khanat-code-old/code/nel/src/sound/background_sound_manager.cpp

1478 lines
38 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdsound.h"
#include "nel/misc/file.h"
#include "nel/misc/i_xml.h"
#include "nel/misc/path.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/ligo/primitive.h"
#include "nel/3d/cluster.h"
#include "nel/sound/u_source.h"
#include "nel/sound/clustered_sound.h"
#include "nel/sound/sample_bank_manager.h"
#include "nel/sound/sample_bank.h"
#include "nel/sound/background_sound_manager.h"
#include "nel/sound/source_common.h"
#include "nel/sound/clustered_sound.h"
#include "nel/sound/background_source.h"
using namespace std;
using namespace NLMISC;
using namespace NLLIGO;
namespace NLSOUND {
// external sound are cliping after 10 meter inside the inner patate
const float INSIDE_FALLOF = 10.0f;
const float BACKGROUND_SOUND_ALTITUDE = 5.0f;
CBackgroundSoundManager::CBackgroundSoundManager()
: _Playing(false), _DoFade(false), _LastPosition(0,0,0)
{
for (uint i=0; i<UAudioMixer::TBackgroundFlags::NB_BACKGROUND_FLAGS; ++i)
{
_BackgroundFlags.Flags[i] = false;
_FilterFadesStart[i] = 0;
_FilterFadeValues[i] = 1.0f;
}
}
CBackgroundSoundManager::~CBackgroundSoundManager()
{
unload();
}
const UAudioMixer::TBackgroundFlags &CBackgroundSoundManager::getBackgroundFlags()
{
return _BackgroundFlags;
}
void CBackgroundSoundManager::setBackgroundFilterFades(const UAudioMixer::TBackgroundFilterFades &backgroundFilterFades)
{
_BackgroundFilterFades = backgroundFilterFades;
}
const UAudioMixer::TBackgroundFilterFades &CBackgroundSoundManager::getBackgroundFilterFades()
{
return _BackgroundFilterFades;
}
void CBackgroundSoundManager::addSound(const std::string &soundName, uint layerId, const std::vector<NLLIGO::CPrimVector> &points, bool isPath)
{
CAudioMixerUser *mixer = CAudioMixerUser::instance();
TSoundData sd;
sd.SoundName = CStringMapper::map(soundName);
sd.Sound = mixer->getSoundId(sd.SoundName);
sd.Source = 0;
// Copy the points
sd.Points.resize (points.size ());
for (uint i=0; i<points.size (); i++)
sd.Points[i] = points[i];
sd.Selected = false;
sd.IsPath = isPath;
if (sd.Sound != 0)
{
// the sound is available !
// compute bouding box/
CVector vmin(FLT_MAX, FLT_MAX, 0), vmax(-FLT_MAX, -FLT_MAX, 0);
vector<CVector>::iterator first(sd.Points.begin()), last(sd.Points.end());
for (; first != last; ++first)
{
vmin.x = min(first->x, vmin.x);
vmin.y = min(first->y, vmin.y);
vmax.x = max(first->x, vmax.x);
vmax.y = max(first->y, vmax.y);
}
sd.MaxBox = vmax;
sd.MinBox = vmin;
// compute the surface without the sound distance
sd.Surface = (vmax.x - vmin.x) * (vmax.y - vmin.y);
// add the eard distance of the sound.
float dist = sd.Sound->getMaxDistance();
sd.MaxBox.x += dist;
sd.MaxBox.y += dist;
sd.MinBox.x -= dist;
sd.MinBox.y -= dist;
sd.MaxDist = dist;
// store the sound.
// TODO : handle the three layer.
_Layers[layerId].push_back(sd);
}
else
{
nlwarning ("The sound '%s' can't be loaded", CStringMapper::unmap(sd.SoundName).c_str());
}
}
void CBackgroundSoundManager::addSound(const std::string &rawSoundName, const std::vector<NLLIGO::CPrimVector> &points, bool isPath)
{
uint layerId = 0;
uint n = 0;
string name;
// count the number of '-' in the string.
n = (uint)std::count(rawSoundName.begin(), rawSoundName.end(), '-');
if (n == 2)
{
// no layer spec, default to layer A
string::size_type pos1 = rawSoundName.find ("-");
if(pos1 == string::npos)
{
nlwarning ("zone have the malformated name '%s' missing -name-", rawSoundName.c_str());
return;
}
pos1++;
string::size_type pos2 = rawSoundName.find ("-", pos1);
if(pos2 == string::npos)
{
nlwarning ("zone have the malformated name '%s' missing -name-", rawSoundName.c_str());
return;
}
name = rawSoundName.substr(pos1, pos2-pos1);
}
else if (n == 3)
{
// layer spec !
