) |
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{ |
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if( soundKey == nil ) |
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{ |
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fCurrDebugPlateSound = nil; |
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if( fDebugPlate != nil ) |
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fDebugPlate->SetVisible( false ); |
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} |
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else |
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{ |
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fCurrDebugPlateSound = plSound::ConvertNoRef( soundKey->GetObjectPtr() ); |
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if( fDebugPlate != nil ) |
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{ |
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fDebugPlate->ClearData(); |
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fDebugPlate->SetVisible( true ); |
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fDebugPlate->SetTitle( _TEMP_CONVERT_TO_CONST_CHAR( fCurrDebugPlateSound->GetKeyName() ) ); // Bleah |
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} |
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} |
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} |
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///////////////////////////////////////////////////////////////////// |
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// We don't keep track of the current time we should be at, but rather the |
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// time we started at. Since we're calling SetTime(), we should adjust the |
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// start time to be accurate for the time we want to be at now. Note: we |
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// don't actually move the buffer position unless it's loaded, since we |
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// don't want to force a load on a buffer just from a SetTime() call. |
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void plSound::SetTime( double t ) |
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{ |
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fVirtualStartTime = hsTimer::GetSysSeconds() - t; |
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if( IActuallyLoaded() ) |
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ISetActualTime( t ); |
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} |
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// Support for Fast forward responder |
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void plSound::FastForwardPlay() |
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{ |
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if(fProperties & kPropLooping) |
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{ |
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Play(); |
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} |
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} |
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void plSound::FastForwardToggle() |
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{ |
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if(fPlaying == true) |
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{ |
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Stop(); |
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return; |
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} |
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FastForwardPlay(); |
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} |
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//////////////////////////////////////////////////////////////////////// |
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// Our basic play function. Marks the sound as playing, and if we're actually |
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// allowed to play, will actually start the sound playing as well. |
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void plSound::Play() |
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{ |
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if(fLoading) // if we are loading there is no reason to do this. Play will be called, by Update(), once the data is loaded and this floag is set to false |
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return; |
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if( !fActive ) |
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{ |
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// We're not active, so we can't play, but mark to make sure we'll play once we do get activated |
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fPlayOnReactivate = true; |
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return; |
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} |
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fPlaying = true; |
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if(IPreLoadBuffer(true) == plSoundBuffer::kPending) |
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{ |
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return; |
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} |
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fVirtualStartTime = hsTimer::GetSysSeconds(); // When we "started", even if we really don't start |
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// if the sound system is not active do a fake play so callbacks get sent |
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if(!plgAudioSys::Active()) |
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{ |
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// Do the (fake) actual play |
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IActuallyPlay(); |
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} |
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if( IWillBeAbleToPlay() ) |
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{ |
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IRefreshParams(); |
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if( fFadeInParams.fLengthInSecs > 0 ) |
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{ |
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IStartFade( &fFadeInParams); |
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} |
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else |
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{ |
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// we're NOT fading!!!! |
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if( fFading ) |
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IStopFade(); |
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SetVolume( fDesiredVol ); |
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} |
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// Do the actual play |
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IActuallyPlay(); |
