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OpenMW/apps/openmw/mwsound/sound.hpp
2022-09-22 21:35:26 +03:00

196 lines
7.1 KiB
C++

#ifndef GAME_SOUND_SOUND_H
#define GAME_SOUND_SOUND_H
#include <algorithm>
#include "sound_output.hpp"
namespace MWSound
{
// Extra play flags, not intended for caller use
enum PlayModeEx
{
Play_2D = 0,
Play_StopAtFadeEnd = 1 << 28,
Play_FadeExponential = 1 << 29,
Play_InFade = 1 << 30,
Play_3D = 1 << 31,
Play_FadeFlagsMask = (Play_StopAtFadeEnd | Play_FadeExponential),
};
// For testing individual PlayMode flags
inline int operator&(int a, PlayMode b)
{
return a & static_cast<int>(b);
}
inline int operator&(PlayMode a, PlayMode b)
{
return static_cast<int>(a) & static_cast<int>(b);
}
struct SoundParams
{
osg::Vec3f mPos;
float mVolume = 1.0f;
float mBaseVolume = 1.0f;
float mPitch = 1.0f;
float mMinDistance = 1.0f;
float mMaxDistance = 1000.0f;
int mFlags = 0;
float mFadeVolume = 1.0f;
float mFadeTarget = 0.0f;
float mFadeStep = 0.0f;
};
class SoundBase
{
SoundBase& operator=(const SoundBase&) = delete;
SoundBase(const SoundBase&) = delete;
SoundBase(SoundBase&&) = delete;
SoundParams mParams;
protected:
Sound_Instance mHandle = nullptr;
friend class OpenAL_Output;
public:
void setPosition(const osg::Vec3f& pos) { mParams.mPos = pos; }
void setVolume(float volume) { mParams.mVolume = volume; }
void setBaseVolume(float volume) { mParams.mBaseVolume = volume; }
void setFadeout(float duration) { setFade(duration, 0.0, Play_StopAtFadeEnd); }
/// Fade to the given linear gain within the specified amount of time.
/// Note that the fade gain is independent of the sound volume.
///
/// \param duration specifies the duration of the fade. For *linear*
/// fades (default) this will be exactly the time at which the desired
/// volume is reached. Let v0 be the initial volume, v1 be the target
/// volume, and t0 be the initial time. Then the volume over time is
/// given as
///
/// v(t) = v0 + (v1 - v0) * (t - t0) / duration if t <= t0 + duration
/// v(t) = v1 if t > t0 + duration
///
/// For *exponential* fades this determines the time-constant of the
/// exponential process describing the fade. In particular, we guarantee
/// that we reach v0 + 0.99 * (v1 - v0) within the given duration.
///
/// v(t) = v1 + (v0 - v1) * exp(-4.6 * (t0 - t) / duration)
///
/// where -4.6 is approximately log(1%) (i.e., -40 dB).
///
/// This interpolation mode is meant for environmental sound effects to
/// achieve less jarring transitions.
///
/// \param targetVolume is the linear gain that should be reached at
/// the end of the fade.
///
/// \param flags may be a combination of Play_FadeExponential and
/// Play_StopAtFadeEnd. If Play_StopAtFadeEnd is set, stops the sound
/// once the fade duration has passed or the target volume has been
/// reached. If Play_FadeExponential is set, enables the exponential
/// fade mode (see above).
void setFade(float duration, float targetVolume, int flags = 0)
{
// Approximation of log(1%) (i.e., -40 dB).
constexpr float minus40Decibel = -4.6f;
// Do nothing if already at the target, unless we need to trigger a stop event
if ((mParams.mFadeVolume == targetVolume) && !(flags & Play_StopAtFadeEnd))
return;
mParams.mFadeTarget = targetVolume;
mParams.mFlags = (mParams.mFlags & ~Play_FadeFlagsMask) | (flags & Play_FadeFlagsMask) | Play_InFade;
if (duration > 0.0f)
{
if (mParams.mFlags & Play_FadeExponential)
mParams.mFadeStep = -minus40Decibel / duration;
else
mParams.mFadeStep = (mParams.mFadeTarget - mParams.mFadeVolume) / duration;
}
else
{
mParams.mFadeVolume = mParams.mFadeTarget;
mParams.mFadeStep = 0.0f;
}
}
/// Updates the internal fading logic.
///
/// \param dt is the time in seconds since the last call to update.
///
/// \return true if the sound is still active, false if the sound has
/// reached a fading destination that was marked with Play_StopAtFadeEnd.
bool updateFade(float dt)
{
// Mark fade as done at this volume difference (-80dB when fading to zero)
constexpr float minVolumeDifference = 1e-4f;
if (!getInFade())
return true;
// Perform the actual fade operation
const float deltaBefore = mParams.mFadeTarget - mParams.mFadeVolume;
if (mParams.mFlags & Play_FadeExponential)
mParams.mFadeVolume += mParams.mFadeStep * deltaBefore * dt;
else
mParams.mFadeVolume += mParams.mFadeStep * dt;
const float deltaAfter = mParams.mFadeTarget - mParams.mFadeVolume;
// Abort fade if we overshot or reached the minimum difference
if ((std::signbit(deltaBefore) != std::signbit(deltaAfter)) || (std::abs(deltaAfter) < minVolumeDifference))
{
mParams.mFadeVolume = mParams.mFadeTarget;
mParams.mFlags &= ~Play_InFade;
}
return getInFade() || !(mParams.mFlags & Play_StopAtFadeEnd);
}
const osg::Vec3f& getPosition() const { return mParams.mPos; }
float getRealVolume() const { return mParams.mVolume * mParams.mBaseVolume * mParams.mFadeVolume; }
float getPitch() const { return mParams.mPitch; }
float getMinDistance() const { return mParams.mMinDistance; }
float getMaxDistance() const { return mParams.mMaxDistance; }
MWSound::Type getPlayType() const { return static_cast<MWSound::Type>(mParams.mFlags & MWSound::Type::Mask); }
bool getUseEnv() const { return !(mParams.mFlags & MWSound::PlayMode::NoEnv); }
bool getIsLooping() const { return mParams.mFlags & MWSound::PlayMode::Loop; }
bool getDistanceCull() const { return mParams.mFlags & MWSound::PlayMode::RemoveAtDistance; }
bool getIs3D() const { return mParams.mFlags & Play_3D; }
bool getInFade() const { return mParams.mFlags & Play_InFade; }
void init(const SoundParams& params)
{
mParams = params;
mHandle = nullptr;
}
SoundBase() = default;
};
class Sound : public SoundBase
{
Sound& operator=(const Sound&) = delete;
Sound(const Sound&) = delete;
Sound(Sound&&) = delete;
public:
Sound() = default;
};
class Stream : public SoundBase
{
Stream& operator=(const Stream&) = delete;
Stream(const Stream&) = delete;
Stream(Stream&&) = delete;
public:
Stream() = default;
};
}
#endif