string::size_type pos1 = rawSoundName.find ("-");
string::size_type pos2 = rawSoundName.find ("-", pos1+1);
if(pos1 == string::npos || pos2 == string::npos)
{
nlwarning ("zone have the malformated name '%s' missing -layerId- or -name-", rawSoundName.c_str());
return;
}
pos1++;
string::size_type pos3 = rawSoundName.find ("-", pos2+1);
if(pos3 == string::npos)
{
nlwarning ("zone have the malformated name '%s' missing -name-", rawSoundName.c_str());
return;
}
char id = rawSoundName[pos1];
// check caps
if (id < 'a')
id = id + ('a' - 'A');
layerId = id - 'a';
NLMISC::clamp(layerId, 0u, BACKGROUND_LAYER-1);
pos2++;
name = rawSoundName.substr(pos2, pos3-pos2);
}
else
{
nlwarning ("zone have the malformated name '%s", rawSoundName.c_str());
return;
}
addSound(name, layerId, points, isPath);
/*
TSoundData sd;
sd.SoundName = name;
sd.Sound = mixer->getSoundId(sd.SoundName);
sd.Source = 0;
// Copy the points
sd.Points.resize (points.size ());
for (uint i=0; i<points.size (); i++)
sd.Points[i] = points[i];
sd.Selected = false;
sd.IsPath = isPath;
if (sd.Sound != 0)
{
// the sound is available !
// compute bouding box/
CVector vmin(FLT_MAX, FLT_MAX, 0), vmax(-FLT_MAX, -FLT_MAX, 0);
vector<CVector>::iterator first(sd.Points.begin()), last(sd.Points.end());
for (; first != last; ++first)
{
vmin.x = min(first->x, vmin.x);
vmin.y = min(first->y, vmin.y);
vmax.x = max(first->x, vmax.x);
vmax.y = max(first->y, vmax.y);
}
sd.MaxBox = vmax;
sd.MinBox = vmin;
// compute the surface without the sound distance
sd.Surface = (vmax.x - vmin.x) * (vmax.y - vmin.y);
// add the eard distance of the sound.
float dist = sd.Sound->getMaxDistance();
sd.MaxBox.x += dist;
sd.MaxBox.y += dist;
sd.MinBox.x -= dist;
sd.MinBox.y -= dist;
sd.MaxDist = dist;
// store the sound.
// TODO : handle the three layer.
_Layers[layerId].push_back(sd);
}
else
{
nlwarning ("The sound '%s' can't be loaded", sd.SoundName.c_str());
}
*/
}
void CBackgroundSoundManager::loadAudioFromPrimitives(const NLLIGO::IPrimitive &audioRoot)
{
std::string className;
if(audioRoot.getPropertyByName("class", className))
{
if (className == "audio")
{
// ok, it a root of the audio primitives
// remember playing state
bool oldState = _Playing;
unload();
for (uint i=0; i<audioRoot.getNumChildren(); ++i)
{
const NLLIGO::IPrimitive *child;
audioRoot.getChild(child, i);
if (child->getPropertyByName("class", className))
{
if (className == "sounds")
{
loadSoundsFromPrimitives(*child);
}
else if (className == "sample_banks")
{
loadSamplesFromPrimitives(*child);
}
else if (className == "env_fx")
{
loadEffectsFromPrimitives(*child);
}
}
}
if (oldState)
play();
}
}
else
{
// try to look in the first child level
for (uint i=0; i<audioRoot.getNumChildren(); ++i)
{
const NLLIGO::IPrimitive *child;
audioRoot.getChild(child, i);
if (child->getPropertyByName("class", className))
{
if (className == "audio")
{
// recurse in this node
loadAudioFromPrimitives(*child);
// don't look any other primitives
break;
}
}
}
}
}
void CBackgroundSoundManager::loadSoundsFromPrimitives(const NLLIGO::IPrimitive &soundRoot)
{
std::string className;
if (soundRoot.getPropertyByName("class", className))
{
if (className == "sounds" || className == "sound_folder")
{
// ok, it sounds or a sounds foilder
for (uint i=0; i<soundRoot.getNumChildren(); ++i)
{
const NLLIGO::IPrimitive *child;
std::string primName;
soundRoot.getChild(child, i);
if (child->getPropertyByName("class", className))
{
uint layerId = 0;
std::string layerString;
std::string soundName;
if (child->getPropertyByName("layer", layerString))
{
// extract layer number.
