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https://github.com/k4zmu2a/SpaceCadetPinball.git
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2162cac977
This might help with issue #167.
154 lines
3.8 KiB
C++
154 lines
3.8 KiB
C++
#include "pch.h"
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#include "options.h"
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#include "Sound.h"
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#include "maths.h"
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int Sound::num_channels;
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bool Sound::enabled_flag = false;
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std::vector<ChannelInfo> Sound::Channels{};
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int Sound::Volume = MIX_MAX_VOLUME;
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bool Sound::MixOpen = false;
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void Sound::Init(bool mixOpen, int channels, bool enableFlag, int volume)
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{
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MixOpen = mixOpen;
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Volume = volume;
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SetChannels(channels);
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Enable(enableFlag);
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}
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void Sound::Enable(bool enableFlag)
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{
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enabled_flag = enableFlag;
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if (MixOpen && !enableFlag)
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Mix_HaltChannel(-1);
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}
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void Sound::Activate()
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{
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if (MixOpen)
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Mix_Resume(-1);
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}
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void Sound::Deactivate()
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{
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if (MixOpen)
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Mix_Pause(-1);
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}
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void Sound::Close()
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{
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Enable(false);
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Channels.clear();
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}
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void Sound::PlaySound(Mix_Chunk* wavePtr, int time, TPinballComponent* soundSource, const char* info)
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{
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if (MixOpen && wavePtr && enabled_flag)
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{
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if (Mix_Playing(-1) == num_channels)
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{
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auto cmp = [](const ChannelInfo& a, const ChannelInfo& b)
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{
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return a.TimeStamp < b.TimeStamp;
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};
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auto min = std::min_element(Channels.begin(), Channels.end(), cmp);
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auto oldestChannel = std::distance(Channels.begin(), min);
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Mix_HaltChannel(oldestChannel);
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}
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auto channel = Mix_PlayChannel(-1, wavePtr, 0);
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if (channel != -1)
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{
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Channels[channel].TimeStamp = time;
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if (options::Options.SoundStereo)
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{
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// Positional audio uses collision grid 2D coordinates normalized to [0, 1]
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// Point (0, 0) is bottom left table corner; point (1, 1) is top right table corner.
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// Z is defined as: 0 at table level, positive axis goes up from table surface.
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// Get the source sound position.
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// Sound without position are assumed to be at the center top of the table.
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vector3 soundPos{};
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if (soundSource)
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{
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auto soundPos2D = soundSource->get_coordinates();
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soundPos = {soundPos2D.X, soundPos2D.Y, 0.0f};
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}
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else
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{
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soundPos = {0.5f, 1.0f, 0.0f};
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}
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Channels[channel].Position = soundPos;
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// Listener is positioned at the bottom center of the table,
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// at 0.5 height, so roughly a table half - length.
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vector3 playerPos = {0.5f, 0.0f, 0.5f};
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auto soundDir = maths::vector_sub(soundPos, playerPos);
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// Find sound angle from positive Y axis in clockwise direction with atan2
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// Remap atan2 output from (-Pi, Pi] to [0, 2 * Pi)
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auto angle = fmodf(atan2(soundDir.X, soundDir.Y) + Pi * 2, Pi * 2);
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auto angleDeg = angle * 180.0f / Pi;
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auto angleSdl = static_cast<Sint16>(angleDeg);
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// Distance from listener to the sound position is roughly in the [0, ~1.22] range.
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// Remap to [0, 122] by multiplying by 100 and cast to an integer.
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auto distance = static_cast<Uint8>(100.0f * maths::magnitude(soundDir));
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// Mix_SetPosition expects an angle in (Sint16)degrees, where
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// angle 0 is due north, and rotates clockwise as the value increases.
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// Mix_SetPosition expects a (Uint8)distance from 0 (near) to 255 (far).
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Mix_SetPosition(channel, angleSdl, distance);
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// Output position of each sound emitted so we can verify
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// the sanity of the implementation.
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/*printf("X: %3.3f Y: %3.3f Angle: %3.3f Distance: %3d, Object: %s\n",
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soundPos.X,
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soundPos.Y,
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angleDeg,
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distance,
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info
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);*/
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}
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}
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}
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}
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Mix_Chunk* Sound::LoadWaveFile(const std::string& lpName)
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{
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if (!MixOpen)
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return nullptr;
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auto wavFile = fopenu(lpName.c_str(), "r");
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if (!wavFile)
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return nullptr;
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fclose(wavFile);
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return Mix_LoadWAV(lpName.c_str());
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}
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void Sound::FreeSound(Mix_Chunk* wave)
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{
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if (MixOpen && wave)
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Mix_FreeChunk(wave);
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}
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void Sound::SetChannels(int channels)
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{
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if (channels <= 0)
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channels = 8;
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num_channels = channels;
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Channels.resize(num_channels);
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if (MixOpen)
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Mix_AllocateChannels(num_channels);
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SetVolume(Volume);
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}
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void Sound::SetVolume(int volume)
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{
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Volume = volume;
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if (MixOpen)
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Mix_Volume(-1, volume);
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}
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