mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-18 14:08:19 +00:00
Use vec2
s for sound positions
Simply usage and readability of sound functions by using `vec2`s instead of two separate `float`s for positions.
This commit is contained in:
parent
e0e1ef8001
commit
986916400d
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@ -63,12 +63,10 @@ void CSound::Mix(short *pFinalOut, unsigned Frames)
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if(Voice.m_Flags & ISound::FLAG_POS && Voice.m_pChannel->m_Pan)
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if(Voice.m_Flags & ISound::FLAG_POS && Voice.m_pChannel->m_Pan)
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{
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{
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// TODO: we should respect the channel panning value
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// TODO: we should respect the channel panning value
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const int dx = Voice.m_X - m_CenterX.load(std::memory_order_relaxed);
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const vec2 Delta = Voice.m_Position - vec2(m_ListenerPositionX.load(std::memory_order_relaxed), m_ListenerPositionY.load(std::memory_order_relaxed));
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const int dy = Voice.m_Y - m_CenterY.load(std::memory_order_relaxed);
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vec2 Falloff = vec2(0.0f, 0.0f);
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float FalloffX = 0.0f;
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float FalloffY = 0.0f;
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int RangeX = 0; // for panning
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float RangeX = 0.0f; // for panning
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bool InVoiceField = false;
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bool InVoiceField = false;
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switch(Voice.m_Shape)
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switch(Voice.m_Shape)
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@ -78,50 +76,34 @@ void CSound::Mix(short *pFinalOut, unsigned Frames)
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const float Radius = Voice.m_Circle.m_Radius;
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const float Radius = Voice.m_Circle.m_Radius;
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RangeX = Radius;
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RangeX = Radius;
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// dx and dy can be larger than 46341 and thus the calculation would go beyond the limits of a integer,
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const float Dist = length(Delta);
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// therefore we cast them into float
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const int Dist = (int)length(vec2(dx, dy));
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if(Dist < Radius)
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if(Dist < Radius)
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{
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{
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InVoiceField = true;
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InVoiceField = true;
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// falloff
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// falloff
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int FalloffDistance = Radius * Voice.m_Falloff;
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const float FalloffDistance = Radius * Voice.m_Falloff;
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if(Dist > FalloffDistance)
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Falloff.x = Falloff.y = Dist > FalloffDistance ? (Radius - Dist) / (Radius - FalloffDistance) : 1.0f;
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FalloffX = FalloffY = (Radius - Dist) / (Radius - FalloffDistance);
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else
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FalloffX = FalloffY = 1.0f;
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}
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}
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else
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InVoiceField = false;
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break;
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break;
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}
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}
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case ISound::SHAPE_RECTANGLE:
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case ISound::SHAPE_RECTANGLE:
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{
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{
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RangeX = Voice.m_Rectangle.m_Width / 2.0f;
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const vec2 AbsoluteDelta = vec2(absolute(Delta.x), absolute(Delta.y));
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const float w = Voice.m_Rectangle.m_Width / 2.0f;
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const float h = Voice.m_Rectangle.m_Height / 2.0f;
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RangeX = w;
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const int abs_dx = absolute(dx);
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if(AbsoluteDelta.x < w && AbsoluteDelta.y < h)
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const int abs_dy = absolute(dy);
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const int w = Voice.m_Rectangle.m_Width / 2.0f;
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const int h = Voice.m_Rectangle.m_Height / 2.0f;
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if(abs_dx < w && abs_dy < h)
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{
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{
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InVoiceField = true;
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InVoiceField = true;
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// falloff
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// falloff
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int fx = Voice.m_Falloff * w;
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const vec2 FalloffDistance = vec2(w, h) * Voice.m_Falloff;
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int fy = Voice.m_Falloff * h;
