Files
assaultcube-/source/src/audiomanager.cpp
T
flowtron d5b9b3efea FIX: bug-ID 3192360 - text is required for voicecom command.
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6111 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2011-02-27 22:17:33 +00:00

806 lines
21 KiB
C++

// audio interface of the engine
#include "cube.h"
#define DEBUGCOND (audiodebug==1)
VARF(audio, 0, 1, 1, initwarning("sound configuration", INIT_RESET, CHANGE_SOUND));
VARP(audiodebug, 0, 0, 1);
char *musicdonecmd = NULL;
VARFP(musicvol, 0, 128, 255, audiomgr.setmusicvol(musicvol));
// audio manager
audiomanager::audiomanager()
{
nosound = true;
currentpitch = 1.0f;
device = NULL;
context = NULL;
}
void audiomanager::initsound()
{
if(!audio)
{
conoutf("audio is disabled");
return;
}
nosound = true;
device = NULL;
context = NULL;
// list available devices
if(alcIsExtensionPresent(NULL, "ALC_ENUMERATION_EXT"))
{
const ALCchar *devices = alcGetString(NULL, ALC_DEVICE_SPECIFIER);
if(devices)
{
string d;
copystring(d, "Audio devices: ");
// null separated device string
for(const ALchar *c = devices; c[strlen(c)+1]; c += strlen(c)+1)
{
if(c!=devices) concatstring(d, ", ");
concatstring(d, c);
}
conoutf("%s", d);
}
}
// open device
const char *devicename = getalias("openaldevice");
device = alcOpenDevice(devicename && devicename[0] ? devicename : NULL);
if(device)
{
context = alcCreateContext(device, NULL);
if(context)
{
alcMakeContextCurrent(context);
alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
// backend infos
conoutf("Sound: %s / %s (%s)", alcGetString(device, ALC_DEVICE_SPECIFIER), alGetString(AL_RENDERER), alGetString(AL_VENDOR));
conoutf("Driver: %s", alGetString(AL_VERSION));
// allocate OpenAL resources
sourcescheduler::instance().init(16);
// let the stream get the first source from the scheduler
gamemusic = new oggstream();
if(!gamemusic->valid) DELETEP(gamemusic);
setmusicvol(musicvol);
nosound = false;
}
}
if(nosound)
{
ALERR;
if(context) alcDestroyContext(context);
if(device) alcCloseDevice(device);
conoutf("sound initialization failed!");
}
}
void audiomanager::music(char *name, char *millis, char *cmd)
{
if(nosound) return;
stopsound();
if(musicvol && *name)
{
if(cmd[0]) musicdonecmd = newstring(cmd);
if(gamemusic->open(name))
{
// fade
if(atoi(millis) > 0)
{
const int fadetime = 1000;
gamemusic->fadein(lastmillis, fadetime);
gamemusic->fadeout(lastmillis+atoi(millis), fadetime);
}
// play
bool loop = cmd && cmd[0];
if(!gamemusic->playback(loop))
{
conoutf("could not play music: %s", name);
return;
}
setmusicvol(musicvol);
}
else conoutf("could not open music: %s", name);
}
}
void audiomanager::musicpreload(int id)
{
if(nosound) return;
stopsound();
if(musicvol && (id>=M_FLAGGRAB && id<=M_LASTMINUTE2))
{
char *name = musics[id];
conoutf("preloading music #%d : %s", id, name);
if(gamemusic->open(name))
{
defformatstring(whendone)("musicvol %d", musicvol);
musicdonecmd = newstring(whendone);
//conoutf("when done: %s", musicdonecmd);
const int preloadfadetime = 3;
gamemusic->fadein(lastmillis, preloadfadetime);
gamemusic->fadeout(lastmillis+2*preloadfadetime, preloadfadetime);
if(!gamemusic->playback(false))
{
conoutf("could not play music: %s", name);
return;
}
setmusicvol(1); // not 0 !
