/* OpenMW - The completely unofficial reimplementation of Morrowind Copyright (C) 2008 Nicolay Korslund Email: < korslund@gmail.com > WWW: http://openmw.snaptoad.com/ This file (soundlist.d) is part of the OpenMW package. OpenMW is distributed as free software: you can redistribute it and/or modify it under the terms of the GNU General Public License version 3, as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License version 3 along with this program. If not, see http://www.gnu.org/licenses/ . */ module scene.soundlist; import esm.loadsoun; import sound.audio; import sound.sfx; SoundList soundScene; // Has a list over all sounds currently playing in the // scene. Currently only holds static, looping sounds, mainly // torches. Later I will have to decide what to do with play-once // sounds. Do I bother to update their position, or do I assume that // once it starts playing, it is short enough that it doesn't matter? // The last option is probably not viable, since some sounds can be // very long. struct SoundList { SoundInstance[] list; // Get a sound instance from a Sound struct static SoundInstance getInstance(Sound *s, bool loop=false) { const distFactor = 40.0; // Just guessing, really. assert(!s.sound.isEmpty()); SoundInstance inst = s.sound.getInstance(); inst.setParams(s.data.volume/255.0, s.data.minRange*distFactor, s.data.maxRange*distFactor, loop); return inst; } SoundInstance *insert(Sound *snd, bool loop=false) { // For some reason, we get called with empty sound instances here // if some files are missing, but not for others. Check into it // later. if(snd.sound.isEmpty) return null; // Reuse a dead instance if one exists foreach(ref s; list) { if(s.owner == null) { s = getInstance(snd, loop); return &s; } } // Otherwise append a new one list ~= getInstance(snd, loop); return &list[$-1]; } void update(float x, float y, float z, float frontx, float fronty, float frontz, float upx, float upy, float upz) { SoundInstance.setPlayerPos(x,y,z,frontx,fronty,frontz,upx,upy,upz); foreach(ref s; list) if(s.owner) s.updateSound(); } void kill() { foreach(ref s; list) { if(s.owner) s.kill(); } list = null; } }