if (!layerString.empty())
{
// TODO : handle special case for weather layer
layerId = layerString[layerString.size()-1] - '0';
}
clamp(layerId, 0u, BACKGROUND_LAYER-1);
}
child->getPropertyByName("name", primName);
child->getPropertyByName("sound", soundName);
// compatibility with older primitive
if (soundName.empty())
soundName = primName;
if (className == "sound_zone")
{
if(child->getNumVector()>2)
{
addSound(soundName, layerId, static_cast<const CPrimZone*>(child)->VPoints, false);
}
else
{
nlwarning ("A background sound patatoid have less than 3 points '%s'", primName.c_str());
}
}
else if (className == "sound_path")
{
if(child->getNumVector() > 1)
{
addSound(soundName, layerId, static_cast<const CPrimPath*>(child)->VPoints, true);
}
else
{
nlwarning ("A background sound path have less than 2 points '%s'", primName.c_str());
}
}
else if (className == "sound_point")
{
std::vector<NLLIGO::CPrimVector> points;
points.push_back(static_cast<const CPrimPoint*>(child)->Point);
addSound(soundName, layerId, points, false);
}
else if (className == "sound_folder")
{
loadSoundsFromPrimitives(*child);
}
}
}
}
}
}
void CBackgroundSoundManager::loadSamplesFromPrimitives(const NLLIGO::IPrimitive &sampleRoot)
{
std::string className;
_Banks.clear();
if (sampleRoot.getPropertyByName("class", className))
{
if (className == "sample_banks")
{
for (uint i=0; i<sampleRoot.getNumChildren(); ++i)
{
const NLLIGO::IPrimitive *child;
std::string primName;
sampleRoot.getChild(child, i);
if (child->getPropertyByName("class", className))
{
child->getPropertyByName("name", primName);
if (className == "sample_bank_zone")
{
const std::vector<std::string> *names;
if (child->getPropertyByName("bank_names", names))
{
addSampleBank(*names, static_cast<const CPrimZone*>(child)->VPoints);
}
}
}
}
}
}
}
void CBackgroundSoundManager::loadEffectsFromPrimitives(const NLLIGO::IPrimitive &fxRoot)
{
std::string className;
_FxZones.clear();
if (fxRoot.getPropertyByName("class", className))
{
if (className == "env_fx")
{
for (uint i=0; i<fxRoot.getNumChildren(); ++i)
{
const NLLIGO::IPrimitive *child;
std::string primName;
fxRoot.getChild(child, i);
if (child->getPropertyByName("class", className))
{
child->getPropertyByName("name", primName);
if (className == "env_fx_zone")
{
std::string fxName;
if (child->getPropertyByName("fx_name", fxName))
{
addFxZone(fxName, static_cast<const CPrimZone*>(child)->VPoints);
}
}
}
}
}
}
}
void CBackgroundSoundManager::addFxZone(const std::string &fxName, const std::vector<NLLIGO::CPrimVector> &points)
{
TFxZone fxZone;
fxZone.FxName = CStringMapper::map(fxName);
fxZone.Points.resize (points.size());
for (uint j=0; j<points.size(); j++)
{
fxZone.Points[j] = points[j];
}
// compute bouding box.
CVector vmin(FLT_MAX, FLT_MAX, 0), vmax(-FLT_MAX, -FLT_MAX, 0);
vector<CVector>::iterator first(fxZone.Points.begin()), last(fxZone.Points.end());
for (; first != last; ++first)
{
vmin.x = min(first->x, vmin.x);
vmin.y = min(first->y, vmin.y);
vmax.x = max(first->x, vmax.x);
vmax.y = max(first->y, vmax.y);
}
fxZone.MaxBox = vmax;
fxZone.MinBox = vmin;
_FxZones.push_back(fxZone);
}
void CBackgroundSoundManager::addSampleBank(const std::vector<std::string> &bankNames, const std::vector<CPrimVector> &points)
{
TBanksData bd;
// uint pointCount = points.size ();
bd.Points.resize (points.size());
for (uint j=0; j<points.size(); j++)
{
bd.Points[j] = points[j];
}
// compute bouding box.
CVector vmin(FLT_MAX, FLT_MAX, 0), vmax(-FLT_MAX, -FLT_MAX, 0);
vector<CVector>::iterator first(bd.Points.begin()), last(bd.Points.end());
for (; first != last; ++first)
{
vmin.x = min(first->x, vmin.x);
vmin.y = min(first->y, vmin.y);
vmax.x = max(first->x, vmax.x);
vmax.y = max(first->y, vmax.y);
}
bd.MaxBox = vmax;
bd.MinBox = vmin;
for(uint i=0; i<bankNames.size(); ++i)
{
if (!bankNames[i].empty())
bd.Banks.push_back(bankNames[i]);
}
// ok, store it in the container.
_Banks.push_back(bd);
}
//void CBackgroundSoundManager::loadSamplesFromRegion(const NLLIGO::CPrimRegion &region)
//{
// _Banks.clear();
//
// for (uint i=0; i< region.VZones.size(); ++i)
// {
// if (region.VZones[i].VPoints.size() > 2)
// {
// // parse the zone name to find the samples name.
