Commit Graph

73 Commits

Author SHA1 Message Date
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 cfe2691892 Optimized SDL_RenderDrawCircle.
Change mouse warping strategy in hidden test cheat.
2022-05-27 13:54:36 +03:00
Muzychenko Andrey e283a643b3 Added support for multiple music tracks in FT mode.
Note that taba3 is not currently played as it needs multiball support.
Issue #129.
2022-05-20 19:32:09 +03:00
Muzychenko Andrey 5461483bb5 Added debug overlay v1.
It features various collision info perspective projected and overlayed on the table.
2022-05-19 14:17:31 +03:00
Muzychenko Andrey 0a2d6847ba Added sound and music volume control.
Issue #120.
2022-01-12 17:17:38 +03:00
Muzychenko Andrey 43af97127b Simplified game mode, pause. 2022-01-05 11:38:50 +03:00
Muzychenko Andrey 9acd3dbc9b Bumped version to 2.0.1.
Added Flathub link.
2021-12-29 09:46:09 +03:00
Muzychenko Andrey a6e2a433c4 Added secondary clear hack.
Issue #88
2021-12-26 13:25:25 +03:00
Muzychenko Andrey 3400ea4576 Added WD and Linux-specific /usr/* to game data search paths.
Improved data not found error message.
Ref #100.
2021-12-08 15:55:49 +03:00
Martin Ligabue 389122182e
typo (#102)
pause/ resume to pause/resume
2021-12-03 15:35:23 +03:00
Muzychenko Andrey 37198f1b99 Added integer scaling option.
Useful for getting exact upscale in combination with nearest neighbor.
Ref issue #97.
2021-11-22 09:32:17 +03:00
Muzychenko Andrey 64c3f2031b Added “Prefer 3DPB game data” option.
Useful for quickly switching between the two datasets.
3DPB and FT data can be stored in one folder without collisions.
2021-11-21 15:40:56 +03:00
Muzychenko Andrey 2229f9b70e Added hybrid sleep/spin wait mode. 2021-11-18 17:58:53 +03:00
Muzychenko Andrey 545af17b3b Merge from classic: better frame time tool, negative sleep remainder. 2021-11-18 12:11:25 +03:00
Muzychenko Andrey 200a7dbf79 Enabled ImGui navigation with keyboard and game controller.
Ref issue #92.
2021-11-15 17:32:18 +03:00
Muzychenko Andrey 8ab50ea7b7 ColorRgba: replaced union with bit shifts.
Fixed bad clamping in frame time tool.
2021-11-13 09:00:58 +03:00
Muzychenko Andrey f3e4211226 Improved frame time diagnostic tool.
Split overdraw palette from frame time tool.
2021-11-11 14:30:56 +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 ecdf802d68 Added game data loading from user folder (SDL_GetPrefPath).
Ref issue #80.
2021-11-05 10:16:27 +03:00
Muzychenko Andrey 862fe13dcd Added game controller exit shortcut: back/select when paused.
Ref issue #79.
2021-11-01 09:09:19 +03:00
Muzychenko Andrey fc1975a607 Fixed bug: dialogs not shown when main menu is hidden.
Ref issue #76.
2021-10-30 12:34:17 +03:00
Muzychenko Andrey e61bbd634c Added fallback to SW SDL renderer. 2021-10-30 10:12:30 +03:00
Muzychenko Andrey cfd30419c2 Added Windows XP build configuration.
Removed unused SDL inits.
2021-10-26 17:11:53 +03:00
MaikelChan 5789492021
Adjusted screen coordinates so menu doesn't overlap (#66)
* Optimized final blit to the screen render target.

When bumping the table, instead of offseting the table pixels by CPU, just memcpy all the pixels to vScreenTex once, and then render two separate quads from that texture: one for the board and the other for the sidebar. Then change the coordinates of the board quad when bumping.