}
else conoutf("could not open music: %s", name);
}
else setmusicvol(musicvol); // call "musicpreload -1" to ensure musicdonecmd runs - but it should w/o that
}
void audiomanager::musicsuggest(int id, int millis, bool rndofs) // play bg music if nothing else is playing
{
if(nosound || !gamemusic) return;
if(gamemusic->playing()) return;
if(!musicvol) return;
if(!musics.inrange(id))
{
conoutf("\f3music %d not registered", id);
return;
}
char *name = musics[id];
if(gamemusic->open(name))
{
gamemusic->fadein(lastmillis, 1000);
gamemusic->fadeout(millis ? lastmillis+millis : 0, 1000);
if(rndofs) gamemusic->seek(millis ? (double)rnd(millis)/2.0f : (double)lastmillis);
if(!gamemusic->playback(rndofs)) conoutf("could not play music: %s", name);
}
else conoutf("could not open music: %s", name);
}
void audiomanager::musicfadeout(int id)
{
if(nosound || !gamemusic) return;
if(!gamemusic->playing() || !musics.inrange(id)) return;
if(!strcmp(musics[id], gamemusic->name)) gamemusic->fadeout(lastmillis+1000, 1000);
}
void audiomanager::setmusicvol(int musicvol)
{
if(gamemusic) gamemusic->setvolume(musicvol > 0 ? musicvol/255.0f : 0);
}
void audiomanager::setlistenervol(int vol)
{
if(!nosound) alListenerf(AL_GAIN, vol/255.0f);
}
void audiomanager::registermusic(char *name)
{
if(nosound||!musicvol) return;
if(!name || !name[0]) return;
musics.add(newstring(name));
}
int audiomanager::addsound(char *name, int vol, int maxuses, bool loop, vector<soundconfig> &sounds, bool load, int audibleradius)
{
if(nosound) return -1;
if(!soundvol) return -1;
sbuffer *b = bufferpool.find(name);
if(!b)
{
conoutf("\f3failed to allocate sample %s", name);
return -1;
}
if(load && !b->load()) conoutf("\f3failed to load sample %s", name);
soundconfig s(b, vol, maxuses, loop, audibleradius);
sounds.add(s);
return sounds.length()-1;
}
int audiomanager::findsound(char *name, int vol, vector<soundconfig> &sounds)
{
loopv(sounds)
{
if(!strcmp(sounds[i].buf->name, name) && (!vol || sounds[i].vol==vol)) return i;
}
return -1;
}
void audiomanager::preloadmapsound(entity &e)
{
if(e.type!=SOUND || !mapsounds.inrange(e.attr1)) return;
sbuffer *buf = mapsounds[e.attr1].buf;
if(!buf->load()) conoutf("\f3failed to load sample %s", buf->name);
}
void audiomanager::preloadmapsounds()
{
loopv(ents)
{
entity &e = ents[i];
if(e.type==SOUND) preloadmapsound(e);
}
}
void audiomanager::applymapsoundchanges() // during map editing, drop all mapsounds so they can be re-added
{
loopv(locations)
{
location *l = locations[i];
if(l && l->ref && l->ref->type==worldobjreference::WR_ENTITY) l->drop();
}
}
void audiomanager::setchannels(int num)
{
if(!nosound) sourcescheduler::instance().init(num);
};
// called at game exit
void audiomanager::soundcleanup()
{
if(nosound) return;
// destroy consuming code
stopsound();
DELETEP(gamemusic);
mapsounds.shrink(0);
locations.deletecontents();
gamesounds.shrink(0);
bufferpool.clear();
// kill scheduler
sourcescheduler::instance().reset();
// shutdown openal
alcMakeContextCurrent(NULL);
if(context) alcDestroyContext(context);
if(device) alcCloseDevice(device);
}
// clear world-related sounds, called on mapchange
void audiomanager::clearworldsounds(bool fullclean)
{
stopsound();
if(fullclean) mapsounds.shrink(0);
locations.deleteworldobjsounds();
}
void audiomanager::mapsoundreset()
{
mapsounds.shrink(0);
locations.deleteworldobjsounds();
}
VARP(footsteps, 0, 1, 1);
VARP(localfootsteps, 0, 1, 1);
void audiomanager::updateplayerfootsteps(playerent *p)
{
if(!p) return;
const int footstepradius = 20;
static float lastoffset = 0;
// find existing footstep sounds
physentreference ref(p);
location *locs[] =
{
locations.find(S_FOOTSTEPS, &ref, gamesounds),
locations.find(S_FOOTSTEPSCROUCH, &ref, gamesounds),