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} |
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} |
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void plSound::SynchedPlay(unsigned bytes ) |
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{ |
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if( fFading ) |
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IStopFade(); |
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if(fLoading) // the sound is loading, it will be played when loading is finished |
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return; |
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if( !fActive ) |
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{ |
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// We're not active, so we can't play, but mark to make sure we'll play once we do get activated |
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fPlayOnReactivate = true; |
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return; |
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} |
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// Mark as playing, since we'll be calling ITryPlay() directly |
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fPlaying = true; |
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fPlayOnReactivate = false; |
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if( IWillBeAbleToPlay() ) |
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{ |
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SetStartPos(bytes); |
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Play(); |
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} |
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} |
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///////////////////////////////////////////////////////////////// |
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// Used for synching play state. The state only knows that we're playing |
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// and what time we started at, so we use that to compute what time we should |
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// be at and update. Note that we also set our virtual start time to what |
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// we're given, NOT the current time, 'cause, well, duh, that should be our |
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// start time! |
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// So think of it as "Play() but act as if you started at *this* time"... |
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void plSound::SynchedPlay( float virtualStartTime ) |
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{ |
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if( fFading ) |
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IStopFade(); |
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ISynchedPlay( virtualStartTime ); |
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} |
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//////////////////////////////////////////////////////////////// |
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// Only want to do the fade hack when somebody outside synch()s us. |
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void plSound::ISynchedPlay( double virtualStartTime ) |
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{ |
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if(fLoading) // the sound is loading, it will be played when loading is finished |
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return; |
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// Store our start time |
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fVirtualStartTime = virtualStartTime; |
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if( !fActive ) |
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{ |
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// We're not active, so we can't play, but mark to make sure we'll play once we do get activated |
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fPlayOnReactivate = true; |
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return; |
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} |
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// Mark as playing, since we'll be calling ITryPlay() directly |
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fPlaying = true; |
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fPlayOnReactivate = false; |
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// Do da synch, which will start us playing |
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if( IWillBeAbleToPlay() ) |
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{ |
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ISynchToStartTime(); |
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} |
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} |
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/////////////////////////////////////////////////////////// |
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// Takes the virtual start time and sets us to the real time we should be at, |
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// then starts us playing via ITryPlay(). |
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void plSound::ISynchToStartTime( void ) |
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{ |
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if( !plgAudioSys::Active() ) |
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return; |
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// We don't want to do this until we're actually loaded, since that's when we'll know our |
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// REAL length (thanks to the inaccuracies of WMA compression) |
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// LoadSound( IsPropertySet( kPropIs3DSound ) ); |
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// Haha, the GetLength() call will do this for us |
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// Calculate what time we should be at |
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double deltaTime = hsTimer::GetSysSeconds() - fVirtualStartTime; |
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double length = GetLength(); |
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if( deltaTime > length || deltaTime < 0 ) |
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{ |
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// Hmm, our time went past the length of sound, so handle that |
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if( IsPropertySet( kPropLooping ) ) |
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{ |
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if( length <= 0 ) |
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deltaTime = 0; // Error, attempt to recover |
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else if( deltaTime < 0 ) |
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{ |