// std::vector<std::string> splitted = split(region.VZones[i].Name, '-');
// std::vector<std::string> bankNames;
//
// if (splitted.size() > 2)
// {
// for (uint j=1; j<splitted.size()-1; ++j)
// {
// bankNames.push_back(splitted[j]);
// }
//
// addSampleBank(bankNames, region.VZones[i].VPoints);
// }
// else
// {
// nlwarning ("A sample bank patatoid name did'nt contains banks name '%s'", region.VZones[i].Name.c_str());
// }
// }
// else
// {
// nlwarning ("A sample bank patatoid have less than 3 points '%s'", region.VZones[i].Name.c_str());
// }
// }
//}
//void CBackgroundSoundManager::loadEffecsFromRegion(const NLLIGO::CPrimRegion &region)
//{
//}
//void CBackgroundSoundManager::loadSoundsFromRegion(const CPrimRegion &region)
//{
// uint i;
// // remember playing state
// bool oldState = _Playing;
// unload();
//
// for (i = 0; i < region.VZones.size(); i++)
// {
// if(region.VZones[i].VPoints.size()>2)
// {
// addSound(region.VZones[i].Name, region.VZones[i].VPoints, false);
// }
// else
// {
// nlwarning ("A background sound patatoid have less than 3 points '%s'", region.VZones[i].Name.c_str());
// }
// }
//
// for (i = 0; i < region.VPaths.size(); i++)
// {
// if(region.VPaths[i].VPoints.size() > 1)
// {
// addSound(region.VPaths[i].Name, region.VPaths[i].VPoints, true);
// }
// else
// {
// nlwarning ("A background sound path have less than 2 points '%s'", region.VPaths[i].Name.c_str());
// }
// }
// for (i = 0; i < region.VPoints.size(); i++)
// {
// std::vector<CPrimVector> points;
// points.push_back(region.VPoints[i].Point);
//
// addSound(region.VPoints[i].Name, points, false);
// }
//
//
// // restart playing ?
// if (oldState)
// play();
//}
void CBackgroundSoundManager::load (const string &continent, NLLIGO::CLigoConfig &config)
{
uint32 PACKED_VERSION = 1;
// First, try to load from a .primitive file (contain everythink)
{
CIFile file;
// CPrimRegion region;
CPrimitives primitives;
primitives.RootNode = new CPrimNode;
string fn = continent+"_audio.primitive";
string path = CPath::lookup(fn, false);
if(!path.empty() && file.open (path))
{
// first, try to load the binary version (if up to date)
{
uint32 version;
string filename = continent+".background_primitive";
string binPath = CPath::lookup(filename, false, false, false);
if (!binPath.empty()
&& (CFile::getFileModificationDate(binPath) > CFile::getFileModificationDate(path)))
{
CIFile binFile(binPath);
binFile.serial(version);
if (version == PACKED_VERSION)
{
nlinfo ("loading '%s'", filename.c_str());
_Banks.clear();
binFile.serialCont(_Banks);
for (uint i=0; i<BACKGROUND_LAYER; ++i)
{
_Layers[i].clear();
binFile.serialCont(_Layers[i]);
}
_FxZones.clear();
binFile.serialCont(_FxZones);
// jobs done !
return;
}
}
}
nlinfo ("loading '%s'", fn.c_str());
CIXml xml;
{
H_AUTO(BackgroundSoundMangerLoad_xml_init);
xml.init (file);
}
{
H_AUTO(BackgroundSoundMangerLoad_primitive_read);
primitives.read(xml.getRootNode(), fn.c_str(), config);
}
// region.serial(xml);
file.close ();
{
H_AUTO(BackgroundSoundMangerLoad_loadAudioFromPrimitive);
loadAudioFromPrimitives(*primitives.RootNode);
}
// store the binary version of the audio primitive for later use
CAudioMixerUser *mixer = CAudioMixerUser::instance();
if (mixer->getPackedSheetUpdate())
{
// need to update packed sheet, so write the binary primitive version
string filename = mixer->getPackedSheetPath()+"/"+continent+".background_primitive";
COFile file(filename);
file.serial(PACKED_VERSION);
file.serialCont(_Banks);
for (uint i=0; i<BACKGROUND_LAYER; ++i)
file.serialCont(_Layers[i]);
file.serialCont(_FxZones);
}
////////////////////////////////////////////////
// Jobs done !
return;
}
}
// We reach this only if the new .primitive file format is not found
// then, we try to load separate .prim file for sound, samples and fx
// load the sound.
// {
// CIFile file;
// CPrimRegion region;
// string fn = continent+"_audio.prim";
//
// nlinfo ("loading '%s'", fn.c_str());
//
// string path = CPath::lookup(fn, false);
//
// if(!path.empty() && file.open (path))
// {
// CIXml xml;
// xml.init (file);
// region.serial(xml);
// file.close ();
//
// nlinfo ("Region '%s' contains %d zones for the background sounds", continent.c_str(), region.VZones.size());
//
// loadSoundsFromRegion(region);
// }
// }
// // load the effect.
// {
// CIFile file;
// CPrimRegion region;
// string fn = continent+"_effects.prim";
//
// nlinfo ("loading '%s'", fn.c_str());
//
// string path = CPath::lookup(fn, false);
//
// if(!path.empty() && file.open (path))
// {
// CIXml xml;
// xml.init (file);
// region.serial(xml);
// file.close ();
//
// nlinfo ("Region '%s' contains %d zones for the background effetcs", continent.c_str(), region.VZones.size());
//
// loadEffecsFromRegion(region);
// }
// }
// // load the samples banks.
