Commit Graph

31 Commits

Author SHA1 Message Date
Muzychenko Andrey 350651dae6 Fixed MSVC warnings, added Windows build script. 2023-09-05 10:51:19 +03:00
Muzychenko Andrey 2162cac977 Moved SDL mixer initialization out of partial restart loop.
This might help with issue #167.
2022-12-02 14:46:22 +03:00
Muzychenko Andrey 1391eeba81 Reordered pch includes in Sound.
This might help with #162.
Fixed switch warning.
2022-11-21 10:02:56 +03:00
Muzychenko Andrey 8017734de4 Switched positional audio to collision coordinate system.
Refactored positional audio.
2022-06-01 16:19:27 +03:00
Muzychenko Andrey 5d7d7c0822 Cleaned up positional sound. 2022-05-30 11:23:47 +03:00
Patrice Levesque a4c6165094
Implement stereo sound. (#138)
* Implement stereo sound.

Original Space Cadet has mono sound.  To achieve stereo, the following
steps were accomplished:

- Add a game option to turn on/off stereo sound.  Default is on.

- TPinballComponent objects were extended with a method called
  get_coordinates() that returns a single 2D point, approximating the
  on-screen position of the object, re-mapped between 0 and 1 vertically
  and horizontally, {0, 0} being at the top-left.

    - For static objects like bumpers and lights, the coordinate refers
      to the geometric center of the corresponding graphic sprite, and
      is precalculated at initialization.

    - For ball objects, the coordinate refers to the geometric center of
      the ball, calculated during play when requested.

- Extend all calls to sound-playing methods so that they include a
  TPinballComponent* argument that refers to the sound source, e.g.
  where the sound comes from.  For instance, when a flipper is
  activated, its method call to emit a sound now includes a reference to
  the flipper object; when a ball goes under a SkillShotGate, its method
  call to emit a sound now includes a reference to the corresponding
  light; and so on.

  For some cases, like light rollovers, the sound source is taken from
  the ball that triggered the light rollover.

  For other cases, like holes, flags and targets, the sound source is
  taken from the object itself.

  For some special cases like ramp activation, sound source is
  taken from the nearest light position that makes sense.

  For all game-progress sounds, like mission completion sounds or ball
  drain sounds, the sound source is undefined (set to nullptr), and the
  Sound::PlaySound() method takes care of positioning them at a default
  location, where speakers on a pinball machine normally are.

- Make the Sound::PlaySound() method accept a new argument, a
  TPinballComponent reference, as described above.

  If the stereo option is turned on, the Sound::PlaySound() method calls
  the get_coordinates() method of the TPinballComponent reference to get
  the sound position.

  This project uses SDL_mixer and there is a function called
  Mix_SetPosition() that allows placing a sound in the stereo field, by
  giving it a distance and an angle.

  We arbitrarily place the player's ears at the bottom of the table; we
  set the ears' height to half a table's length.  Intensity of the
  stereo effect is directly related to this value; the farther the
  player's ears from the table, the narrowest the stereo picture gets,
  and vice-versa.

  From there we have all we need to calculate distance and angle; we do
  just that and position all the sounds.

* Copy-paste typo fix.
2022-05-30 10:35:29 +03:00
Muzychenko Andrey 0a2d6847ba Added sound and music volume control.
Issue #120.
2022-01-12 17:17:38 +03:00
Muzychenko Andrey 683204519c Added UTF-8 path support on Windows.
Ref issue #82.
2021-11-06 19:22:56 +03:00
Muzychenko Andrey d06aa1c736 Changed SDL_mixer version guard.
SDL_MIXER_COMPILEDVERSION is not in Windows release of mixer v2.0.1, so it is back to basics with SDL_MIXER_PATCHLEVEL.
MIX_INIT_FLUIDSYNTH was renamed in 2.0.2, according to headers from Windows releases.
Ref PR #42, #46
2021-10-17 12:00:30 +03:00
Mariotaku 787c623cfe
Backward compatibility for mixer version check (#46)
SDL_MIXER_VERSION_ATLEAST isn't available in SDL Mixer 2.0.1, which will cause build errors.
2021-10-17 09:00:49 +03:00
Mariotaku f56abf0596
Compatibility and game controller patches (#42)
* Compatibility for old CMake versions (3.0)
Compatibility for SDL Mixer 2.0.1
Basic controller support: LB, RB for flippers, A for plunger, DPAD for table bump