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int numWholeParts = (int)( -deltaTime / length ); |
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deltaTime += length * ( numWholeParts + 1 ); |
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} |
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else |
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{ |
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int numWholeParts = (int)( deltaTime / length ); |
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deltaTime -= length * (double)numWholeParts; |
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} |
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//ISetActualTime( deltaTime ); |
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Play(); |
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} |
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else |
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// We already played and stopped virtually, so really mark us as stopped |
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Stop(); |
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} |
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else |
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{ |
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// Easy 'nuf... |
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//ISetActualTime( deltaTime ); |
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Play(); |
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} |
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} |
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void plSound::SetPosition(const hsPoint3 pos) |
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{ |
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f3DPosition = pos; |
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} |
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void plSound::SetVelocity(const hsVector3 vel) |
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{ |
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f3DVelocity = vel; |
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} |
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hsPoint3 plSound::GetPosition( void ) const |
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{ |
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return f3DPosition; |
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} |
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hsVector3 plSound::GetVelocity( void ) const |
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{ |
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return f3DVelocity; |
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} |
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void plSound::SetMin(const int m) |
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{ |
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fMinFalloff = m; |
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} |
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void plSound::SetMax(const int m) |
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{ |
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fMaxFalloff = m; |
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} |
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void plSound::SetOuterVolume(const int v) |
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{ |
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fOuterVol = v; |
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} |
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void plSound::SetConeOrientation( float x, float y, float z ) |
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{ |
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fConeOrientation.Set( x, y, z ); |
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} |
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void plSound::SetConeAngles( int inner, int outer ) |
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{ |
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fOuterCone = outer; |
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fInnerCone = inner; |
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} |
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int plSound::GetMin() const |
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{ |
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return fMinFalloff; |
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} |
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int plSound::GetMax() const |
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{ |
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return fMaxFalloff; |
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} |
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void plSound::SetVolume(const float v) |
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{ |
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fDesiredVol = v; |
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if( !fMuted && !fFading ) |
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fCurrVolume = fDesiredVol; |
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RefreshVolume(); |
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} |
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void plSound::RefreshVolume( void ) |
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{ |
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this->ISetActualVolume( fCurrVolume ); |
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} |
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void plSound::SetMuted( hsBool muted ) |
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{ |
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if( muted != fMuted ) |
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{ |
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fMuted = muted; |
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if( fMuted ) |
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fCurrVolume = 0.f; |
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else if( !fFading ) |
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fCurrVolume = fDesiredVol; |
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RefreshVolume(); |
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} |
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} |
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void plSound::IRefreshParams( void ) |
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{ |
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SetMax( fMaxFalloff ); |
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SetMin( fMinFalloff ); |
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SetOuterVolume( fOuterVol ); |
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SetConeAngles( fInnerCone, fOuterCone ); |
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SetConeOrientation( fConeOrientation.fX, fConeOrientation.fY, fConeOrientation.fZ); |