// {
// CIFile file;
// CPrimRegion region;
// string fn = continent+"_samples.prim";
//
// nlinfo ("loading '%s'", fn.c_str());
//
// string path = CPath::lookup(fn, false);
//
// if(!path.empty() && file.open (path))
// {
// CIXml xml;
// xml.init (file);
// region.serial(xml);
// file.close ();
//
// nlinfo ("Region '%s' contains %d zones for the background samples banks", continent.c_str(), region.VZones.size());
//
// loadSamplesFromRegion(region);
// }
// }
}
void CBackgroundSoundManager::play ()
{
if (_Playing)
return;
_Playing = true;
CAudioMixerUser::instance()->registerUpdate(this);
// init the filter value and filter start time
for (uint i =0; i<UAudioMixer::TBackgroundFlags::NB_BACKGROUND_FLAGS; ++i)
{
_FilterFadesStart[i] = 0;
_FilterFadeValues[i] = 1.0f * !_BackgroundFlags.Flags[i];
}
// force an initial filtering
_DoFade = true;
updateBackgroundStatus();
}
void CBackgroundSoundManager::stop ()
{
if(!_Playing)
return;
for (uint i=0; i<BACKGROUND_LAYER; ++i)
{
// stop all playing source
std::vector<TSoundData>::iterator first(_Layers[i].begin()), last(_Layers[i].end());
for (; first != last; ++first)
{
if (first->Source != 0 && first->Source->isPlaying())
first->Source->stop();
}
}
CAudioMixerUser::instance()->unregisterUpdate(this);
_Playing = false;
}
void CBackgroundSoundManager::unload ()
{
stop();
for (uint i=0; i<BACKGROUND_LAYER; ++i)
{
// delete all created source
std::vector<TSoundData>::iterator first(_Layers[i].begin()), last(_Layers[i].end());
for (; first != last; ++first)
{
if (first->Source)
// mixer->removeSource(first->Source);
delete first->Source;
}
// and free the layer.
_Layers[i].clear();
}
// erase the sample banks zone
_Banks.clear();
// TODO : erase the fx zones
}
void CBackgroundSoundManager::setListenerPosition (const CVector &listenerPosition)
{
if (_LastPosition == listenerPosition)
{
return;
}
_LastPosition = listenerPosition;
updateBackgroundStatus();
}
void CBackgroundSoundManager::updateBackgroundStatus()
{
H_AUTO(NLSOUND_UpdateBackgroundSound)
if (!_Playing)
return;
CAudioMixerUser *mixer = CAudioMixerUser::instance();
// it s on 2d so we don't have z
CVector listener = _LastPosition;
listener.z = 0.0f;
// special case for clustered sound management. If the listener is not
// in the global cluster, it's background listening place could be different
CClusteredSound *clusteredSound = mixer->getClusteredSound();
if (clusteredSound != 0)
{
const CClusteredSound::CClusterSoundStatus *css = clusteredSound->getClusterSoundStatus(clusteredSound->getRootCluster());
if (css != 0)
{
listener = css->Position;
listener.z = 0.0f;
}
}
// evalutate the current env fx
if (mixer->useEnvironmentEffects())
{
H_AUTO(NLSOUND_EvaluateEnvFx)
NL3D::CCluster *rootCluster = 0;
if (mixer->getClusteredSound())
rootCluster = mixer->getClusteredSound()->getRootCluster();
std::vector<TFxZone>::iterator first(_FxZones.begin()), last(_FxZones.end());
for (; first != last; ++first)
{
if (listener.x >= first->MinBox.x && listener.x <= first->MaxBox.x
&& listener.y >= first->MinBox.y && listener.y <= first->MaxBox.y
)
{
// bounding box ok,
if (CPrimZone::contains(listener, first->Points))
{
// stop at the first zone !
if (rootCluster)
{
// use the cluster system
rootCluster->setEnvironmentFx(first->FxName);
}
else
{
// no cluster system, set the env 'manualy'
if (_LastEnv != first->FxName)
{
// set an env with size 10.f
_LastEnv = first->FxName;
mixer->setEnvironment(first->FxName, 10.f);
}
}
break;
}
}
}
}
// compute the list of load/unload banks.
{
H_AUTO(NLSOUND_LoadUnloadSampleBank)
// set of bank that must be in ram.
std::set<std::string> newBanks;
std::vector<TBanksData>::iterator first(_Banks.begin()), last(_Banks.end());
for (; first != last; ++first)
{
if (listener.x >= first->MinBox.x && listener.x <= first->MaxBox.x
&& listener.y >= first->MinBox.y && listener.y <= first->MaxBox.y
)
{
// bounding box ok,
if (CPrimZone::contains(listener, first->Points))
{
// add the banks of this zone in the n
newBanks.insert(first->Banks.begin(), first->Banks.end());
}
}
}
/* {
nldebug("-----------------------------");
nldebug("Loaded sample banks (%u elements):", _LoadedBanks.size());
set<string>::iterator first(_LoadedBanks.begin()), last(_LoadedBanks.end());
for (; first != last; ++first)
{
const string &str = *first;
nldebug(" %s", first->c_str());
}
}
{
nldebug("New Sample bank list (%u elements):", newBanks.size());
set<string>::iterator first(newBanks.begin()), last(newBanks.end());
for (; first != last; ++first)
{
const string &str = *first;
nldebug(" %s", first->c_str());
}
}
*/
// ok, now compute to set : the set of bank to load, and the set of banks to unload.
std::set<std::string> noChange;
std::set_intersection(_LoadedBanks.begin(), _LoadedBanks.end(), newBanks.begin(), newBanks.end(), std::inserter(noChange, noChange.end()));
std::set<std::string> loadList;
std::set_difference(newBanks.begin(), newBanks.end(), noChange.begin(), noChange.end(), std::inserter(loadList, loadList.end()));
std::set<std::string> unloadList;
std::set_difference(_LoadedBanks.begin(), _LoadedBanks.end(), newBanks.begin(), newBanks.end(), std::inserter(unloadList, unloadList.end()));
// and now, load and unload....
