setsizenodelete -> setsize deletecontentsa -> deletearrays deletecontentsp -> deletecontents vrealloc -> growbuf git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4787 e016b1c5-ed68-44aa-a2f7-31cac88cffde
774 lines
19 KiB
C++
774 lines
19 KiB
C++
// audio interface of the engine
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#include "cube.h"
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#define DEBUGCOND (audiodebug==1)
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VARF(audio, 0, 1, 1, initwarning("sound configuration", INIT_RESET, CHANGE_SOUND));
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VARP(audiodebug, 0, 0, 1);
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char *musicdonecmd = NULL;
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VARFP(musicvol, 0, 128, 255, audiomgr.setmusicvol(musicvol));
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// audio manager
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audiomanager::audiomanager()
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{
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nosound = true;
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currentpitch = 1.0f;
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device = NULL;
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context = NULL;
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}
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void audiomanager::initsound()
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{
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if(!audio)
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{
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conoutf("audio is disabled");
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return;
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}
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nosound = true;
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device = NULL;
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context = NULL;
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// list available devices
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if(alcIsExtensionPresent(NULL, "ALC_ENUMERATION_EXT"))
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{
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const ALCchar *devices = alcGetString(NULL, ALC_DEVICE_SPECIFIER);
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if(devices)
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{
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string d;
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copystring(d, "Audio devices: ");
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// null separated device string
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for(const ALchar *c = devices; c[strlen(c)+1]; c += strlen(c)+1)
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{
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if(c!=devices) concatstring(d, ", ");
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concatstring(d, c);
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}
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conoutf("%s", d);
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}
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}
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// open device
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const char *devicename = getalias("openaldevice");
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device = alcOpenDevice(devicename && devicename[0] ? devicename : NULL);
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if(device)
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{
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context = alcCreateContext(device, NULL);
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if(context)
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{
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alcMakeContextCurrent(context);
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alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
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// backend infos
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conoutf("Sound: %s / %s (%s)", alcGetString(device, ALC_DEVICE_SPECIFIER), alGetString(AL_RENDERER), alGetString(AL_VENDOR));
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conoutf("Driver: %s", alGetString(AL_VERSION));
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// allocate OpenAL resources
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sourcescheduler::instance().init(16);
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// let the stream get the first source from the scheduler
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gamemusic = new oggstream();
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if(!gamemusic->valid) DELETEP(gamemusic);
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setmusicvol(musicvol);
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nosound = false;
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}
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}
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if(nosound)
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{
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ALERR;
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if(context) alcDestroyContext(context);
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if(device) alcCloseDevice(device);
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conoutf("sound initialization failed!");
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}
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}
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void audiomanager::music(char *name, char *millis, char *cmd)
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{
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if(nosound) return;
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stopsound();
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if(musicvol && *name)
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{
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if(cmd[0]) musicdonecmd = newstring(cmd);
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if(gamemusic->open(name))
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{
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// fade
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if(atoi(millis) > 0)
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{
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const int fadetime = 1000;
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gamemusic->fadein(lastmillis, fadetime);
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gamemusic->fadeout(lastmillis+atoi(millis), fadetime);
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}
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// play
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bool loop = cmd && cmd[0];
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if(!gamemusic->playback(loop))
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{
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conoutf("could not play music: %s", name);
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return;
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}
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setmusicvol(musicvol);
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}
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else conoutf("could not open music: %s", name);
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}
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}
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void audiomanager::musicsuggest(int id, int millis, bool rndofs) // play bg music if nothing else is playing
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{
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if(nosound || !gamemusic) return;
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if(gamemusic->playing()) return;
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if(!musics.inrange(id))
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{
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conoutf("\f3music %d not registered", id);
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return;
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}
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char *name = musics[id];
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if(gamemusic->open(name))
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{
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gamemusic->fadein(lastmillis, 1000);