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SetPosition( f3DPosition ); |
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SetVelocity( f3DVelocity ); |
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} |
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//////////////////////////////////////////////////////////////////////// |
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// The public interface to stopping, which also synchs the state with the |
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// server. |
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void plSound::Stop( void ) |
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{ |
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fPlaying = false; |
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|
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// if the audio data is loading while stop is called we need to make sure the sounds doesn't play, and the data is unloaded. |
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fPlayOnReactivate = false; |
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fFreeData = true; |
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|
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// Do we have an ending fade? |
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if( fFadeOutParams.fLengthInSecs > 0 && !plgAudioSys::IsRestarting() ) |
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{ |
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IStartFade( &fFadeOutParams ); |
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} |
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else |
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{ |
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if( fFading ) |
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IStopFade(); |
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|
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fCurrVolume = 0.f; |
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ISetActualVolume( fCurrVolume ); |
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IActuallyStop(); |
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} |
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if(fPlayWhenLoaded) |
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{ |
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fPlayWhenLoaded = false; |
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} |
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} |
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|
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void plSound::IActuallyStop( void ) |
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{ |
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if( fLoadOnDemandFlag && !IsPropertySet( kPropDisableLOD ) && !IsPropertySet( kPropLoadOnlyOnCall ) ) |
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{ |
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// If we're loading on demand, we want to unload on stop |
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IFreeBuffers(); |
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} |
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} |
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void plSound::Update() |
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{ |
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if(fLoading) |
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{ |
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plSoundBuffer::ELoadReturnVal retVal = IPreLoadBuffer(fPlayWhenLoaded); |
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|
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if(retVal == plSoundBuffer::kError) |
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{ |
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fLoading = false; |
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fPlayWhenLoaded = false; |
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} |
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if(retVal == plSoundBuffer::kSuccess) |
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{ |
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fLoading = false; |
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if(fPlayWhenLoaded) |
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Play(); |
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fPlayWhenLoaded = false; |
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|
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// ensure the sound data is released if the sound object was stopped while the audio data was being loaded. |
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if(fFreeData) |
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{ |
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fFreeData = false; |
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FreeSoundData(); |
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} |
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} |
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} |
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} |
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|
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float plSound::IGetChannelVolume( void ) const |
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{ |
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float channelVol = plgAudioSys::GetChannelVolume( (plgAudioSys::ASChannel)fType ); |
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|
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// if not using hardware acceleration then apply 2D/3D bias to non 3D sounds |
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if( !plgAudioSys::Hardware() && !IsPropertySet( kPropIs3DSound ) ) |
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channelVol *= plgAudioSys::Get2D3Dbias(); |
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|
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if( IsPropertySet( kPropDontFade ) ) |
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return channelVol; |
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|
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return channelVol * plgAudioSys::GetGlobalFadeVolume(); |
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} |
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|
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void plSound::IStartFade( plFadeParams *params, float offsetIntoFade ) |
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{ |
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fFading = true; |
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|
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if( params == &fFadeOutParams ) |
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{ |
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fFadeOutParams.fVolStart = fCurrVolume; |
|
fFadeOutParams.fVolEnd = fFadedVolume; |
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fCurrFadeParams = &fFadeOutParams; |
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} |