locations.find(S_WATERFOOTSTEPS, &ref, gamesounds),
locations.find(S_WATERFOOTSTEPSCROUCH, &ref, gamesounds)
};
bool local = (p == camera1);
bool inrange = footsteps && (local || (camera1->o.dist(p->o) < footstepradius));
if(!footsteps || (local && !localfootsteps) || !inrange || p->state != CS_ALIVE || lastmillis-p->lastpain < 300 || (!p->onfloor && p->timeinair>50) || (!p->move && !p->strafe) || p->inwater)
{
const int minplaytime = 200;
loopi(sizeof(locs)/sizeof(locs[0]))
{
location *l = locs[i];
if(!l) continue;
if(l->playmillis+minplaytime>totalmillis) continue; // tolerate short interruptions by enforcing a minimal playtime
lastoffset = l->offset(); // save last offset
DEBUGVAR(lastoffset);
l->drop();
}
}
else
{
// play footsteps
int grounddist;
if( ((int)p->o.x) >= 0 && ((int)p->o.y) >= 0 && ((int)p->o.x) < ssize && ((int)p->o.y) < ssize) { // sam's fix to the sound crash
grounddist = hdr.waterlevel-S((int)p->o.x, (int)p->o.y)->floor;
}else{
grounddist = 0;
}
// int grounddist = hdr.waterlevel-S((int)p->o.x, (int)p->o.y)->floor;
bool water = p->o.z-p->eyeheight+0.25f<hdr.waterlevel;
if(water && grounddist>p->eyeheight) return; // don't play step sound when jumping into water
int stepsound;
if(p->crouching) stepsound = water ? S_WATERFOOTSTEPSCROUCH : S_FOOTSTEPSCROUCH; // crouch
else stepsound = water ? S_WATERFOOTSTEPS : S_FOOTSTEPS; // normal
// proc existing sounds
bool isplaying = false;
loopi(sizeof(locs)/sizeof(locs[0]))
{
location *l = locs[i];
if(!l) continue;
if(i+S_FOOTSTEPS==stepsound) isplaying = true; // already playing
else l->drop(); // different footstep sound, drop it
}
if(!isplaying)
{
// play
float rndoffset = float(rnd(500))/500.0f;
audiomgr._playsound(stepsound, ref, local ? SP_HIGH : SP_LOW, rndoffset);
}
}
}
// manage looping sounds
location *audiomanager::updateloopsound(int sound, bool active, float vol)
{
location *l = locations.find(sound, NULL, gamesounds);
if(!l && active) l = _playsound(sound, camerareference(), SP_HIGH, 0.0f, true);
else if(l && !active) l->drop();
if(l && vol != 1.0f) l->src->gain(vol);
return l;
}
VARP(mapsoundrefresh, 0, 10, 1000);
void audiomanager::mutesound(int n, int off)
{
bool mute = (off == 0);
if(!gamesounds.inrange(n))
{
conoutf("\f3could not %s sound #%d", mute ? "silence" : "unmute", n);
return;
}
gamesounds[n].muted = mute;
}
void audiomanager::unmuteallsounds()
{
loopv(gamesounds) gamesounds[i].muted = false;
}
int audiomanager::soundmuted(int n)
{
return gamesounds.inrange(n) && !gamesounds[n].muted ? 0 : 1;
}
void audiomanager::writesoundconfig(stream *f)
{
loopv(gamesounds) if(gamesounds[i].muted) f->printf("mutesound %d\n", i);
}
void voicecom(char *sound, char *text)
{
if(!sound || !sound[0]) return;
if(!text || !text[0]) return;
static int last = 0;
if(!last || lastmillis-last > 2000)
{
extern int voicecomsounds;
defformatstring(soundpath)("voicecom/%s", sound);
int s = audiomgr.findsound(soundpath, 0, gamesounds);
if(s < 0 || s < S_AFFIRMATIVE || s >= S_NULL) return;
if(voicecomsounds>0) audiomgr.playsound(s, SP_HIGH);
if(s >= S_NICESHOT) // public
{
addmsg(SV_VOICECOM, "ri", s);
toserver(text);
}
else // team
{
addmsg(SV_VOICECOMTEAM, "ri", s);
defformatstring(teamtext)("%c%s", '%', text);
toserver(teamtext);
}
last = lastmillis;
}
}
COMMAND(voicecom, ARG_2STR);
void soundtest()
{
loopi(S_NULL) audiomgr.playsound(i, rnd(SP_HIGH+1));
}
COMMAND(soundtest, ARG_NONE);
// sound configuration
soundconfig::soundconfig(sbuffer *b, int vol, int maxuses, bool loop, int audibleradius)
{
buf = b;
this->vol = vol > 0 ? vol : 100;
this->maxuses = maxuses;
this->loop = loop;
this->audibleradius = audibleradius;
this->model = audibleradius > 0 ? DM_LINEAR : DM_DEFAULT; // use linear model when radius is configured
uses = 0;