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gamemusic->fadeout(millis ? lastmillis+millis : 0, 1000);
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if(rndofs) gamemusic->seek(millis ? (double)rnd(millis)/2.0f : (double)lastmillis);
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if(!gamemusic->playback(rndofs)) conoutf("could not play music: %s", name);
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}
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else conoutf("could not open music: %s", name);
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}
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void audiomanager::musicfadeout(int id)
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{
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if(nosound || !gamemusic) return;
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if(!gamemusic->playing() || !musics.inrange(id)) return;
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if(!strcmp(musics[id], gamemusic->name)) gamemusic->fadeout(lastmillis+1000, 1000);
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}
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void audiomanager::setmusicvol(int musicvol)
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{
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if(gamemusic) gamemusic->setvolume(musicvol > 0 ? musicvol/255.0f : 0);
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}
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void audiomanager::setlistenervol(int vol)
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{
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if(!nosound) alListenerf(AL_GAIN, vol/255.0f);
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}
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void audiomanager::registermusic(char *name)
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{
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if(nosound) return;
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if(!name || !name[0]) return;
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musics.add(newstring(name));
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}
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int audiomanager::addsound(char *name, int vol, int maxuses, bool loop, vector<soundconfig> &sounds, bool load, int audibleradius)
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{
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if(nosound) return -1;
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sbuffer *b = bufferpool.find(name);
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if(!b)
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{
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conoutf("\f3failed to allocate sample %s", name);
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return -1;
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}
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if(load && !b->load()) conoutf("\f3failed to load sample %s", name);
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soundconfig s(b, vol, maxuses, loop, audibleradius);
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sounds.add(s);
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return sounds.length()-1;
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}
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int audiomanager::findsound(char *name, int vol, vector<soundconfig> &sounds)
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{
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loopv(sounds)
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{
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if(!strcmp(sounds[i].buf->name, name) && (!vol || sounds[i].vol==vol)) return i;
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}
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return -1;
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}
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void audiomanager::preloadmapsound(entity &e)
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{
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if(e.type!=SOUND || !mapsounds.inrange(e.attr1)) return;
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sbuffer *buf = mapsounds[e.attr1].buf;
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if(!buf->load()) conoutf("\f3failed to load sample %s", buf->name);
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}
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void audiomanager::preloadmapsounds()
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{
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type==SOUND) preloadmapsound(e);
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}
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}
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void audiomanager::applymapsoundchanges() // during map editing, drop all mapsounds so they can be re-added
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{
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loopv(locations)
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{
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location *l = locations[i];
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if(l && l->ref && l->ref->type==worldobjreference::WR_ENTITY) l->drop();
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}
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}
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void audiomanager::setchannels(int num)
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{
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if(!nosound) sourcescheduler::instance().init(num);
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};
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// called at game exit
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void audiomanager::soundcleanup()
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{
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if(nosound) return;
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// destroy consuming code
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stopsound();
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DELETEP(gamemusic);
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mapsounds.shrink(0);
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locations.deletecontents();
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gamesounds.shrink(0);
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bufferpool.clear();
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// kill scheduler
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sourcescheduler::instance().reset();
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// shutdown openal
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alcMakeContextCurrent(NULL);
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if(context) alcDestroyContext(context);
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if(device) alcCloseDevice(device);
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}
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// clear world-related sounds, called on mapchange
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void audiomanager::clearworldsounds(bool fullclean)
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{
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stopsound();
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if(fullclean) mapsounds.shrink(0);
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locations.deleteworldobjsounds();
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}
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void audiomanager::mapsoundreset()
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{
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mapsounds.shrink(0);
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locations.deleteworldobjsounds();
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}
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VARP(footsteps, 0, 1, 1);
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VARP(localfootsteps, 0, 1, 1);
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void audiomanager::updateplayerfootsteps(playerent *p)
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{
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if(!p) return;
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const int footstepradius = 20;
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static float lastoffset = 0;
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// find existing footstep sounds