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else if( params == &fFadeInParams ) |
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{ |
|
fFadeInParams.fVolStart = fCurrVolume; // Hopefully, we got to fFadedVolume, but maybe not |
|
fFadeInParams.fVolEnd = fDesiredVol; |
|
fCurrFadeParams = &fFadeInParams; |
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plStatusLog::AddLineS("audio.log", "Fading in %s", GetKeyName().c_str()); |
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} |
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else |
|
fCurrFadeParams = params; |
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|
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fCurrFadeParams->fCurrTime = offsetIntoFade; |
|
ISetActualVolume( fCurrFadeParams->InterpValue() ); |
|
|
|
if( !fRegisteredForTime ) |
|
{ |
|
plgDispatch::Dispatch()->RegisterForExactType( plTimeMsg::Index(), GetKey() ); |
|
fRegisteredForTime = true; |
|
} |
|
} |
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|
|
void plSound::IStopFade( hsBool shuttingDown, hsBool SetVolEnd) |
|
{ |
|
if( fCurrFadeParams != nil ) |
|
{ |
|
if( fCurrFadeParams == &fCoolSoftVolumeTrickParams ) |
|
{ |
|
plProfile_Dec( WaitingToDie ); |
|
} |
|
|
|
// This can cause problems if we've exited a soft region and are doing a soft volume fade. |
|
// If the camera pops back into the region of this particular sound this will cause the soft volume to be zero, |
|
// therefore not allowing the sound to play until the listener moves again(triggering another softsound update). |
|
// So if this function is called from UpdateSoftSounds this will not be performed |
|
if(SetVolEnd) |
|
{ |
|
if( fCurrFadeParams->fFadeSoftVol ) |
|
fSoftVolume = fCurrFadeParams->fVolEnd; |
|
else |
|
fCurrVolume = fCurrFadeParams->fVolEnd; |
|
} |
|
|
|
if( !shuttingDown ) |
|
ISetActualVolume( fCurrVolume ); |
|
|
|
fCurrFadeParams->fCurrTime = -1.f; |
|
} |
|
|
|
fFading = false; |
|
fCurrFadeParams = nil; |
|
|
|
// Fade done, unregister for time message |
|
if( fRegisteredForTime ) |
|
{ |
|
plgDispatch::Dispatch()->UnRegisterForExactType( plTimeMsg::Index(), GetKey() ); |
|
fRegisteredForTime = false; |
|
} |
|
} |
|
|
|
hsBool plSound::MsgReceive( plMessage* pMsg ) |
|
{ |
|
plTimeMsg *time = plTimeMsg::ConvertNoRef( pMsg ); |
|
if( time != nil ) |
|
{ |
|
/// Time message for handling fade ins/outs |
|
if( fCurrFadeParams == nil ) |
|
return true; |
|
|
|
fCurrFadeParams->fCurrTime += time->DelSeconds(); |
|
|
|
if( fCurrFadeParams->fCurrTime >= fCurrFadeParams->fLengthInSecs ) |
|
{ |
|
if( fCurrFadeParams->fFadeSoftVol ) |
|
fSoftVolume = fCurrFadeParams->fVolEnd; |
|
else |
|
fCurrVolume = fCurrFadeParams->fVolEnd; |
|
ISetActualVolume( fCurrVolume ); |
|
fCurrFadeParams->fCurrTime = -1.f; |
|
|
|
// Fade done, unregister for time message |
|
if( fRegisteredForTime ) |
|
{ |
|
plgDispatch::Dispatch()->UnRegisterForExactType( plTimeMsg::Index(), GetKey() ); |
|
fRegisteredForTime = false; |
|
} |
|
|
|
// Note: if we're done, and we were fading out, we need to STOP |
|
if( fCurrFadeParams->fStopWhenDone ) |
|
{ |
|
// REALLY STOP |
|
IActuallyStop(); |
|
} |
|
|
|
if( fCurrFadeParams == &fCoolSoftVolumeTrickParams ) |
|
{ |
|
plProfile_Dec( WaitingToDie ); |
|
} |
|
|
|
// Done with this one! |
|
fCurrFadeParams = nil; |
|
fFading = false; |
|
} |
|
else |
|
{ |
|
// Gotta interp |
|
if( fCurrFadeParams->fFadeSoftVol ) |
|
fSoftVolume = fCurrFadeParams->InterpValue(); |
|
else |
|
fCurrVolume = fCurrFadeParams->InterpValue(); |
|
|
|
ISetActualVolume( fCurrVolume ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
plGenRefMsg* refMsg = plGenRefMsg::ConvertNoRef( pMsg ); |
|
if( refMsg ) |
|
{ |
|
if( refMsg->fType == kRefSoftVolume ) |
|
{ |
|
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) ) |
|
{ |
|
ISetSoftRegion( plSoftVolume::ConvertNoRef(refMsg->GetRef()) ); |
|
return true; |
|
} |
|
else if( refMsg->GetContext() & (plRefMsg::kOnRemove | plRefMsg::kOnDestroy) ) |
|
{ |
|
ISetSoftRegion( nil ); |
|
return true; |
|
} |
|
} |
|
else if( refMsg->fType == kRefSoftOcclusionRegion ) |
|
{ |
|
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) ) |
|
{ |
|
ISetSoftOcclusionRegion( plSoftVolume::ConvertNoRef( refMsg->GetRef() ) ); |
|
return true; |
|
} |
|
else if( refMsg->GetContext() & (plRefMsg::kOnRemove | plRefMsg::kOnDestroy) ) |
|
{ |
|
ISetSoftOcclusionRegion( nil ); |
|
return true; |
|
} |
|
} |
|
else if( refMsg->fType == kRefDataBuffer ) |
|
{ |
|
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) ) |
|
{ |
|
fDataBuffer = plSoundBuffer::ConvertNoRef( refMsg->GetRef() ); |
|
SetLength( fDataBuffer->GetDataLengthInSecs() ); |
|
} |
|
else |
|
fDataBuffer = nil; |
|
|
|
return true; |
|
} |
|
else if( refMsg->fType == kRefParentSceneObject ) |
|
{ |
|
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) ) |
|
fOwningSceneObject = plSceneObject::ConvertNoRef( refMsg->GetRef() ); |
|
else |
|
fOwningSceneObject = nil; |
|
|
|
return true; |
|
} |
|
} |
|
|
|
plSoundMsg *pSoundMsg = plSoundMsg::ConvertNoRef( pMsg ); |
|
if( pSoundMsg != nil ) |
|
{ |
|
if( pSoundMsg->Cmd( plSoundMsg::kAddCallbacks ) ) |
|
{ |
|
AddCallbacks( pSoundMsg ); |
|
return true; |
|
} |
|
else if( pSoundMsg->Cmd( plSoundMsg::kRemoveCallbacks ) ) |
|
{ |
|
RemoveCallbacks( pSoundMsg ); |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
plListenerMsg *listenMsg = plListenerMsg::ConvertNoRef( pMsg ); |
|
if( listenMsg != nil ) |
|
{ |
|
if( fSoftOcclusionRegion != nil ) |
|
{ |
|
// The EAX settings have 0 as the start value and 1 as the end, and since start |
|
// translates to "inside the soft region", it's reversed of what the region gives us |
|
fEAXSettings.SetOcclusionSoftValue( 1.f - fSoftOcclusionRegion->GetListenerStrength() ); |
|
IRefreshEAXSettings(); |
|
} |
|
return true; |
|
} |
|
|
|
return plSynchedObject::MsgReceive( pMsg ); |
|
} |
|
|
|
void plSound::ForceLoad() |
|
{ |
|
if( !IsPropertySet( kPropLoadOnlyOnCall ) ) |
|
return; |
|
|
|
LoadSound( IsPropertySet( kPropIs3DSound ) ); |
|
} |
|
|
|
void plSound::ForceUnload( void ) |
|
{ |
|
if( !IsPropertySet( kPropLoadOnlyOnCall ) ) |
|
return; |
|
|
|
Stop(); |
|
IFreeBuffers(); |
|
} |
|
|
|
bool plSound::ILoadDataBuffer( void ) |
|
{ |
|
if(!fDataBufferLoaded) |
|
{ |
|
plSoundBuffer *buffer = (plSoundBuffer *)fDataBufferKey->RefObject(); |
|
if(!buffer) |
|
{ |
|
hsAssert(false, "unable to load sound buffer"); |
|
plStatusLog::AddLineS("audio.log", "Unable to load sound buffer: %s", GetKeyName().c_str()); |
|
return false; |
|
} |
|
SetLength( buffer->GetDataLengthInSecs() ); |
|
fDataBufferLoaded = true; |
|
} |
|
return true; |
|
} |
|
|
|
void plSound::FreeSoundData() |
|
{ |
|
if(!fDataBufferKey) return; // for plugins |
|
plSoundBuffer *buffer = (plSoundBuffer *) fDataBufferKey->ObjectIsLoaded(); |
|
if(buffer) |
|
{ |
|
buffer->UnLoad(); |
|
} |
|
} |
|
|
|
void plSound::IUnloadDataBuffer( void ) |
|
{ |
|
if(fDataBufferLoaded) |
|
{ |
|
fDataBufferLoaded = false; |
|
fDataBufferKey->UnRefObject(); |
|