muted = false;
}
void soundconfig::onattach()
{
uses++;
}
void soundconfig::ondetach()
{
uses--;
}
vector<soundconfig> gamesounds, mapsounds;
void audiomanager::detachsounds(playerent *owner)
{
if(nosound) return;
// make all dependent locations static
locations.replaceworldobjreference(physentreference(owner), staticreference(owner->o));
}
VARP(maxsoundsatonce, 0, 32, 100);
location *audiomanager::_playsound(int n, const worldobjreference &r, int priority, float offset, bool loop)
{
if(nosound || !soundvol) return NULL;
if(soundmuted(n)) return NULL;
DEBUGVAR(n);
DEBUGVAR(priority);
if(r.type!=worldobjreference::WR_ENTITY)
{
// avoid bursts of sounds with heavy packetloss and in sp
static int soundsatonce = 0, lastsoundmillis = 0;
if(totalmillis==lastsoundmillis) soundsatonce++; else soundsatonce = 1;
lastsoundmillis = totalmillis;
if(maxsoundsatonce && soundsatonce>maxsoundsatonce)
{
DEBUGVAR(soundsatonce);
return NULL;
}
}
location *loc = new location(n, r, priority);
locations.add(loc);
if(!loc->stale)
{
if(offset>0) loc->offset(offset);
if(currentpitch!=1.0f) loc->pitch(currentpitch);
loc->play(loop);
}
return loc;
}
void audiomanager::playsound(int n, int priority) { _playsound(n, camerareference(), priority); }
void audiomanager::playsound(int n, physent *p, int priority) { if(p) _playsound(n, physentreference(p), priority); }
void audiomanager::playsound(int n, entity *e, int priority) { if(e) _playsound(n, entityreference(e), priority); }
void audiomanager::playsound(int n, const vec *v, int priority) { if(v) _playsound(n, staticreference(*v), priority); }
void audiomanager::playsoundname(char *s, const vec *loc, int vol)
{
if(!nosound) return;
if(vol <= 0) vol = 100;
int id = findsound(s, vol, gamesounds);
if(id < 0) id = addsound(s, vol, 0, false, gamesounds, true, 0);
playsound(id, loc, SP_NORMAL);
}
void audiomanager::playsoundc(int n, physent *p, int priority)
{
if(p && p!=player1) playsound(n, p, priority);
else
{
addmsg(SV_SOUND, "i", n);
playsound(n, priority);
}
}
void audiomanager::stopsound()
{
if(nosound) return;
DELETEA(musicdonecmd);
if(gamemusic) gamemusic->reset();
}
// main audio update routine
void audiomanager::updateaudio()
{
if(nosound) return;
alcSuspendContext(context); // don't process sounds while we mess around
//bool alive = player1->state!=CS_DEAD;
bool firstperson = camera1==player1 || (player1->isspectating() && player1->spectatemode==SM_DEATHCAM);
// footsteps
updateplayerfootsteps(player1);
loopv(players)
{
playerent *p = players[i];
if(!p) continue;
updateplayerfootsteps(p);
}
// water
bool underwater = /*alive &&*/ firstperson && hdr.waterlevel>player1->o.z+player1->aboveeye;
updateloopsound(S_UNDERWATER, underwater);
// tinnitus
bool tinnitus = /*alive &&*/ firstperson && player1->eardamagemillis>0 && lastmillis<=player1->eardamagemillis;
location *tinnitusloc = updateloopsound(S_TINNITUS, tinnitus);
// pitch fx
const float lowpitch = 0.65f;
bool pitchfx = underwater || tinnitus;
if(pitchfx && currentpitch!=lowpitch)
{
currentpitch = lowpitch;
locations.forcepitch(currentpitch);
if(tinnitusloc) tinnitusloc->pitch(1.9f); // super high pitched tinnitus
}
else if(!pitchfx && currentpitch==lowpitch)
{
currentpitch = 1.0f;
locations.forcepitch(currentpitch);
}
// update map sounds
static int lastmapsound = 0;
if(!lastmapsound || totalmillis-lastmapsound>mapsoundrefresh || !mapsoundrefresh)
{
loopv(ents)
{
entity &e = ents[i];
vec o(e.x, e.y, e.z);
if(e.type!=SOUND) continue;
int sound = e.attr1;
int radius = e.attr2;
bool hearable = (radius==0 || camera1->o.dist(o)<radius);
entityreference entref(&e);
// search existing sound loc
location *loc = locations.find(sound, &entref, mapsounds);
if(hearable && !loc) // play
{
_playsound(sound, entref, SP_HIGH, 0.0f, true);