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physentreference ref(p);
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location *locs[] =
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{
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locations.find(S_FOOTSTEPS, &ref, gamesounds),
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locations.find(S_FOOTSTEPSCROUCH, &ref, gamesounds),
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locations.find(S_WATERFOOTSTEPS, &ref, gamesounds),
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locations.find(S_WATERFOOTSTEPSCROUCH, &ref, gamesounds)
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};
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bool local = (p == camera1);
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bool inrange = footsteps && (local || (camera1->o.dist(p->o) < footstepradius));
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if(!footsteps || (local && !localfootsteps) || !inrange || p->state != CS_ALIVE || lastmillis-p->lastpain < 300 || (!p->onfloor && p->timeinair>50) || (!p->move && !p->strafe) || p->inwater)
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{
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const int minplaytime = 200;
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loopi(sizeof(locs)/sizeof(locs[0]))
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{
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location *l = locs[i];
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if(!l) continue;
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if(l->playmillis+minplaytime>totalmillis) continue; // tolerate short interruptions by enforcing a minimal playtime
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lastoffset = l->offset(); // save last offset
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DEBUGVAR(lastoffset);
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l->drop();
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}
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}
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else
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{
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// play footsteps
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int grounddist = hdr.waterlevel-S((int)p->o.x, (int)p->o.y)->floor;
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bool water = p->o.z-p->eyeheight+0.25f<hdr.waterlevel;
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if(water && grounddist>p->eyeheight) return; // don't play step sound when jumping into water
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int stepsound;
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if(p->crouching) stepsound = water ? S_WATERFOOTSTEPSCROUCH : S_FOOTSTEPSCROUCH; // crouch
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else stepsound = water ? S_WATERFOOTSTEPS : S_FOOTSTEPS; // normal
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// proc existing sounds
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bool isplaying = false;
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loopi(sizeof(locs)/sizeof(locs[0]))
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{
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location *l = locs[i];
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if(!l) continue;
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if(i+S_FOOTSTEPS==stepsound) isplaying = true; // already playing
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else l->drop(); // different footstep sound, drop it
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}
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if(!isplaying)
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{
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// play
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float rndoffset = float(rnd(500))/500.0f;
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audiomgr._playsound(stepsound, ref, local ? SP_HIGH : SP_LOW, rndoffset);
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}
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}
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}
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// manage looping sounds
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location *audiomanager::updateloopsound(int sound, bool active, float vol)
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{
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location *l = locations.find(sound, NULL, gamesounds);
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if(!l && active) l = _playsound(sound, camerareference(), SP_HIGH, 0.0f, true);
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else if(l && !active) l->drop();
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if(l && vol != 1.0f) l->src->gain(vol);
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return l;
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}
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VARP(mapsoundrefresh, 0, 10, 1000);
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void audiomanager::mutesound(int n, int off)
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{
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bool mute = (off == 0);
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if(!gamesounds.inrange(n))
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{
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conoutf("\f3could not %s sound no %d", mute ? "silence" : "unmute", n);
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return;
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}
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gamesounds[n].muted = mute;
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}
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void audiomanager::unmuteallsounds()
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{
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loopv(gamesounds) gamesounds[i].muted = false;
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}
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int audiomanager::soundmuted(int n)
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{
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return gamesounds.inrange(n) && gamesounds[n].muted ? 1 : 0;
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}
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void audiomanager::writesoundconfig(stream *f)
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{
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loopv(gamesounds) if(gamesounds[i].muted) f->printf("mutesound %d\n", i);
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}
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void voicecom(char *sound, char *text)
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{
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if(!sound || !sound[0]) return;
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static int last = 0;
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if(!last || lastmillis-last > 2000)
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{
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defformatstring(soundpath)("voicecom/%s", sound);
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int s = audiomgr.findsound(soundpath, 0, gamesounds);
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if(s < 0 || s < S_AFFIRMATIVE || s > S_NICESHOT) return;
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audiomgr.playsound(s, SP_HIGH);
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if(s == S_NICESHOT) // public
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{
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addmsg(SV_VOICECOM, "ri", s);
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toserver(text);
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}
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else // team
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{
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addmsg(SV_VOICECOMTEAM, "ri", s);
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defformatstring(teamtext)("%c%s", '%', text);
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toserver(teamtext);
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}
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last = lastmillis;
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}
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}
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COMMAND(voicecom, ARG_2STR);
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void soundtest()
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{