{
std::set<std::string>::iterator first(loadList.begin()), last(loadList.end());
for (; first != last; ++first)
{
// nldebug("Trying to load sample bank %s", first->c_str());
mixer->loadSampleBank(true, *first);
}
_LoadedBanks.insert(loadList.begin(), loadList.end());
}
{
std::set<std::string>::iterator first(unloadList.begin()), last(unloadList.end());
for (; first != last; ++first)
{
// nldebug("Trying to unload sample bank %s", first->c_str());
if (mixer->unloadSampleBank(*first))
{
// ok, the bank is unloaded
_LoadedBanks.erase(*first);
}
else if (mixer->getSampleBankManager()->findSampleBank(CStringMapper::map(*first)) == 0)
{
// ok, the bank is unavailable !
_LoadedBanks.erase(*first);
}
}
}
}
H_BEFORE(NLSOUND_UpdateSoundLayer)
// retreive the root cluster...
NL3D::CCluster *rootCluster = 0;
if (mixer->getClusteredSound() != 0)
rootCluster = mixer->getClusteredSound()->getRootCluster();
// Apply the same algo for each sound layer.
for (uint i=0; i<BACKGROUND_LAYER; ++i)
{
vector<TSoundData> &layer = _Layers[i];
vector<uint> selectedIndex;
vector<uint> leaveIndex;
selectedIndex.reserve(layer.size());
leaveIndex.reserve(layer.size());
// extract the list of selected/unselected box
vector<TSoundData>::iterator first(layer.begin()), last(layer.end());
for (uint count = 0; first != last; ++first, ++count)
{
if (listener.x >= first->MinBox.x && listener.x <= first->MaxBox.x
&& listener.y >= first->MinBox.y && listener.y <= first->MaxBox.y
// && listener.z >= first->MinBox.z && listener.z <= first->MaxBox.z
)
{
// nldebug("patat %u is selected by box (%s)", count, first->SoundName.c_str());
selectedIndex.push_back(count);
}
else
{
// nldebug("patat %u is rejected by box (%s)", count, first->SoundName.c_str());
// listener out of this box.
if (first->Selected && first->Source != 0)
{
// we leave this box.
leaveIndex.push_back(count);
}
}
}
// stop all the sound that are leaved.
{
vector<uint>::iterator first(leaveIndex.begin()), last(leaveIndex.end());
for (; first != last; ++first)
{
TSoundData &sd = layer[*first];
sd.Selected = false;
if (sd.Source->isPlaying())
sd.Source->stop();
}
}
// Compute new source mixing in this layer
{
/// Status of all selected sound ordered by surface.
list<pair<float, TSoundStatus> > status;
// first loop to compute selected sound gain and position and order the result by surface..
{
vector<uint>::iterator first(selectedIndex.begin()), last(selectedIndex.end());
for (; first != last; ++first)
{
TSoundData &sd = layer[*first];
CVector pos;
float gain = 1.0f;
float distance;
bool inside = false;
// inside the patat ?
if(CPrimZone::contains(listener, sd.Points, distance, pos, sd.IsPath))
{
inside = true;
pos = _LastPosition; // use the real listener position, not the 0 z centered
gain = 1.0f;
// nlinfo ("inside patate %d name '%s' ", *first, sd.SoundName.c_str());
}
else
{
if (sd.MaxDist>0 && distance < sd.MaxDist)
{
// compute the gain.
// gain = (sd.MaxDist - distance) / sd.MaxDist;
}
else
{
// too far
gain = 0;
}
//nlinfo ("near patate %d name '%s' from %f ", *first, sd.SoundName.c_str(), distance);
}
// store the status.
status.push_back(make_pair(sd.Surface, TSoundStatus(sd, pos, gain, distance, inside)));
}
}
// second loop thrue the surface ordered selected sound.
