#include #include #include #include // envelope #include #include "mapsounds.h" CMapSounds::CMapSounds() { m_Count = 0; } void CMapSounds::OnMapLoad() { IMap *pMap = Kernel()->RequestInterface(); Clear(); // load samples int Start; pMap->GetType(MAPITEMTYPE_SOUND, &Start, &m_Count); // load new samples for(int i = 0; i < m_Count; i++) { m_aSounds[i] = 0; CMapItemSound *pSound = (CMapItemSound *)pMap->GetItem(Start+i, 0, 0); if(pSound->m_External) { char Buf[256]; char *pName = (char *)pMap->GetData(pSound->m_SoundName); str_format(Buf, sizeof(Buf), "mapres/%s.opus", pName); m_aSounds[i] = Sound()->LoadOpus(Buf); } else { void *pData = pMap->GetData(pSound->m_SoundData); m_aSounds[i] = Sound()->LoadOpusFromMem(pData, pSound->m_SoundDataSize); pMap->UnloadData(pSound->m_SoundData); } } // enqueue sound sources m_lSourceQueue.clear(); for(int g = 0; g < Layers()->NumGroups(); g++) { CMapItemGroup *pGroup = Layers()->GetGroup(g); if(!pGroup) continue; for(int l = 0; l < pGroup->m_NumLayers; l++) { CMapItemLayer *pLayer = Layers()->GetLayer(pGroup->m_StartLayer+l); if(!pLayer) continue; if(pLayer->m_Type == LAYERTYPE_SOUNDS) { CMapItemLayerSounds *pSoundLayer = (CMapItemLayerSounds *)pLayer; if(pSoundLayer->m_Version < 1 || pSoundLayer->m_Version > CMapItemLayerSounds::CURRENT_VERSION) continue; if(pSoundLayer->m_Sound == -1) continue; CSoundSource *pSources = (CSoundSource *)Layers()->Map()->GetDataSwapped(pSoundLayer->m_Data); if(!pSources) continue; for(int i = 0; i < pSoundLayer->m_NumSources; i++) { CSourceQueueEntry source; source.m_Sound = pSoundLayer->m_Sound; source.m_pSource = &pSources[i]; source.m_HighDetail = pLayer->m_Flags&LAYERFLAG_DETAIL; if(!source.m_pSource || source.m_Sound == -1) continue; m_lSourceQueue.add(source); } } } } } void CMapSounds::OnRender() { if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK) return; // enqueue sounds for(int i = 0; i < m_lSourceQueue.size(); i++) { CSourceQueueEntry *pSource = &m_lSourceQueue[i]; static float s_Time = 0.0f; if(m_pClient->m_Snap.m_pGameInfoObj) // && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)) { s_Time = mix((Client()->PrevGameTick()-m_pClient->m_Snap.m_pGameInfoObj->m_RoundStartTick) / (float)Client()->GameTickSpeed(), (Client()->GameTick()-m_pClient->m_Snap.m_pGameInfoObj->m_RoundStartTick) / (float)Client()->GameTickSpeed(), Client()->IntraGameTick()); } float Offset = s_Time-pSource->m_pSource->m_TimeDelay; if(Offset >= 0.0f && g_Config.m_SndEnable && (g_Config.m_GfxHighDetail || !pSource->m_HighDetail)) { if(pSource->m_Voice.IsValid()) { // currently playing, set offset Sound()->SetVoiceTimeOffset(pSource->m_Voice, Offset); } else { // need to enqueue int Flags = 0; if(pSource->m_pSource->m_Loop) Flags |= ISound::FLAG_LOOP; if(!pSource->m_pSource->m_Pan) Flags |= ISound::FLAG_NO_PANNING; pSource->m_Voice = m_pClient->m_pSounds->PlaySampleAt(CSounds::CHN_MAPSOUND, m_aSounds[pSource->m_Sound], 1.0f, vec2(fx2f(pSource->m_pSource->m_Position.x), fx2f(pSource->m_pSource->m_Position.y)), Flags); Sound()->SetVoiceTimeOffset(pSource->m_Voice, Offset); Sound()->SetVoiceFalloff(pSource->m_Voice, pSource->m_pSource->m_Falloff/255.0f); switch(pSource->m_pSource->m_Shape.m_Type) { case CSoundShape::SHAPE_CIRCLE: { Sound()->SetVoiceCircle(pSource->m_Voice, pSource->m_pSource->m_Shape.m_Circle.m_Radius); break; } case CSoundShape::SHAPE_RECTANGLE: { Sound()->SetVoiceRectangle(pSource->m_Voice, fx2f(pSource->m_pSource->m_Shape.m_Rectangle.m_Width), fx2f(pSource->m_pSource->m_Shape.m_Rectangle.m_Height)); break; } }; } } else { // stop voice Sound()->StopVoice(pSource->m_Voice); pSource->m_Voice = ISound::CVoiceHandle(); } } vec2 Center = m_pClient->m_pCamera->m_Center; for(int g = 0; g < Layers()->NumGroups(); g++) { CMapItemGroup *pGroup = Layers()->GetGroup(g); if(!pGroup) continue; for(int l = 0; l < pGroup->m_NumLayers; l++) { CMapItemLayer *pLayer = Layers()->GetLayer(pGroup->m_StartLayer+l); if(!pLayer) continue; if(pLayer->m_Type == LAYERTYPE_SOUNDS) { CMapItemLayerSounds *pSoundLayer = (CMapItemLayerSounds *)pLayer; if(pSoundLayer->m_Version < 1 || pSoundLayer->m_Version > CMapItemLayerSounds::CURRENT_VERSION) continue; CSoundSource *pSources = (CSoundSource *)Layers()->Map()->GetDataSwapped(pSoundLayer->m_Data); if(!pSources) continue; for(int s = 0; s < pSoundLayer->m_NumSources; s++) { for(int i = 0; i < m_lSourceQueue.size(); i++) { CSourceQueueEntry *pVoice = &m_lSourceQueue[i]; if(pVoice->m_pSource != &pSources[s]) continue; if(!pVoice->m_Voice.IsValid()) continue; float OffsetX = 0, OffsetY = 0; if(pVoice->m_pSource->m_PosEnv >= 0) { float aChannels[4]; CMapLayers::EnvelopeEval(pVoice->m_pSource->m_PosEnvOffset/1000.0f, pVoice->m_pSource->m_PosEnv, aChannels, m_pClient->m_pMapLayersBackGround); OffsetX = aChannels[0]; OffsetY = aChannels[1]; } float x = fx2f(pVoice->m_pSource->m_Position.x)+OffsetX; float y = fx2f(pVoice->m_pSource->m_Position.y)+OffsetY; x += Center.x*(1.0f-pGroup->m_ParallaxX/100.0f); y += Center.y*(1.0f-pGroup->m_ParallaxY/100.0f); x -= pGroup->m_OffsetX; y -= pGroup->m_OffsetY; Sound()->SetVoiceLocation(pVoice->m_Voice, x, y); if(pVoice->m_pSource->m_SoundEnv >= 0) { float aChannels[4]; CMapLayers::EnvelopeEval(pVoice->m_pSource->m_SoundEnvOffset/1000.0f, pVoice->m_pSource->m_SoundEnv, aChannels, m_pClient->m_pMapLayersBackGround); float Volume = clamp(aChannels[0], 0.0f, 1.0f); Sound()->SetVoiceVolume(pVoice->m_Voice, Volume); } } } } } } } void CMapSounds::Clear() { // unload all samples for(int i = 0; i < m_Count; i++) { Sound()->UnloadSample(m_aSounds[i]); m_aSounds[i] = -1; } m_Count = 0; } void CMapSounds::OnStateChange(int NewState, int OldState) { if(NewState < IClient::STATE_ONLINE) Clear(); }