-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathSound.cpp
371 lines (320 loc) · 8.92 KB
/
Sound.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
/*
===============================================================================
SOUND
===============================================================================
*/
const idEventDef EV_Speaker_On( "On", NULL );
const idEventDef EV_Speaker_Off( "Off", NULL );
const idEventDef EV_Speaker_Timer( "<timer>", NULL );
CLASS_DECLARATION( idEntity, idSound )
EVENT( EV_Activate, idSound::Event_Trigger )
EVENT( EV_Speaker_On, idSound::Event_On )
EVENT( EV_Speaker_Off, idSound::Event_Off )
EVENT( EV_Speaker_Timer, idSound::Event_Timer )
END_CLASS
/*
================
idSound::idSound
================
*/
idSound::idSound( void ) {
lastSoundVol = 0.0f;
soundVol = 0.0f;
shakeTranslate.Zero();
shakeRotate.Zero();
random = 0.0f;
wait = 0.0f;
timerOn = false;
playingUntilTime = 0;
}
/*
================
idSound::Save
================
*/
void idSound::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( lastSoundVol );
savefile->WriteFloat( soundVol );
savefile->WriteFloat( random );
savefile->WriteFloat( wait );
savefile->WriteBool( timerOn );
savefile->WriteVec3( shakeTranslate );
savefile->WriteAngles( shakeRotate );
savefile->WriteInt( playingUntilTime );
}
/*
================
idSound::Restore
================
*/
void idSound::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( lastSoundVol );
savefile->ReadFloat( soundVol );
savefile->ReadFloat( random );
savefile->ReadFloat( wait );
savefile->ReadBool( timerOn );
savefile->ReadVec3( shakeTranslate );
savefile->ReadAngles( shakeRotate );
savefile->ReadInt( playingUntilTime );
}
/*
================
idSound::Spawn
================
*/
void idSound::Spawn( void ) {
spawnArgs.GetVector( "move", "0 0 0", shakeTranslate );
spawnArgs.GetAngles( "rotate", "0 0 0", shakeRotate );
spawnArgs.GetFloat( "random", "0", random );
spawnArgs.GetFloat( "wait", "0", wait );
if ( ( wait > 0.0f ) && ( random >= wait ) ) {
random = wait - 0.001;
gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
}
soundVol = 0.0f;
lastSoundVol = 0.0f;
if ( ( shakeRotate != ang_zero ) || ( shakeTranslate != vec3_zero ) ) {
BecomeActive( TH_THINK );
}
if ( !refSound.waitfortrigger && ( wait > 0.0f ) ) {
timerOn = true;
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
} else {
timerOn = false;
}
}
/*
================
idSound::Event_Trigger
this will toggle the idle idSound on and off
================
*/
void idSound::Event_Trigger( idEntity *activator ) {
if ( wait > 0.0f ) {
if ( timerOn ) {
timerOn = false;
CancelEvents( &EV_Speaker_Timer );
} else {
timerOn = true;
DoSound( true );
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
}
} else {
if ( gameLocal.isMultiplayer ) {
// RAVEN BEGIN
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
if ( emitter && ( gameLocal.time < playingUntilTime ) ) {
// RAVEN END
DoSound( false );
} else {
DoSound( true );
}
} else {
// RAVEN BEGIN
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
if ( emitter && emitter->CurrentlyPlaying() ) {
// RAVEN END
DoSound( false );
} else {
DoSound( true );
}
}
}
}
/*
================
idSound::Event_Timer
================
*/
void idSound::Event_Timer( void ) {
DoSound( true );
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
}
/*
================
idSound::Think
================
*/
void idSound::Think( void ) {
idAngles ang;
// run physics
RunPhysics();
// clear out our update visuals think flag since we never call Present
BecomeInactive( TH_UPDATEVISUALS );
}
/*
===============
idSound::UpdateChangableSpawnArgs
===============
*/
void idSound::UpdateChangeableSpawnArgs( const idDict *source ) {
idEntity::UpdateChangeableSpawnArgs( source );
if ( source ) {
FreeSoundEmitter( true );
refSound.referenceSoundHandle = soundSystem->AllocSoundEmitter( SOUNDWORLD_GAME );
spawnArgs.Copy( *source );
gameEdit->ParseSpawnArgsToRefSound( &spawnArgs, &refSound );
idVec3 origin;
idMat3 axis;
if ( GetPhysicsToSoundTransform( origin, axis ) ) {
refSound.origin = GetPhysics()->GetOrigin() + origin * axis;
} else {