} |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// calling preload will cause the sound to play once loaded |
|
plSoundBuffer::ELoadReturnVal plSound::IPreLoadBuffer( hsBool playWhenLoaded, hsBool isIncidental /* = false */ ) |
|
{ |
|
if(!ILoadDataBuffer()) |
|
{ |
|
return plSoundBuffer::kError; |
|
} |
|
|
|
plSoundBuffer *buffer = (plSoundBuffer *)fDataBufferKey->ObjectIsLoaded(); |
|
|
|
if(buffer && buffer->IsValid() ) |
|
{ |
|
plProfile_BeginTiming( SoundLoadTime ); |
|
plSoundBuffer::ELoadReturnVal retVal = buffer->AsyncLoad(buffer->HasFlag(plSoundBuffer::kStreamCompressed) ? plAudioFileReader::kStreamNative : plAudioFileReader::kStreamWAV); |
|
if(retVal == plSoundBuffer::kPending) |
|
{ |
|
fPlayWhenLoaded = playWhenLoaded; |
|
fLoading = true; |
|
} |
|
|
|
plProfile_EndTiming( SoundLoadTime ); |
|
|
|
return retVal; |
|
} |
|
else |
|
{ |
|
return plSoundBuffer::kError; |
|
} |
|
} |
|
|
|
const char *plSound::GetFileName( void ) const |
|
{ |
|
if(fDataBufferKey->ObjectIsLoaded()) |
|
{ |
|
return ((plSoundBuffer *)fDataBufferKey->ObjectIsLoaded())->GetFileName(); |
|
} |
|
|
|
return nil; |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// WARNING: to do this right, we have to load the data buffer in, which could |
|
// force an early load of the sound if you're just calling this on a whim. So |
|
// it's best to call this right before you're going to load it anyway (or |
|
// when it's already loaded). |
|
// Note that if we already set the length (like at export time), we never need |
|
// to load the sound, so the optimization at export time is all ready to plug- |
|
// and-play... |
|
double plSound::GetLength( void ) |
|
{ |
|
if( ( (double)fLength == 0.f ) ) |
|
ILoadDataBuffer(); |
|
|
|
return fLength; |
|
} |
|
|
|
void plSound::ISetSoftRegion( plSoftVolume *region ) |
|
{ |
|
/// We're either registering or unregistering |
|
if( fSoftRegion == nil && region != nil ) |
|
RegisterOnAudioSys(); |
|
else if( fSoftRegion != nil && region == nil ) |
|
UnregisterOnAudioSys(); |
|
|
|
fSoftRegion = region; |
|
fSoftVolume = 0.f; // Set to zero until we can get our processing call |
|
} |
|
|
|
void plSound::ISetSoftOcclusionRegion( plSoftVolume *region ) |
|
{ |
|
/// We're either registering or unregistering for listener messages |
|
if( fSoftOcclusionRegion == nil && region != nil ) |
|
{ |
|
plgDispatch::Dispatch()->RegisterForExactType( plListenerMsg::Index(), GetKey() ); |
|
} |
|
else if( fSoftOcclusionRegion != nil && region == nil ) |
|
{ |
|
plgDispatch::Dispatch()->UnRegisterForExactType( plListenerMsg::Index(), GetKey() ); |
|
} |
|
|
|
fSoftOcclusionRegion = region; |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// This function calculates our new softVolume value. Used both to update the |
|
// said value and so the audio system can rank us in importance. |
|
float plSound::CalcSoftVolume( hsBool enable, float distToListenerSquared ) |
|
{ |
|
// Do distance-based attenuation ourselves |
|
#if MCN_HACK_OUR_ATTEN |
|
if( IsPropertySet( kPropIs3DSound ) ) |
|
{ |
|
float minDist = (float)GetMin(); |
|
if( distToListenerSquared <= minDist * minDist ) |
|
{ |
|
fDistAttenuation = 1.f; |
|
} |
|
else |
|
{ |
|
float maxDist = (float)GetMax(); |
|
if( distToListenerSquared >= maxDist * maxDist ) |
|
{ |
|
fDistAttenuation = 0.f; |
|
} |
|
else |
|
{ |
|
float d = (float)sqrt( distToListenerSquared ); |
|
fDistAttenuation = minDist / d; |
|
|
|
// The following line ramps it to 0 at the maxDistance. Kinda klunky, but good for now I guess... |
|
// fDistAttenuation *= 1.f - ( 1.f / ( maxDist - minDist ) ) * ( d - minDist ); |
|
} |
|
} |
|
} |
|
else |
|
fDistAttenuation = 1.f; |
|
#endif |
|
// At the last 50% of our distance attenuation (squared, so it really is farther than that), |
|
// ramp down to 0 so we don't get annoying popping when we stop stuff |
|
if( IsPropertySet( kPropIs3DSound ) ) |
|
{ |
|
float maxDistSquared = (float)( GetMax() * GetMax() ); |
|
float distToStartSquared = (float)(maxDistSquared * 0.50); |
|
|
|
if( maxDistSquared < 0.f ) // Happens when the max distance is REALLY big |
|
{ |
|
maxDistSquared = distToListenerSquared + 1.f; // :) |
|
distToStartSquared = maxDistSquared; |
|
} |
|
|
|
if( distToListenerSquared > maxDistSquared ) |
|
fDistAttenuation = 0.f; |
|
else if( distToListenerSquared > distToStartSquared ) |
|
fDistAttenuation = ( maxDistSquared - distToListenerSquared ) / ( maxDistSquared - distToStartSquared ); |
|
else |
|
fDistAttenuation = 1.f; |
|
|
|
fDistToListenerSquared = distToListenerSquared; |
|
} |
|
else |
|
{ |
|
fDistAttenuation = 1.f; |
|
fDistToListenerSquared = 0.f; |
|
} |
|
|
|
// Attenuate based on our soft region, if we have one |
|
if( !enable ) |
|
// We apparently don't know jack. Let the audioSystem's decision rule |
|
fSoftVolume = 0.f; |
|
else if( fSoftRegion != nil ) |
|
fSoftVolume = fSoftRegion->GetListenerStrength(); |
|
else |
|
fSoftVolume = 1.f; |
|
|
|
return fSoftVolume; |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// Wee function for the audio system. This basically returns the effective |
|
// current volume of this sound. Useful for doing things like ranking all |
|
// sounds based on volume. |
|
float plSound::GetVolumeRank( void ) |
|
{ |
|
if( !IsPlaying() && !this->IActuallyPlaying() ) |
|
return 0.f; |
|
|
|
float rank = fSoftVolume * fDesiredVol; |
|
|
|
if( IsPropertySet( kPropIs3DSound ) ) |
|
{ |
|
float minDistSquared = (float)( GetMin() * GetMin() ); |
|
float maxDistSquared = (float) (GetMax() * GetMax()); |
|
hsPoint3 listenerPos = plgAudioSys::Sys()->GetCurrListenerPos(); |
|
if( fDistToListenerSquared > minDistSquared ) |
|
{ |
|
float diff = maxDistSquared - minDistSquared; |
|
rank *= fabs((fDistToListenerSquared - maxDistSquared)) / diff; |
|
} |
|
} |
|
|
|
return rank; |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// Tests to see whether, if we try to play this sound now, it'll actually |
|
// be able to play. Takes into account whether the sound is within range |
|
// of the listener and the current soft region value. |
|
hsBool plSound::IWillBeAbleToPlay( void ) |
|
{ |
|
if( fSoftVolume == 0.f ) |
|
return false; |
|
|
|
return IsWithinRange( plgAudioSys::Sys()->GetCurrListenerPos(), nil ); |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// Tests to see whether this sound is within range of the position given, |
|
// ignoring soft volumes. |
|
hsBool plSound::IsWithinRange( const hsPoint3 &listenerPos, float *distSquared ) |
|
{ |
|
if( !IsPropertySet( plSound::kPropIs3DSound ) ) |
|
{ |
|
if( distSquared != nil ) |
|
*distSquared = 1.f; |
|
return true; |
|
} |
|
|
|
hsVector3 distance; |
|
hsPoint3 soundPos = GetPosition(); |
|
|
|
distance.Set( &listenerPos, &soundPos ); |
|
|
|
if( distSquared != nil ) |
|
*distSquared = distance.MagnitudeSquared(); |
|
|
|
if( GetMax() == 1000000000 ) |
|
return true; |
|
|
|
float soundRadius = (float)( GetMax() * GetMax() ); |
|
|
|
return ( distance.MagnitudeSquared() <= soundRadius ) ? true : false; |
|
} |
|
|
|
|
|
//// //////////////////////////////////////////////////////// |
|
// Once the soft volume is calculated and our rank is computed, we can |
