ddnet/src/game/client/components/sounds.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/tl/array.h>
#include "sounds.h"
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#include <engine/engine.h>
#include <engine/shared/config.h>
#include <engine/sound.h>
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#include <game/client/components/camera.h>
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#include <game/client/components/menus.h>
#include <game/client/gameclient.h>
#include <game/generated/client_data.h>
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CSoundLoading::CSoundLoading(CGameClient *pGameClient, bool Render) :
m_pGameClient(pGameClient),
m_Render(Render)
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{
}
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void CSoundLoading::Run()
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{
for(int s = 0; s < g_pData->m_NumSounds; s++)
{
for(int i = 0; i < g_pData->m_aSounds[s].m_NumSounds; i++)
{
int Id = m_pGameClient->Sound()->LoadWV(g_pData->m_aSounds[s].m_aSounds[i].m_pFilename);
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g_pData->m_aSounds[s].m_aSounds[i].m_Id = Id;
}
if(m_Render)
m_pGameClient->m_pMenus->RenderLoading();
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}
}
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int CSounds::GetSampleId(int SetId)
{
if(!g_Config.m_SndEnable || !Sound()->IsSoundEnabled() || m_WaitForSoundJob || SetId < 0 || SetId >= g_pData->m_NumSounds)
return -1;
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CDataSoundset *pSet = &g_pData->m_aSounds[SetId];
if(!pSet->m_NumSounds)
return -1;
if(pSet->m_NumSounds == 1)
return pSet->m_aSounds[0].m_Id;
// return random one
int Id;
do
{
Id = rand() % pSet->m_NumSounds;
} while(Id == pSet->m_Last);
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pSet->m_Last = Id;
return pSet->m_aSounds[Id].m_Id;
}
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void CSounds::OnInit()
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{
// setup sound channels
m_MapSoundVolume = g_Config.m_SndMapSoundVolume / 100.0f;
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Sound()->SetChannel(CSounds::CHN_GUI, 1.0f, 0.0f);
Sound()->SetChannel(CSounds::CHN_MUSIC, 1.0f, 0.0f);
Sound()->SetChannel(CSounds::CHN_WORLD, 0.9f, 1.0f);
Sound()->SetChannel(CSounds::CHN_GLOBAL, 1.0f, 0.0f);
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Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
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Sound()->SetListenerPos(0.0f, 0.0f);
ClearQueue();
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// load sounds
if(g_Config.m_ClThreadsoundloading)
{
m_pSoundJob = std::make_shared<CSoundLoading>(m_pClient, false);
m_pClient->Engine()->AddJob(m_pSoundJob);
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m_WaitForSoundJob = true;
}
else
{
CSoundLoading(m_pClient, true).Run();
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m_WaitForSoundJob = false;
}
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}
void CSounds::OnReset()
{
if(Client()->State() >= IClient::STATE_ONLINE)
{
Sound()->StopAll();
ClearQueue();
}
}
void CSounds::OnStateChange(int NewState, int OldState)
{
if(NewState == IClient::STATE_ONLINE || NewState == IClient::STATE_DEMOPLAYBACK)
OnReset();
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}
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void CSounds::OnRender()
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{
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// check for sound initialisation
if(m_WaitForSoundJob)
{
if(m_pSoundJob->Status() == IJob::STATE_DONE)
m_WaitForSoundJob = false;
else
return;
}
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// set listener pos
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Sound()->SetListenerPos(m_pClient->m_pCamera->m_Center.x, m_pClient->m_pCamera->m_Center.y);
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// update volume
float NewMapSoundVol = g_Config.m_SndMapSoundVolume / 100.0f;
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if(NewMapSoundVol != m_MapSoundVolume)
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{
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m_MapSoundVolume = NewMapSoundVol;
Sound()->SetChannel(CSounds::CHN_MAPSOUND, m_MapSoundVolume, 1.0f);
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}
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// play sound from queue
if(m_QueuePos > 0)
{
int64 Now = time();
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if(m_QueueWaitTime <= Now)
{
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Play(m_aQueue[0].m_Channel, m_aQueue[0].m_SetId, 1.0f);
m_QueueWaitTime = Now + time_freq() * 3 / 10; // wait 300ms before playing the next one
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if(--m_QueuePos > 0)
mem_move(m_aQueue, m_aQueue + 1, m_QueuePos * sizeof(QueueEntry));
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}
}
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}
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void CSounds::ClearQueue()
{
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mem_zero(m_aQueue, sizeof(m_aQueue));
m_QueuePos = 0;
m_QueueWaitTime = time();
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}
void CSounds::Enqueue(int Channel, int SetId)
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{
// add sound to the queue
if(m_QueuePos < QUEUE_SIZE)
{
if(Channel == CHN_MUSIC || !g_Config.m_ClEditor)
{
m_aQueue[m_QueuePos].m_Channel = Channel;
m_aQueue[m_QueuePos++].m_SetId = SetId;
}
}
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}
void CSounds::PlayAndRecord(int Chn, int SetId, float Vol, vec2 Pos)
{
CNetMsg_Sv_SoundGlobal Msg;
Msg.m_SoundID = SetId;
Client()->SendPackMsg(&Msg, MSGFLAG_NOSEND | MSGFLAG_RECORD);
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Play(Chn, SetId, Vol);
}
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void CSounds::Play(int Chn, int SetId, float Vol)
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{
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if(Chn == CHN_MUSIC && !g_Config.m_SndMusic)
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return;
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int SampleId = GetSampleId(SetId);
if(SampleId == -1)
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return;
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int Flags = 0;
if(Chn == CHN_MUSIC)
Flags = ISound::FLAG_LOOP;
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Sound()->Play(Chn, SampleId, Flags);
}
void CSounds::PlayAt(int Chn, int SetId, float Vol, vec2 Pos)
{
if(Chn == CHN_MUSIC && !g_Config.m_SndMusic)
return;
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int SampleId = GetSampleId(SetId);
if(SampleId == -1)
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return;
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int Flags = 0;
if(Chn == CHN_MUSIC)
Flags = ISound::FLAG_LOOP;
Sound()->PlayAt(Chn, SampleId, Flags, Pos.x, Pos.y);
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}
void CSounds::Stop(int SetId)
{
if(m_WaitForSoundJob || SetId < 0 || SetId >= g_pData->m_NumSounds)
return;
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CDataSoundset *pSet = &g_pData->m_aSounds[SetId];
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for(int i = 0; i < pSet->m_NumSounds; i++)
Sound()->Stop(pSet->m_aSounds[i].m_Id);
}
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ISound::CVoiceHandle CSounds::PlaySample(int Chn, int SampleId, float Vol, int Flags)
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{
if((Chn == CHN_MUSIC && !g_Config.m_SndMusic) || SampleId == -1)
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return ISound::CVoiceHandle();
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if(Chn == CHN_MUSIC)
Flags |= ISound::FLAG_LOOP;
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return Sound()->Play(Chn, SampleId, Flags);
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}
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ISound::CVoiceHandle CSounds::PlaySampleAt(int Chn, int SampleId, float Vol, vec2 Pos, int Flags)
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{
if((Chn == CHN_MUSIC && !g_Config.m_SndMusic) || SampleId == -1)
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return ISound::CVoiceHandle();
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if(Chn == CHN_MUSIC)
Flags |= ISound::FLAG_LOOP;
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return Sound()->PlayAt(Chn, SampleId, Flags, Pos.x, Pos.y);
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}