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Falloff.x = AbsoluteDelta.x > FalloffDistance.x ? (w - AbsoluteDelta.x) / (w - FalloffDistance.x) : 1.0f;
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Falloff.y = AbsoluteDelta.y > FalloffDistance.y ? (h - AbsoluteDelta.y) / (h - FalloffDistance.y) : 1.0f;
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FalloffX = abs_dx > fx ? (float)(w - abs_dx) / (w - fx) : 1.0f;
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FalloffY = abs_dy > fy ? (float)(h - abs_dy) / (h - fy) : 1.0f;
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}
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}
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else
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InVoiceField = false;
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break;
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break;
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}
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}
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};
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};
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@ -131,15 +113,15 @@ void CSound::Mix(short *pFinalOut, unsigned Frames)
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// panning
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// panning
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if(!(Voice.m_Flags & ISound::FLAG_NO_PANNING))
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if(!(Voice.m_Flags & ISound::FLAG_NO_PANNING))
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{
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{
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if(dx > 0)
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if(Delta.x > 0)
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VolumeL = ((RangeX - absolute(dx)) * VolumeL) / RangeX;
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VolumeL = ((RangeX - absolute(Delta.x)) * VolumeL) / RangeX;
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else
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else
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VolumeR = ((RangeX - absolute(dx)) * VolumeR) / RangeX;
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VolumeR = ((RangeX - absolute(Delta.x)) * VolumeR) / RangeX;
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}
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}
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{
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{
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VolumeL *= FalloffX * FalloffY;
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VolumeL *= Falloff.x * Falloff.y;
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VolumeR *= FalloffX * FalloffY;
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VolumeR *= Falloff.x * Falloff.y;
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}
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}
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}
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}
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else
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else
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@ -723,10 +705,10 @@ void CSound::SetChannel(int ChannelId, float Vol, float Pan)
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m_aChannels[ChannelId].m_Pan = (int)(Pan * 255.0f); // TODO: this is only on and off right now
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m_aChannels[ChannelId].m_Pan = (int)(Pan * 255.0f); // TODO: this is only on and off right now
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}
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}
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void CSound::SetListenerPos(float x, float y)
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void CSound::SetListenerPosition(vec2 Position)
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{
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{
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m_CenterX.store((int)x, std::memory_order_relaxed);
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m_ListenerPositionX.store(Position.x, std::memory_order_relaxed);
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m_CenterY.store((int)y, std::memory_order_relaxed);
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m_ListenerPositionY.store(Position.y, std::memory_order_relaxed);
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}
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}
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void CSound::SetVoiceVolume(CVoiceHandle Voice, float Volume)
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void CSound::SetVoiceVolume(CVoiceHandle Voice, float Volume)
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@ -759,7 +741,7 @@ void CSound::SetVoiceFalloff(CVoiceHandle Voice, float Falloff)
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m_aVoices[VoiceId].m_Falloff = Falloff;
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m_aVoices[VoiceId].m_Falloff = Falloff;
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}
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}
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void CSound::SetVoiceLocation(CVoiceHandle Voice, float x, float y)
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void CSound::SetVoicePosition(CVoiceHandle Voice, vec2 Position)
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{
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{
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if(!Voice.IsValid())
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if(!Voice.IsValid())
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return;
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return;
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@ -770,8 +752,7 @@ void CSound::SetVoiceLocation(CVoiceHandle Voice, float x, float y)
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if(m_aVoices[VoiceId].m_Age != Voice.Age())
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if(m_aVoices[VoiceId].m_Age != Voice.Age())
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return;
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return;
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m_aVoices[VoiceId].m_X = x;
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m_aVoices[VoiceId].m_Position = Position;