|
// decide whether to actually enable or not. |
|
// Note: we might have been "enabled" by our Calc call, but the ranking |
|
// still could have disabled us, so we have to specify again whether |
|
// we're enabled. |
|
// Note: if we KNOW we're disabling this sound (out of range), Calc() doesn't |
|
// have to be called at all, and we can simply call this function with |
|
// enable = false. |
|
void plSound::UpdateSoftVolume( hsBool enable, hsBool firstTime ) |
|
{ |
|
fNotHighEnoughPriority = !enable; |
|
|
|
// Don't do any of this special stuff that follows if we're not supposed to be playing |
|
if( IsPlaying() ) |
|
{ |
|
if( fSoftVolume * fDistAttenuation > 0.f && !fNotHighEnoughPriority ) |
|
{ |
|
if( fCurrFadeParams == &fCoolSoftVolumeTrickParams ) |
|
{ |
|
// Stop the fade, but since we are updating the softvolume with the intention of being audible |
|
// tell StopFade not to set the soft volume to zero. |
|
IStopFade(false, false); |
|
} |
|
if( !IActuallyPlaying() ) |
|
{ |
|
// Must've been stopped from being out of range. Start up again... |
|
|
|
// Synch up to our start time. |
|
// If this sound is auto starting and is background music, get the current time so we don't start |
|
// with the play cursor already into the piece. |
|
if(IsPropertySet(kPropAutoStart) && fType == kBackgroundMusic) fVirtualStartTime = hsTimer::GetSysSeconds(); |
|
ISynchedPlay( fVirtualStartTime ); |
|
} |
|
} |
|
else if( fCurrFadeParams != &fCoolSoftVolumeTrickParams && IActuallyPlaying() ) |
|
{ |
|
// Start our special trick, courtesy of Brice. Basically, we don't |
|
// stop the sound immediately, but rather let it get to the end of |
|
// the sound and loop once more. This way, if we go away and come back soon |
|
// enough, it will be continuing as we expect it to, but if we wait long enough, |
|
// it'll stop, saving processing time. |
|
|
|
// Note: we just do it as a fade because it makes it easier on us that way! |
|
fCoolSoftVolumeTrickParams.fCurrTime = 0.f; |
|
fCoolSoftVolumeTrickParams.fLengthInSecs = firstTime ? 0.f : (float)fLength + ( (float)fLength - (float)GetTime() ); |
|
fCoolSoftVolumeTrickParams.fStopWhenDone = true; |
|
fCoolSoftVolumeTrickParams.fFadeSoftVol = true; |
|
fCoolSoftVolumeTrickParams.fType = plFadeParams::kLinear; |
|
fCoolSoftVolumeTrickParams.fVolStart = fSoftVolume; // Don't actually change the volume this way |
|
fCoolSoftVolumeTrickParams.fVolEnd = 0.f; |
|
|
|
IStartFade( &fCoolSoftVolumeTrickParams ); |
|
|
|
plProfile_Inc( WaitingToDie ); |
|
} |
|
} |
|
|
|
RefreshVolume(); |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// Returns the current volume, attenuated |
|
float plSound::QueryCurrVolume( void ) const |
|
{ |
|
return IAttenuateActualVolume( fCurrVolume ) * IGetChannelVolume(); |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// Used by ISetActualVolume(). Does the final attenuation on a volume before |
|
// sending it to the sound processing. Only does soft regions for now. |
|
float plSound::IAttenuateActualVolume( float volume ) const |
|
{ |
|
if( fNotHighEnoughPriority ) |
|
return 0.f; |
|
|
|
volume *= fSoftVolume; |
|
|
|
if( IsPropertySet( kPropIs3DSound ) ) |
|
volume *= fDistAttenuation; |
|
|
|
return volume; |
|
} |
|
|
|
void plSound::Activate(hsBool forcePlay) |
|
{ |
|
// Our actual state... |
|
fActive = true; |
|
|
|
// re-create the sound state here: |
|
if( forcePlay || fPlayOnReactivate ) |
|
{ |
|
ISynchedPlay( hsTimer::GetSysSeconds() ); |
|
fPlayOnReactivate = false; |
|
} |
|
|
|
RegisterOnAudioSys(); |
|
SetMuted(plgAudioSys::IsMuted()); |
|
} |
|
|
|
void plSound::DeActivate( void ) |
|
{ |
|
UnregisterOnAudioSys(); |
|
|
|
if( fActive ) |
|
{ |
|
if( IsPlaying() ) |
|
{ |
|
Stop(); |
|
fPlayOnReactivate = true; |
|
} |
|
else |
|
fPlayOnReactivate = false; |
|
} |
|
|
|
fActive = false; |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// Tell the audio system about ourselves. |
|
void plSound::RegisterOnAudioSys( void ) |
|
{ |
|
if( !fRegistered ) |
|
{ |
|
plgAudioSys::RegisterSoftSound(GetKey()); |
|
fRegistered = true; |
|
} |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// Tell the audio system to stop caring about us |
|
void plSound::UnregisterOnAudioSys( void ) |
|
{ |
|
if( fRegistered ) |
|
{ |
|
plgAudioSys::UnregisterSoftSound(GetKey()); |
|
fRegistered = false; |
|
} |
|
} |
|
|
|
///////////////////////////////////////////////////////////////////////// |
|
// Called by the audio system when we've been booted off (audio system is |
|
// shutting down). Normally, we should already be shut down, but in case |
|
// we're not, this function makes sure everything is cleaned up before |
|
// the audio system itself shuts down. |
|
void plSound::ForceUnregisterFromAudioSys( void ) |
|
{ |
|
DeActivate(); |
|
fRegistered = false; |
|
} |
|
|
|
void plSound::Read(hsStream* s, hsResMgr* mgr) |
|
{ |
|
plSynchedObject::Read(s, mgr); |
|
|
|
IRead( s, mgr ); |
|
|
|
// If we're autostart, start playing |
|
if( IsPropertySet( kPropAutoStart ) ) |
|
Play(); |
|
|
|
// Make sure we synch or don't synch |
|
if( IsPropertySet( kPropLocalOnly ) ) |
|
SetLocalOnly(true); |
|
|
|
// If we're not playing, but we're going to, and we're going to fade in, |
|
// then our current state is faded out, so set fFading |
|
if( fFadeInParams.fLengthInSecs > 0 && !fPlaying ) |
|
fFading = true; |
|
else if( fFadeInParams.fLengthInSecs <= 0 && !fPlaying ) |
|
fFading = false; |
|
|
|
ILoadDataBuffer(); // make sure our sound buffer is loaded |
|
|
|
// Force load on read |
|
if( !fLoadOnDemandFlag || IsPropertySet( kPropDisableLOD ) ) |
|
{ |
|
LoadSound( IsPropertySet( kPropIs3DSound ) ); |
|
} |
|
else |
|
{ |
|
// Loading on demand, but we still need the length. But that's ok, we'll get it when we get the fDataBuffer ref. |
|
// But we want to preload the data, so go ahead and do that |
|
if( !fLoadFromDiskOnDemand && !IsPropertySet( kPropLoadOnlyOnCall ) && fPriority <= plgAudioSys::GetPriorityCutoff()) |
|
{ |
|
IPreLoadBuffer(false); |
|
} |
|
} |
|
} |
|
|
|
void plSound::Write(hsStream* s, hsResMgr* mgr) |
|
{ |
|
plSynchedObject::Write(s, mgr); |
|
IWrite( s, mgr ); |
|
} |
|
|
|
void plSound::IRead( hsStream *s, hsResMgr *mgr ) |
|
{ |
|
fPlaying = s->ReadBool(); |
|
fVirtualStartTime = hsTimer::GetSysSeconds(); // Need if we're autostart |
|
fTime = s->ReadLEDouble(); |
|
fMaxFalloff = s->ReadLE32(); |
|
fMinFalloff = s->ReadLE32(); |
|
s->ReadLE( &fCurrVolume ); |
|
s->ReadLE( &fDesiredVol ); |
|
|
|
/// mcn debugging - Thanks to some of my older sound code, it's possible that a few volumes |
|
/// will come in too large. This will only happen with scenes that were exported with that intermediate |
|
/// code, which should be limited to my test scenes locally. Otherwise, things should be fine. This |
|
/// is to compensate for those bogus files. (The fix is to reset the volume in MAX, since the bogusness |
|
/// is in the range of the volume slider itself). |
|
if( fDesiredVol > 1.f ) |
|
fDesiredVol = 1.f; |
|
if( fCurrVolume > 1.f ) |
|
fCurrVolume = 1.f; |
|
fMaxVolume = fDesiredVol; |