* Update SpaceCadetPinball/Sound.cpp

Co-authored-by: Muzychenko Andrey <33288308+k4zmu2a@users.noreply.github.com>
2021-10-17 07:52:05 +03:00
Muzychenko Andrey 69ecce88df Score: inject 3DPB msg font into dat struct.
Fixed double free in sound.
2021-10-10 12:22:21 +03:00
Muzychenko Andrey 43593b168d Sound: added channel recycling.
Added sound channel count (aka voices) user option.
Added 3DPB font to sprite viewer.
Added version number to about dialog.
2021-10-09 17:28:30 +03:00
Muzychenko Andrey 81c2034a16 Replaced objlist_class with std::vector.
Fixed minor bug in TLightGroup.
Cleaned up some warnings.
2021-10-01 18:55:44 +03:00
Muzychenko Andrey 4c196a9290 Added table resolution and UI scale options.
gdrv: blit directly to backing store of vScreen texture.
Added missing cheat_bump_rank sub, oops.
Fixed some warnings.
2021-09-22 15:50:07 +03:00
Muzychenko Andrey 8bae7a5b05 Added user settings persistence.
Using ImGui .ini writer.
2021-09-16 10:57:46 +03:00
Muzychenko Andrey c5b7c0ad16 Fixed some of the memory leaks and Clang warnings.
DrMemory and Valgrind work with regular debug builds.
2021-09-14 15:33:18 +03:00
Muzychenko Andrey 2fe6d6d33a Removed windows.h dependency.
Added support for music in MDS format.
2021-09-06 16:27:58 +03:00
Muzychenko Andrey a09ea75d80 SDL port v1, Windows only for now.
Working: graphics, sound, music (3dpb only).
Not working: GUI, user settings.
2021-08-27 13:29:41 +03:00
Muzychenko Andrey 98f234fce3 Replaced GlobalAlloc with malloc.
WaveMix keeps GlobalAlloc for authenticity.
Fixed float to double casts.
Some cleanup.
2021-02-18 12:53:25 +03:00
Muzychenko Andrey 55984fbb08 Fixed x64 build warnings.
Replaced __intN with intN_t.
Some cleanup.
2021-02-16 19:03:45 +03:00
Muzychenko Andrey 1c5256a4c6 Added table resolution support.
Only works with FT .dat file.
FT music does not work - different format.
2021-02-06 16:53:47 +03:00
oz 74306179a7 WaveMix ready. Fixed ball Z reset in TKickout. 2021-01-28 12:46:48 +03:00
oz 2945069de0 WaveMix v3. 2021-01-26 17:54:54 +03:00
oz b0080fd80a Sound ready. 2021-01-23 19:28:29 +03:00
oz 99fba56a34 TPinballTable v2. 2020-12-25 16:46:06 +03:00
oz 090beefd07 timer v1, ready.
winmain uninit.
message_handler tweaks.
2020-12-04 18:35:47 +03:00
oz 9ffab95d8e winmain message_handler v1. 2020-12-02 20:12:34 +03:00
oz d83c4e2b26 Proj v1, ready.
port_draw in multiple T classes.
pb v1.
proj v1, ready.
WinMain v3.
2020-11-29 18:50:49 +03:00
oz a925b6137f winmain v2.
FuncStats doc.
2020-11-07 18:41:14 +03:00
oz 7db64ae1c6 winmain v2.
fullscrn, pb v1.
2020-11-06 16:56:32 +03:00