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