|
|
|
fOuterVol = s->ReadLE32(); |
|
fInnerCone = s->ReadLE32(); |
|
fOuterCone = s->ReadLE32(); |
|
s->ReadLE( &fFadedVolume ); |
|
s->ReadLE( &fProperties ); |
|
|
|
fType = s->ReadByte(); |
|
fPriority = s->ReadByte(); |
|
|
|
// HACK FOR OLDER EXPORTERS that thought Auto-start meant set fPlaying true |
|
if( fPlaying ) |
|
SetProperty( kPropAutoStart, true ); |
|
|
|
// Read in fade params |
|
fFadeInParams.Read( s ); |
|
fFadeOutParams.Read( s ); |
|
|
|
// Read in soft volume key |
|
mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, 0, kRefSoftVolume ), plRefFlags::kActiveRef ); |
|
|
|
// Read in the data buffer key |
|
fDataBufferKey = mgr->ReadKey( s ); |
|
|
|
// EAX params |
|
fEAXSettings.Read( s ); |
|
|
|
// EAX soft keys |
|
mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, 0, kRefSoftOcclusionRegion ), plRefFlags::kActiveRef ); |
|
} |
|
|
|
void plSound::IWrite( hsStream *s, hsResMgr *mgr ) |
|
{ |
|
s->WriteBool(fPlaying); |
|
s->WriteLEDouble(fTime); |
|
s->WriteLE32(fMaxFalloff); |
|
s->WriteLE32(fMinFalloff); |
|
s->WriteLE( fCurrVolume ); |
|
s->WriteLE( fDesiredVol ); |
|
s->WriteLE32(fOuterVol); |
|
s->WriteLE32(fInnerCone); |
|
s->WriteLE32(fOuterCone); |
|
s->WriteLE( fFadedVolume ); |
|
s->WriteLE( fProperties ); |
|
s->WriteByte( fType ); |
|
s->WriteByte( fPriority ); |
|
|
|
// Write out fade params |
|
fFadeInParams.Write( s ); |
|
fFadeOutParams.Write( s ); |
|
|
|
// Write out soft volume key |
|
mgr->WriteKey( s, fSoftRegion ); |
|
|
|
// Write out data buffer key |
|
if(fDataBuffer) |
|
mgr->WriteKey( s, fDataBuffer->GetKey() ); |
|
else |
|
mgr->WriteKey( s, fDataBufferKey ); |
|
|
|
// EAX params |
|
fEAXSettings.Write( s ); |
|
|
|
// EAX Soft keys |
|
mgr->WriteKey( s, fSoftOcclusionRegion ); |
|
} |
|
|
|
void plSound::plFadeParams::Read( hsStream *s ) |
|
{ |
|
s->ReadLE( &fLengthInSecs ); |
|
s->ReadLE( &fVolStart ); |
|
s->ReadLE( &fVolEnd ); |
|
s->ReadLE( &fType ); |
|
s->ReadLE( &fCurrTime ); |
|
s->ReadLE( &fStopWhenDone ); |
|
s->ReadLE( &fFadeSoftVol ); |
|
} |
|
|
|
void plSound::plFadeParams::Write( hsStream *s ) |
|
{ |
|
s->WriteLE( fLengthInSecs ); |
|
s->WriteLE( fVolStart ); |
|
s->WriteLE( fVolEnd ); |
|
s->WriteLE( fType ); |
|
s->WriteLE( fCurrTime ); |
|
s->WriteLE( fStopWhenDone ); |
|
s->WriteLE( fFadeSoftVol ); |
|
} |
|
|
|
float plSound::plFadeParams::InterpValue( void ) |
|
{ |
|
float val; |
|
|
|
switch( fType ) |
|
{ |
|
case kLinear: |
|
val = ( ( fCurrTime / fLengthInSecs ) * ( fVolEnd - fVolStart ) ) + fVolStart; |
|
break; |
|
case kLogarithmic: |
|
val = fCurrTime / fLengthInSecs; |
|
val = ( ( val * val ) * ( fVolEnd - fVolStart ) ) + fVolStart; |
|
break; |
|
case kExponential: |
|
val = fCurrTime / fLengthInSecs; |
|
val = ( (float)sqrt( val ) * ( fVolEnd - fVolStart ) ) + fVolStart; |
|
break; |
|
default: |
|
val = 0.f; |
|
} |
|
return val; |
|
} |
|
|
|
void plSound::SetFadeInEffect( plSound::plFadeParams::Type type, float length ) |
|
{ |
|
fFadeInParams.fLengthInSecs = length; |
|
fFadeInParams.fType = type; |
|
fFadeInParams.fVolStart = 0.f; // Will be set when activated |
|
fFadeInParams.fVolEnd = 1.f; // Will be set when activated |
|
fFadeInParams.fCurrTime = -1.f; |
|
|
|
// If we're not playing, but we're going to, and we're going to fade in, |
|
// then our current state is faded out, so set fFading |
|
if( fFadeInParams.fLengthInSecs > 0 && !fPlaying ) |
|
fFading = true; |
|
else if( fFadeInParams.fLengthInSecs <= 0 && !fPlaying ) |
|
fFading = false; |
|
} |
|
|
|
void plSound::SetFadeOutEffect( plSound::plFadeParams::Type type, float length ) |
|
{ |
|
fFadeOutParams.fLengthInSecs = length; |
|
fFadeOutParams.fType = type; |
|
fFadeOutParams.fVolStart = 1.f; // Will be set when activated |
|
fFadeOutParams.fVolEnd = 0.f; // Will be set when activated |
|
fFadeOutParams.fCurrTime = -1.f; |
|
fFadeOutParams.fStopWhenDone = true; |
|
} |
|
|
|
plDrawableSpans* plSound::CreateProxy(const hsMatrix44& l2w, hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo) |
|
{ |
|
plDrawableSpans* myDraw = addTo; |
|
|
|
if( fOuterCone < 360 ) |
|
{ |
|
float len = (float)GetMax(); |
|
float halfAng = hsDegreesToRadians(float(fInnerCone) * 0.5f); |
|
float radius = len * tanf(halfAng); |
|
if( fInnerCone < 180 ) |
|
len = -len; |
|
myDraw = plDrawableGenerator::GenerateConicalDrawable( |
|
radius, |
|
len, |
|
mat, |
|
l2w, |
|
true, |
|
&hsColorRGBA().Set(1.f, 0.5f, 0.5f, 1.f), |
|
&idx, |
|
myDraw); |
|
|
|
len = (float)GetMin(); |
|
halfAng = hsDegreesToRadians(float(fOuterCone) * 0.5f); |
|
radius = len * tanf(halfAng); |
|
if( fOuterCone < 180 ) |
|
len = -len; |
|
|
|
myDraw = plDrawableGenerator::GenerateConicalDrawable( |
|
radius, |
|
len, |
|
mat, |
|
l2w, |
|
true, |
|
&hsColorRGBA().Set(0.25f, 0.25f, 0.5f, 1.f), |
|
&idx, |
|
myDraw); |
|
} |
|
else |
|
{ |
|
myDraw = plDrawableGenerator::GenerateSphericalDrawable( |
|
hsPoint3(0,0,0), |
|
(float)GetMin(), |
|
mat, |
|
l2w, |
|
true, |
|
&hsColorRGBA().Set(1.f, 0.5f, 0.5f, 1.f), |
|
&idx, |
|
myDraw); |
|
|
|
myDraw = plDrawableGenerator::GenerateSphericalDrawable( |
|
hsPoint3(0,0,0), |
|
(float)GetMax(), |
|
mat, |
|
l2w, |
|
true, |
|
&hsColorRGBA().Set(0.25f, 0.25f, 0.5f, 1.f), |
|
&idx, |
|
myDraw); |
|
} |
|
return myDraw; |
|
} |
|
|
|
|
|
// call when state has changed |
|
hsBool plSound::DirtySynchState(const char* sdlName /* kSDLSound */, uint32_t sendFlags) |
|
{ |
|
/* |
|
if( sdlName == nil ) |
|
sdlName = kSDLSound; |
|
|
|
if( fOwningSceneObject != nil ) |
|
return fOwningSceneObject->DirtySynchState(sdlName, sendFlags); |
|
*/ |
|
return false; |
|
} |
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////// |
|
//// plSoundVolumeApplicator ///////////////////////////////////////////////// |
|
////////////////////////////////////////////////////////////////////////////// |
|
|
|
void plSoundVolumeApplicator::IApply( const plAGModifier *mod, double time ) |
|
{ |
|
plScalarChannel *chan = plScalarChannel::ConvertNoRef( fChannel ); |
|
if(chan) |
|
{ |
|
float volume = chan->Value( time ); |
|
|
|
float digitalVolume = (float)pow( 10.f, volume / 20.f ); |
|
|
|
// Find the audio interface and thus the plSound from it |
|
plSceneObject *so = mod->GetTarget( 0 ); |
|
if( so != nil ) |
|
{ |
|
const plAudioInterface *ai = so->GetAudioInterface(); |
|
if( ai != nil && fIndex < ai->GetNumSounds() ) |
|
{ |
|
plSound *sound = ai->GetSound( fIndex ); |
|
if( sound != nil ) |
|
{ |
|
sound->SetVolume( digitalVolume ); |
|
return; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
plAGApplicator *plSoundVolumeApplicator::CloneWithChannel( plAGChannel *channel ) |
|
{ |
|
plSoundVolumeApplicator *clone = (plSoundVolumeApplicator *)plAGApplicator::CloneWithChannel( channel ); |
|
clone->fIndex = fIndex; |
|
return clone; |
|
} |
|
|
|
void plSoundVolumeApplicator::Write( hsStream *stream, hsResMgr *mgr ) |
|
{ |
|
plAGApplicator::Write( stream, mgr ); |
|
stream->WriteLE32( fIndex ); |
|
} |
|
|
|
void plSoundVolumeApplicator::Read( hsStream *s, hsResMgr *mgr ) |
|
{ |
|
plAGApplicator::Read( s, mgr ); |
|
fIndex = s->ReadLE32(); |
|
}
|
|
|