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m_aVoices[VoiceId].m_Y = y;
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}
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}
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void CSound::SetVoiceTimeOffset(CVoiceHandle Voice, float TimeOffset)
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void CSound::SetVoiceTimeOffset(CVoiceHandle Voice, float TimeOffset)
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@ -839,7 +820,7 @@ void CSound::SetVoiceRectangle(CVoiceHandle Voice, float Width, float Height)
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m_aVoices[VoiceId].m_Rectangle.m_Height = maximum(0.0f, Height);
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m_aVoices[VoiceId].m_Rectangle.m_Height = maximum(0.0f, Height);
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}
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}
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ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags, float x, float y)
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ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags, vec2 Position)
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{
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{
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const CLockScope LockScope(m_SoundLock);
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const CLockScope LockScope(m_SoundLock);
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@ -877,8 +858,7 @@ ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags, float
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}
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}
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m_aVoices[VoiceId].m_Vol = 255;
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m_aVoices[VoiceId].m_Vol = 255;
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m_aVoices[VoiceId].m_Flags = Flags;
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m_aVoices[VoiceId].m_Flags = Flags;
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m_aVoices[VoiceId].m_X = (int)x;
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m_aVoices[VoiceId].m_Position = Position;
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m_aVoices[VoiceId].m_Y = (int)y;
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m_aVoices[VoiceId].m_Falloff = 0.0f;
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m_aVoices[VoiceId].m_Falloff = 0.0f;
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m_aVoices[VoiceId].m_Shape = ISound::SHAPE_CIRCLE;
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m_aVoices[VoiceId].m_Shape = ISound::SHAPE_CIRCLE;
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m_aVoices[VoiceId].m_Circle.m_Radius = 1500;
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m_aVoices[VoiceId].m_Circle.m_Radius = 1500;
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@ -888,14 +868,14 @@ ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags, float
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return CreateVoiceHandle(VoiceId, Age);
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return CreateVoiceHandle(VoiceId, Age);
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}
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}
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ISound::CVoiceHandle CSound::PlayAt(int ChannelId, int SampleId, int Flags, float x, float y)
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ISound::CVoiceHandle CSound::PlayAt(int ChannelId, int SampleId, int Flags, vec2 Position)
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{
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{
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return Play(ChannelId, SampleId, Flags | ISound::FLAG_POS, x, y);
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return Play(ChannelId, SampleId, Flags | ISound::FLAG_POS, Position);
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}
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}
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ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags)
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ISound::CVoiceHandle CSound::Play(int ChannelId, int SampleId, int Flags)
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{
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{
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return Play(ChannelId, SampleId, Flags, 0, 0);
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return Play(ChannelId, SampleId, Flags, vec2(0.0f, 0.0f));
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}
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}
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void CSound::Pause(int SampleId)
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void CSound::Pause(int SampleId)
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@ -44,7 +44,7 @@ struct CVoice
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int m_Tick;
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int m_Tick;
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int m_Vol; // 0 - 255
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int m_Vol; // 0 - 255
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int m_Flags;
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int m_Flags;
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int m_X, m_Y;
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vec2 m_Position;
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float m_Falloff; // [0.0, 1.0]
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float m_Falloff; // [0.0, 1.0]
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int m_Shape;
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int m_Shape;
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@ -76,8 +76,10 @@ class CSound : public IEngineSound
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int m_NextVoice = 0;
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int m_NextVoice = 0;
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uint32_t m_MaxFrames = 0;
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uint32_t m_MaxFrames = 0;
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std::atomic<int> m_CenterX = 0;
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// This is not an std::atomic<vec2> as this would require linking with
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std::atomic<int> m_CenterY = 0;
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// libatomic with clang x86 as there is no native support for this.