{
// Sound mixing strategie :
// The smallest zone sound mask bigger one
float maskFactor = 1.0f;
list<pair<float, TSoundStatus> >::iterator first(status.begin()), last(status.end());
for (; first != last; ++first)
{
TSoundStatus &ss = first->second;
// special algo for music sound (don't influence / use maskFactor strategy)
bool musicSound= ss.SoundData.Sound && ss.SoundData.Sound->getSoundType()==CSound::SOUND_MUSIC;
// ---- music sound special case (music competition is managed specially in the CMusicSoundManager)
if(musicSound)
{
if (ss.Gain > 0)
{
ss.SoundData.Selected = true;
// start the sound (if needed) and update the volume.
if (ss.SoundData.Source == 0)
{
// try to create the source.
ss.SoundData.Source = static_cast<CSourceCommon*>(mixer->createSource(ss.SoundData.Sound, false, 0, 0, rootCluster));
}
if (ss.SoundData.Source != 0)
{
// update the position (not used I think, but maybe important...)
ss.Position.z = _LastPosition.z + BACKGROUND_SOUND_ALTITUDE;
ss.SoundData.Source->setPos(ss.Position);
if (!ss.SoundData.Source->isPlaying())
{
// start the sound is needed.
ss.SoundData.Source->play();
}
}
}
else if (ss.SoundData.Source != 0 && ss.SoundData.Source->isPlaying())
{
// stop this too far source.
ss.SoundData.Source->stop();
}
}
// ---- standard sound case
else
{
if (maskFactor > 0.0f && ss.Gain > 0)
{
float gain;
if (!ss.SoundData.IsPath && ss.SoundData.Points.size() > 1)
gain = maskFactor * ss.Gain;
else
gain = ss.Gain;
// maskFactor -= ss.Gain;
ss.SoundData.Selected = true;
// if (ss.Gain == 1)
// if (ss.Distance == 0)
if (ss.Inside)
{
// inside a pattate, then decrease the mask factor will we are more inside the patate
maskFactor -= first->second.Distance / INSIDE_FALLOF;
clamp(maskFactor, 0.0f, 1.0f);
}
// start the sound (if needed) and update the volume.
if (ss.SoundData.Source == 0)
{
// try to create the source.
ss.SoundData.Source = static_cast<CSourceCommon*>(mixer->createSource(ss.SoundData.Sound, false, 0, 0, rootCluster));
}
if (ss.SoundData.Source != 0)
{
// set the volume
ss.SoundData.Source->setRelativeGain(gain);
// and the position
ss.Position.z = _LastPosition.z + BACKGROUND_SOUND_ALTITUDE;
ss.SoundData.Source->setPos(ss.Position);
// nldebug("Setting source %s at %f", ss.SoundData.SoundName.c_str(), gain);
if (!ss.SoundData.Source->isPlaying())
{
// start the sound is needed.
ss.SoundData.Source->play();
}
else if (ss.SoundData.Source->getType() != CSourceCommon::SOURCE_SIMPLE)
ss.SoundData.Source->checkup();
}
}
else if (ss.SoundData.Source != 0 && ss.SoundData.Source->isPlaying())
{
// stop this too far source.
ss.SoundData.Source->stop();
}
}
}
}
} // compute source mixing
} // for each layer
H_AFTER(NLSOUND_UpdateSoundLayer)
H_BEFORE(NLSOUND_DoFadeInOut)
// update the fade in / out
if (_DoFade)
{
TTime now = NLMISC::CTime::getLocalTime();
_DoFade = false;
uint i;
//for each filter
for (i=0; i< UAudioMixer::TBackgroundFlags::NB_BACKGROUND_FLAGS; ++i)
{
if (_FilterFadesStart[i] != 0)
{
// this filter is fading
if (_BackgroundFlags.Flags[i])
{
// fading out
TTime delta = now - _FilterFadesStart[i];
if (delta > _BackgroundFilterFades.FadeOuts[i])
{
// the fade is terminated
_FilterFadeValues[i] = 0;
// stop the fade for this filter
_FilterFadesStart[i] = 0;
}
else
{
_FilterFadeValues[i] = 1 - (float(delta) / _BackgroundFilterFades.FadeOuts[i]);
// continue to fade (at least for this filter.
_DoFade |= true;
}
}
else
{
// fading in
TTime delta = now - _FilterFadesStart[i];
if (delta > _BackgroundFilterFades.FadeIns[i])
{
// the fade is terminated
_FilterFadeValues[i] = 1;
// stop the fade for this filter
_FilterFadesStart[i] = 0;
}
else
{
_FilterFadeValues[i] = float(delta) / _BackgroundFilterFades.FadeIns[i];
// continue to fade (at least for this filter.
_DoFade |= true;
}
}
}
}
// update all playing background source that filter value has changed
// for each layer
for (i=0; i<BACKGROUND_LAYER; ++i)
{
// for each patat
std::vector<TSoundData>::iterator first(_Layers[i].begin()), last(_Layers[i].end());
for (; first != last; ++first)
{
if (first->Selected)
{
// update this playing sound
if (first->Source != 0 && first->Source->getType() == CSourceCommon::SOURCE_BACKGROUND)
static_cast<CBackgroundSource*>(first->Source)->updateFilterValues(_FilterFadeValues);
}
}
}
if (!_DoFade)
{
// we can remove the update.
mixer->unregisterUpdate(this);
}
}
H_AFTER(NLSOUND_DoFadeInOut)
}
void CBackgroundSoundManager::setBackgroundFlags(const UAudioMixer::TBackgroundFlags &backgroundFlags)
{
for (uint i=0; i<UAudioMixer::TBackgroundFlags::NB_BACKGROUND_FLAGS; ++i)
{
if (_BackgroundFlags.Flags[i] != backgroundFlags.Flags[i])
{
// the filter flags has changed !