* Main menu bar doesn't cover game area

* Forgot to also take into account changing UI scale.
2021-10-24 18:38:23 +03:00
Muzychenko Andrey 5cd01807b2 winmain: converted int to bool.
Cleaned up some of the PR changes.
2021-10-23 09:02:51 +03:00
toxie 57af3af800
Increase precision of mode_countdown_ handling (#52)
* fix harmless warnings and properly try/catch allocations via new

otherwise the error handling will never be triggered

* increase precision of mode_countdown_ handling

potentially there could be modes running a bit too long, depending on passed in ms (which were implicitly truncated before when passing in)

also fix some harmless warnings

* document warnings that i cannot handle on my own

* revert changes to have a new cleaner PR after review/cherry picks

* increase precision of mode_countdown_ handling

potentially there could be modes running a bit too long, depending on passed in ms (which were implicitly truncated before when passing in)

also fix some harmless warnings and add comments where original code is 'correct' but weird
2021-10-23 07:33:04 +03:00
Muzychenko Andrey 06b760e8dd Player controls: added mouse and game controller remapping.
Fixed duplicate button id.
2021-10-17 18:18:29 +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 5947727f80 Tweaked ball mouse control cheat. 2021-10-10 17:13:43 +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 d80074b9b6 Added Windows subsystem entry point for release builds. 2021-10-09 12:33:33 +03:00
Muzychenko Andrey 8c4f38c0af Cheats: flipped literals, made some toggle, added GUI. 2021-10-05 16:48:13 +03:00
Muzychenko Andrey 8d2745fc33 Added support for sub-millisecond frame times. 2021-10-03 18:06:19 +03:00
oz 93de90b680 Replaced memory with new.
Cleaned up gdrv, zdrv, render.
2021-10-02 17:45:31 +03:00
Muzychenko Andrey c3b6daefc9 Added uncapped UPS option.
Issue #18.
2021-10-02 07:42:08 +03:00
Muzychenko Andrey 8a421a2623 Implemented player controls dialog.
This last missing major feature brings v2 into feature parity with the original and closer to release.
Ref issues #16, #17.
2021-10-01 09:05:38 +03:00
Muzychenko Andrey 03deda2f9d Added event wait timeout when idle.
Added show menu button to prevent lockout; this somewhat ruins no menu aesthetic.
Cleaned up 3DPB vs. FT methods in midi.
2021-09-29 17:53:49 +03:00
Muzychenko Andrey b37f5d6d76 Fixed ShowMenu option interrupting ImGui::NewFrame. 2021-09-29 07:46:13 +03:00
prototux 7c29c05d64 Fixed the keyboard shortcut for show menu 2021-09-29 06:09:24 +02:00
prototux 89f4b6d535 Fixed the keyboard shortcut for show menu 2021-09-29 06:06:08 +02:00
prototux b843e9a6cb Added an option to show or hide the menu. 2021-09-29 02:21:21 +02:00
Muzychenko Andrey b4cb827d73 winmain: reworked main loop for smoother frame times.
imgui_sdl: added handling for device lost.
midi: load PINBALL.MID in uppercase and using absolute path.
Added UPS/FPS options, by default 120/60.
2021-09-28 08:14:18 +03:00
Muzychenko Andrey 22ce8ac538 gdrv: blit no more, present render:vScreen directly.
Improved split bitmap handling.
2021-09-25 16:52:19 +03:00
Muzychenko Andrey fd9de493e6 Added linear filter option for vScreen texture.
Rollback blit to backing storage – its persistence is not guaranteed.
Added project URL to About dialog.
Added source ports table to readme.
2021-09-23 12:16:58 +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 c63c6701ac gdrv: RGBA buffers, pre-applied palettes, SDL bitmap origin.
Refactored partman.
Added sprite viewer.
2021-09-21 13:14:39 +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 28e2417ef9 Made it compile with GCC on Linux.
Fixed GCC warnings and Windows specifics.
Restored C++11, switch to 14 was not supposed to happen.
Not 100% sure about my Find* module section.
2021-09-09 11:40:54 +03:00
Muzychenko Andrey 2fe6d6d33a Removed windows.h dependency.
Added support for music in MDS format.
2021-09-06 16:27:58 +03:00