}
else if(!hearable && loc) // stop
{
loc->drop();
}
}
lastmapsound = totalmillis;
}
// update all sound locations
locations.updatelocations();
// update background music
if(gamemusic)
{
if(!gamemusic->update())
{
// music ended, exec command
if(musicdonecmd)
{
char *cmd = musicdonecmd;
musicdonecmd = NULL;
execute(cmd);
delete[] cmd;
}
}
}
// listener
vec o[2];
o[0].x = (float)(cosf(RAD*(camera1->yaw-90)));
o[0].y = (float)(sinf(RAD*(camera1->yaw-90)));
o[0].z = 0.0f;
o[1].x = o[1].y = 0.0f;
o[1].z = -1.0f;
alListenerfv(AL_ORIENTATION, (ALfloat *) &o);
alListenerfv(AL_POSITION, (ALfloat *) &camera1->o);
alcProcessContext(context);
}
// binding of sounds to the 3D world
// camera
camerareference::camerareference() : worldobjreference(WR_CAMERA) {}
worldobjreference *camerareference::clone() const
{
return new camerareference(*this);
}
const vec &camerareference::currentposition() const
{
return camera1->o;
}
bool camerareference::nodistance()
{
return true;
}
bool camerareference::operator==(const worldobjreference &other)
{
return type==other.type;
}
// physent
physentreference::physentreference(physent *ref) : worldobjreference(WR_PHYSENT)
{
ASSERT(ref);
phys = ref;
}
worldobjreference *physentreference::clone() const
{
return new physentreference(*this);
}
const vec &physentreference::currentposition() const
{
return phys->o;
}
bool physentreference::nodistance()
{
return phys==camera1;
}
bool physentreference::operator==(const worldobjreference &other)
{
return type==other.type && phys==((physentreference &)other).phys;
}
// entity
entityreference::entityreference(entity *ref) : worldobjreference(WR_ENTITY)
{
ASSERT(ref);
ent = ref;
}
worldobjreference *entityreference::clone() const
{
return new entityreference(*this);
}
const vec &entityreference::currentposition() const
{
static vec tmp;
tmp = vec(ent->x, ent->y, ent->z);
return tmp;
}
bool entityreference::nodistance() { return ent->attr3>0; }
bool entityreference::operator==(const worldobjreference &other) { return type==other.type && ent==((entityreference &)other).ent; }
// static
staticreference::staticreference(const vec &ref) : worldobjreference(WR_STATICPOS)
{
pos = ref;
}
worldobjreference *staticreference::clone() const
{
return new staticreference(*this);
}
const vec &staticreference::currentposition() const
{
return pos;
}
bool staticreference::nodistance()
{
return false;
}
bool staticreference::operator==(const worldobjreference &other)
{
return type==other.type && pos==((staticreference &)other).pos;
}
// instance
audiomanager audiomgr;
COMMANDF(sound, ARG_1INT, (int n)
{
audiomgr.playsound(n);
});
COMMANDF(applymapsoundchanges, ARG_NONE, (){
audiomgr.applymapsoundchanges();
});
COMMANDF(unmuteallsounds, ARG_NONE, () {
audiomgr.unmuteallsounds();
});
COMMANDF(mutesound, ARG_2INT, (int n, int off)
{
audiomgr.mutesound(n, off);
});
ICOMMANDF(soundmuted, ARG_1EXP, (int n)
{
return audiomgr.soundmuted(n);
});
COMMANDF(mapsoundreset, ARG_NONE, ()
{
audiomgr.mapsoundreset();
});
VARF(soundchannels, 4, 32, 1024, audiomgr.setchannels(soundchannels); );
VARFP(soundvol, 0, 128, 255, audiomgr.setlistenervol(soundvol); );
COMMANDF(registersound, ARG_4STR, (char *name, char *vol, char *loop, char *audibleradius)
{
audiomgr.addsound(name, atoi(vol), -1, atoi(loop) != 0, gamesounds, true, atoi(audibleradius));
});
COMMANDF(mapsound, ARG_2STR, (char *name, char *maxuses)
{
audiomgr.addsound(name, 255, atoi(maxuses), true, mapsounds, false, 0);
});
COMMANDF(registermusic, ARG_1STR, (char *name)
{
audiomgr.registermusic(name);
});
COMMANDF(musicpreload, ARG_1INT, (int id)
{
audiomgr.musicpreload(id);
});
COMMANDF(music, ARG_3STR, (char *name, char *millis, char *cmd)
{
audiomgr.music(name, millis, cmd);
});