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loopi(S_NULL) audiomgr.playsound(i, rnd(SP_HIGH+1));
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}
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COMMAND(soundtest, ARG_NONE);
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// sound configuration
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soundconfig::soundconfig(sbuffer *b, int vol, int maxuses, bool loop, int audibleradius)
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{
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buf = b;
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this->vol = vol > 0 ? vol : 100;
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this->maxuses = maxuses;
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this->loop = loop;
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this->audibleradius = audibleradius;
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this->model = audibleradius > 0 ? DM_LINEAR : DM_DEFAULT; // use linear model when radius is configured
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uses = 0;
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muted = false;
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}
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void soundconfig::onattach()
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{
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uses++;
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}
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void soundconfig::ondetach()
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{
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uses--;
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}
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vector<soundconfig> gamesounds, mapsounds;
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void audiomanager::detachsounds(playerent *owner)
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{
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if(nosound) return;
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// make all dependent locations static
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locations.replaceworldobjreference(physentreference(owner), staticreference(owner->o));
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}
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VARP(maxsoundsatonce, 0, 10, 100);
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location *audiomanager::_playsound(int n, const worldobjreference &r, int priority, float offset, bool loop)
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{
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if(nosound || !soundvol) return NULL;
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DEBUGVAR(n);
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DEBUGVAR(priority);
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if(r.type!=worldobjreference::WR_ENTITY)
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{
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// avoid bursts of sounds with heavy packetloss and in sp
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static int soundsatonce = 0, lastsoundmillis = 0;
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if(totalmillis==lastsoundmillis) soundsatonce++; else soundsatonce = 1;
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lastsoundmillis = totalmillis;
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if(maxsoundsatonce && soundsatonce>maxsoundsatonce)
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{
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DEBUGVAR(soundsatonce);
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return NULL;
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}
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}
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location *loc = new location(n, r, priority);
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locations.add(loc);
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if(!loc->stale)
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{
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if(offset>0) loc->offset(offset);
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if(currentpitch!=1.0f) loc->pitch(currentpitch);
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loc->play(loop);
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}
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return loc;
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}
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void audiomanager::playsound(int n, int priority) { _playsound(n, camerareference(), priority); }
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void audiomanager::playsound(int n, physent *p, int priority) { if(p) _playsound(n, physentreference(p), priority); }
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void audiomanager::playsound(int n, entity *e, int priority) { if(e) _playsound(n, entityreference(e), priority); }
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void audiomanager::playsound(int n, const vec *v, int priority) { if(v) _playsound(n, staticreference(*v), priority); }
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void audiomanager::playsoundname(char *s, const vec *loc, int vol)
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{
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if(!nosound) return;
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if(vol <= 0) vol = 100;
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int id = findsound(s, vol, gamesounds);
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if(id < 0) id = addsound(s, vol, 0, false, gamesounds, true, 0);
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playsound(id, loc, SP_NORMAL);
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}
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void audiomanager::playsoundc(int n, physent *p)
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{
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if(p && p!=player1) playsound(n, p);
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else
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{
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addmsg(SV_SOUND, "i", n);
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playsound(n);
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}
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}
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void audiomanager::stopsound()
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{
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if(nosound) return;
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DELETEA(musicdonecmd);
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if(gamemusic) gamemusic->reset();
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}
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// main audio update routine
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void audiomanager::updateaudio()
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{
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if(nosound) return;
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alcSuspendContext(context); // don't process sounds while we mess around
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//bool alive = player1->state!=CS_DEAD;
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bool firstperson = camera1==player1 || (player1->isspectating() && player1->spectatemode==SM_DEATHCAM);
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// footsteps
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updateplayerfootsteps(player1);
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loopv(players)
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{
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playerent *p = players[i];
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if(!p) continue;
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updateplayerfootsteps(p);
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}
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// water
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bool underwater = /*alive &&*/ firstperson && hdr.waterlevel>player1->o.z+player1->aboveeye;
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updateloopsound(S_UNDERWATER, underwater);
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// tinnitus
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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(music, ARG_3STR, (char *name, char *millis, char *cmd)
|
|
{
|
|
audiomgr.music(name, millis, cmd);
|
|
});
|
|
|