if (backgroundFlags.Flags[i])
{
// the filter is activated, to a fade out
_FilterFadesStart[i] = uint64(NLMISC::CTime::getLocalTime() - (1-_FilterFadeValues[i]) * _BackgroundFilterFades.FadeOuts[i]);
_DoFade = true;
}
else
{
// the filter is cleared, do a fade in
_FilterFadesStart[i] = uint64(NLMISC::CTime::getLocalTime() - (_FilterFadeValues[i]) * _BackgroundFilterFades.FadeIns[i]);
_DoFade = true;
}
}
_BackgroundFlags.Flags[i] = backgroundFlags.Flags[i];
}
if (_DoFade)
CAudioMixerUser::instance()->registerUpdate(this);
}
void CBackgroundSoundManager::onUpdate()
{
updateBackgroundStatus();
}
/*
void CBackgroundSoundManager::update ()
{
}
*/
/*
uint32 CBackgroundSoundManager::getZoneNumber ()
{
// return BackgroundSounds.size();
return 0;
}
*/
/*
const vector<CVector> &CBackgroundSoundManager::getZone(uint32 zone)
{
// nlassert (zone< BackgroundSounds.size());
// return BackgroundSounds[zone].Points;
static vector<CVector> v;
return v;
}
*/
CVector CBackgroundSoundManager::getZoneSourcePos(uint32 /* zone */)
{
/* nlassert (zone< BackgroundSounds.size());
CVector pos;
if (BackgroundSounds[zone].SourceDay != NULL)
BackgroundSounds[zone].SourceDay->getPos(pos);
return pos;
*/
return CVector();
}
/*
void CBackgroundSoundManager::setDayNightRatio(float ratio)
{
// 0 is day
// 1 is night
nlassert (ratio>=0.0f && ratio<=1.0f);
if (OldRatio == ratio)
return;
else
OldRatio = ratio;
// recompute all source volume
for (uint i = 0; i < BackgroundSounds.size(); i++)
{
if(ratio == 0.0f)
{
if(BackgroundSounds[i].SourceDay != NULL)
{
BackgroundSounds[i].SourceDay->setRelativeGain(1.0f);
if (!BackgroundSounds[i].SourceDay->isPlaying())
BackgroundSounds[i].SourceDay->play();
}
if(BackgroundSounds[i].SourceNight != NULL)
{
if (BackgroundSounds[i].SourceNight->isPlaying())
BackgroundSounds[i].SourceNight->stop();
}
}
else if (ratio == 1.0f)
{
if(BackgroundSounds[i].SourceDay != NULL)
{
if (BackgroundSounds[i].SourceDay->isPlaying())
BackgroundSounds[i].SourceDay->stop();
}
if(BackgroundSounds[i].SourceNight != NULL)
{
BackgroundSounds[i].SourceNight->setRelativeGain(1.0f);
if (!BackgroundSounds[i].SourceNight->isPlaying())
BackgroundSounds[i].SourceNight->play();
}
}
else
{
if(BackgroundSounds[i].SourceDay != NULL)
{
BackgroundSounds[i].SourceDay->setRelativeGain((1.0f-ratio));
if (!BackgroundSounds[i].SourceDay->isPlaying())
BackgroundSounds[i].SourceDay->play();
}
if(BackgroundSounds[i].SourceNight != NULL)
{
BackgroundSounds[i].SourceNight->setRelativeGain(ratio);
if (!BackgroundSounds[i].SourceNight->isPlaying())
BackgroundSounds[i].SourceNight->play();
}
}
}
}
*/
void CBackgroundSoundManager::TBanksData::serial(NLMISC::IStream &s)
{
s.serialCont(Banks);
s.serial(MinBox);
s.serial(MaxBox);
s.serialCont(Points);
}
void CBackgroundSoundManager::TSoundData::serial(NLMISC::IStream &s)
{
std::string str;
if (s.isReading())
{
CAudioMixerUser *mixer = CAudioMixerUser::instance();
s.serial(str);
SoundName = NLMISC::CStringMapper::map(str);
Sound = mixer->getSoundId(SoundName);
Source = NULL;
Selected = false;
}
else
{
s.serial(const_cast<std::string&>(NLMISC::CStringMapper::unmap(SoundName)));
}
s.serial(MinBox);
s.serial(MaxBox);
s.serial(Surface);
s.serial(MaxDist);
s.serial(IsPath);
s.serialCont(Points);
}
void CBackgroundSoundManager::TFxZone::serial(NLMISC::IStream &s)
{
std::string str;
if (s.isReading())
{
s.serial(str);
FxName= NLMISC::CStringMapper::map(str);
}
else
{
s.serial(const_cast<std::string&>(NLMISC::CStringMapper::unmap(FxName)));
}
s.serialCont(Points);
s.serial(MinBox);
s.serial(MaxBox);
}
} // NLSOUND