refSound.origin = GetPhysics()->GetOrigin();
}
spawnArgs.GetFloat( "random", "0", random );
spawnArgs.GetFloat( "wait", "0", wait );
if ( ( wait > 0.0f ) && ( random >= wait ) ) {
random = wait - 0.001;
gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
}
if ( !refSound.waitfortrigger && ( wait > 0.0f ) ) {
timerOn = true;
DoSound( false );
CancelEvents( &EV_Speaker_Timer );
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
// RAVEN BEGIN
} else if ( !refSound.waitfortrigger ) {
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
if( !( emitter && emitter->CurrentlyPlaying() ) ) {
// RAVEN END
// start it if it isn't already playing, and we aren't waitForTrigger
DoSound( true );
timerOn = false;
}
}
}
}
/*
===============
idSound::SetSound
===============
*/
void idSound::SetSound( const char *sound, int channel ) {
const idSoundShader *shader = declManager->FindSound( sound );
if ( shader != refSound.shader ) {
FreeSoundEmitter( true );
}
gameEdit->ParseSpawnArgsToRefSound(&spawnArgs, &refSound);
refSound.shader = shader;
// RAVEN BEGIN
// start it if it isn't already playing, and we aren't waitForTrigger
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
if ( !refSound.waitfortrigger && !( emitter && emitter->CurrentlyPlaying() ) ) {
// RAVEN END
DoSound( true );
}
}
/*
================
idSound::DoSound
================
*/
void idSound::DoSound( bool play ) {
if ( play ) {
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, refSound.parms.soundShaderFlags, true, &playingUntilTime );
playingUntilTime += gameLocal.time;
} else {
StopSound( SND_CHANNEL_ANY, true );
playingUntilTime = 0;
}
}
/*
================
idSound::Event_On
================
*/
void idSound::Event_On( void ) {
if ( wait > 0.0f ) {
timerOn = true;
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
}
DoSound( true );
}
/*
================
idSound::Event_Off
================
*/
void idSound::Event_Off( void ) {
if ( timerOn ) {
timerOn = false;
CancelEvents( &EV_Speaker_Timer );
}
DoSound( false );
}
// RAVEN BEGIN
// abahr: so we only set the referenceSounds on our targets once
/*
================
idSound::FindTargets
================
*/
void idSound::FindTargets() {
idEntity::FindTargets();
if( !targets.Num() ) {// I don't think we ever get in here unless we have targets
return;
}
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
if ( !emitter ) {
// if we have targets lets get an emitter
refSound.referenceSoundHandle = soundSystem->AllocSoundEmitter( SOUNDWORLD_GAME );
}
SetTargetSoundHandles();
}
// RAVEN END
/*
===============
idSound::ShowEditingDialog
===============
*/
void idSound::ShowEditingDialog( void ) {
common->InitTool( EDITOR_SOUND, &spawnArgs );
}
// RAVEN BEGIN
// jshepard: Allow speakers to target lights and have those lights use this speaker's refSound
/*
===============
idSound::SetSoundHandles
===============
*/
void idSound::SetTargetSoundHandles( void ) {
//this code is mostly boosted from a similar function in light.cpp
int i;
idEntity *targetEnt;
//is this check really necessary? We are a speaker after all...
if ( !soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle ) ) {
return;
}
for ( i = 0; i < targets.Num(); i++ ) {
targetEnt = targets[ i ].GetEntity();
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( targetEnt && targetEnt->IsType( idLight::GetClassType() ) ) {
// RAVEN END
idLight *light = static_cast<idLight*>(targetEnt);
//no need to make this speaker a lightparent....
//light->lightParent = this;
// explicitly delete any sounds on the entity
light->FreeSoundEmitter( true );
// manually set the refSound to this light's refSound
light->SetRefSound(refSound.referenceSoundHandle);
// update the renderEntity to the renderer
light->UpdateVisuals();
}
}
}
// abahr:
/*
================
idSound::GetPhysicsToSoundTransform
================
*/
bool idSound::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
origin = shakeTranslate.Random( spawnArgs.GetVector("move_random_delta"), gameLocal.random );
axis = shakeRotate.Random( spawnArgs.GetVector("shake_random_delta"), gameLocal.random ).ToMat3();
return true;
}
// RAVEN END