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std::atomic<float> m_ListenerPositionX = 0.0f;
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std::atomic<float> m_ListenerPositionY = 0.0f;
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std::atomic<int> m_SoundVolume = 100;
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std::atomic<int> m_SoundVolume = 100;
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int m_MixingRate = 48000;
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int m_MixingRate = 48000;
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@ -112,18 +114,18 @@ public:
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void SetSampleCurrentTime(int SampleId, float Time) override REQUIRES(!m_SoundLock);
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void SetSampleCurrentTime(int SampleId, float Time) override REQUIRES(!m_SoundLock);
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void SetChannel(int ChannelId, float Vol, float Pan) override;
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void SetChannel(int ChannelId, float Vol, float Pan) override;
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void SetListenerPos(float x, float y) override;
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void SetListenerPosition(vec2 Position) override;
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void SetVoiceVolume(CVoiceHandle Voice, float Volume) override REQUIRES(!m_SoundLock);
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void SetVoiceVolume(CVoiceHandle Voice, float Volume) override REQUIRES(!m_SoundLock);
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void SetVoiceFalloff(CVoiceHandle Voice, float Falloff) override REQUIRES(!m_SoundLock);
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void SetVoiceFalloff(CVoiceHandle Voice, float Falloff) override REQUIRES(!m_SoundLock);
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void SetVoiceLocation(CVoiceHandle Voice, float x, float y) override REQUIRES(!m_SoundLock);
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void SetVoicePosition(CVoiceHandle Voice, vec2 Position) override REQUIRES(!m_SoundLock);
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void SetVoiceTimeOffset(CVoiceHandle Voice, float TimeOffset) override REQUIRES(!m_SoundLock); // in s
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void SetVoiceTimeOffset(CVoiceHandle Voice, float TimeOffset) override REQUIRES(!m_SoundLock); // in s
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void SetVoiceCircle(CVoiceHandle Voice, float Radius) override REQUIRES(!m_SoundLock);
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void SetVoiceCircle(CVoiceHandle Voice, float Radius) override REQUIRES(!m_SoundLock);
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void SetVoiceRectangle(CVoiceHandle Voice, float Width, float Height) override REQUIRES(!m_SoundLock);
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void SetVoiceRectangle(CVoiceHandle Voice, float Width, float Height) override REQUIRES(!m_SoundLock);
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CVoiceHandle Play(int ChannelId, int SampleId, int Flags, float x, float y) REQUIRES(!m_SoundLock);
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CVoiceHandle Play(int ChannelId, int SampleId, int Flags, vec2 Position) REQUIRES(!m_SoundLock);
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CVoiceHandle PlayAt(int ChannelId, int SampleId, int Flags, float x, float y) override REQUIRES(!m_SoundLock);
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CVoiceHandle PlayAt(int ChannelId, int SampleId, int Flags, vec2 Position) override REQUIRES(!m_SoundLock);
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CVoiceHandle Play(int ChannelId, int SampleId, int Flags) override REQUIRES(!m_SoundLock);
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CVoiceHandle Play(int ChannelId, int SampleId, int Flags) override REQUIRES(!m_SoundLock);
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void Pause(int SampleId) override REQUIRES(!m_SoundLock);
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void Pause(int SampleId) override REQUIRES(!m_SoundLock);
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void Stop(int SampleId) override REQUIRES(!m_SoundLock);
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void Stop(int SampleId) override REQUIRES(!m_SoundLock);
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@ -6,6 +6,8 @@
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#include <engine/kernel.h>
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#include <engine/kernel.h>
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#include <engine/storage.h>
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#include <engine/storage.h>
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#include <base/vmath.h>
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class ISound : public IInterface
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class ISound : public IInterface
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{
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{
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MACRO_INTERFACE("sound")
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MACRO_INTERFACE("sound")
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virtual void SetSampleCurrentTime(int SampleId, float Time) = 0;
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virtual void SetSampleCurrentTime(int SampleId, float Time) = 0;
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virtual void SetChannel(int ChannelId, float Volume, float Panning) = 0;
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virtual void SetChannel(int ChannelId, float Volume, float Panning) = 0;
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virtual void SetListenerPos(float x, float y) = 0;
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virtual void SetListenerPosition(vec2 Position) = 0;
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virtual void SetVoiceVolume(CVoiceHandle Voice, float Volume) = 0;
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virtual void SetVoiceVolume(CVoiceHandle Voice, float Volume) = 0;
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virtual void SetVoiceFalloff(CVoiceHandle Voice, float Falloff) = 0;
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virtual void SetVoiceFalloff(CVoiceHandle Voice, float Falloff) = 0;
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virtual void SetVoiceLocation(CVoiceHandle Voice, float x, float y) = 0;
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virtual void SetVoicePosition(CVoiceHandle Voice, vec2 Position) = 0;
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virtual void SetVoiceTimeOffset(CVoiceHandle Voice, float TimeOffset) = 0; // in s
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virtual void SetVoiceTimeOffset(CVoiceHandle Voice, float TimeOffset) = 0; // in s
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virtual void SetVoiceCircle(CVoiceHandle Voice, float Radius) = 0;
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virtual void SetVoiceCircle(CVoiceHandle Voice, float Radius) = 0;
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virtual void SetVoiceRectangle(CVoiceHandle Voice, float Width, float Height) = 0;
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virtual void SetVoiceRectangle(CVoiceHandle Voice, float Width, float Height) = 0;
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virtual CVoiceHandle PlayAt(int ChannelId, int SampleId, int Flags, float x, float y) = 0;
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virtual CVoiceHandle PlayAt(int ChannelId, int SampleId, int Flags, vec2 Position) = 0;
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virtual CVoiceHandle Play(int ChannelId, int SampleId, int Flags) = 0;
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virtual CVoiceHandle Play(int ChannelId, int SampleId, int Flags) = 0;
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virtual void Pause(int SampleId) = 0;
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virtual void Pause(int SampleId) = 0;
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virtual void Stop(int SampleId) = 0;
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virtual void Stop(int SampleId) = 0;
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@ -239,7 +239,7 @@ void CMapSounds::OnRender()
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x -= pGroup->m_OffsetX;
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x -= pGroup->m_OffsetX;
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y -= pGroup->m_OffsetY;
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y -= pGroup->m_OffsetY;
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Sound()->SetVoiceLocation(Voice.m_Voice, x, y);
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Sound()->SetVoicePosition(Voice.m_Voice, vec2(x, y));
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ColorRGBA Volume = ColorRGBA(1.0f, 0.0f, 0.0f, 0.0f);
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ColorRGBA Volume = ColorRGBA(1.0f, 0.0f, 0.0f, 0.0f);
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CMapLayers::EnvelopeEval(Voice.m_pSource->m_SoundEnvOffset, Voice.m_pSource->m_SoundEnv, Volume, 1, &m_pClient->m_MapLayersBackground);
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CMapLayers::EnvelopeEval(Voice.m_pSource->m_SoundEnvOffset, Voice.m_pSource->m_SoundEnv, Volume, 1, &m_pClient->m_MapLayersBackground);
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@ -143,9 +143,7 @@ void CSounds::OnRender()
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return;
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return;
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}
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}
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// set listener pos
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Sound()->SetListenerPosition(m_pClient->m_Camera.m_Center);
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Sound()->SetListenerPos(m_pClient->m_Camera.m_Center.x, m_pClient->m_Camera.m_Center.y);
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UpdateChannels();
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UpdateChannels();
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// play sound from queue
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// play sound from queue
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@ -224,7 +222,7 @@ void CSounds::PlayAt(int Channel, int SetId, float Vol, vec2 Pos)
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if(Channel == CHN_MUSIC)
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if(Channel == CHN_MUSIC)
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Flags = ISound::FLAG_LOOP;
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Flags = ISound::FLAG_LOOP;
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Sound()->PlayAt(Channel, SampleId, Flags, Pos.x, Pos.y);
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Sound()->PlayAt(Channel, SampleId, Flags, Pos);
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}
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}
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void CSounds::Stop(int SetId)
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void CSounds::Stop(int SetId)
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@ -269,5 +267,5 @@ ISound::CVoiceHandle CSounds::PlaySampleAt(int Channel, int SampleId, float Vol,
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if(Channel == CHN_MUSIC)
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if(Channel == CHN_MUSIC)
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Flags |= ISound::FLAG_LOOP;
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Flags |= ISound::FLAG_LOOP;
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return Sound()->PlayAt(Channel, SampleId, Flags, Pos.x, Pos.y);
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return Sound()->PlayAt(Channel, SampleId, Flags, Pos);
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}
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}
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