X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2Fopenal_wrapper.cpp;h=41be240e350e61a6d20cecdd84247fc62c532eec;hb=44146d06c780d3aaa283672fedb08b8870ebe1b9;hp=be2a72a409c8907189c3f72508f43dc75af230c6;hpb=e461301cf208b5b8e6bede9e8989972fedcc2c76;p=lugaru.git diff --git a/Source/openal_wrapper.cpp b/Source/openal_wrapper.cpp index be2a72a..41be240 100644 --- a/Source/openal_wrapper.cpp +++ b/Source/openal_wrapper.cpp @@ -1,3 +1,24 @@ +/* +Copyright (C) 2003, 2010 - Wolfire Games + +This file is part of Lugaru. + +Lugaru is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +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 +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + #if USE_OPENAL @@ -92,6 +113,7 @@ typedef struct ALuint sid; FSOUND_SAMPLE *sample; bool startpaused; + float position[3]; } OPENAL_Channels; typedef struct FSOUND_SAMPLE @@ -100,6 +122,7 @@ typedef struct FSOUND_SAMPLE ALuint bid; // buffer id. int mode; int is2d; + float min_distance; } FSOUND_SAMPLE; typedef struct FSOUND_STREAM @@ -113,17 +136,71 @@ typedef struct FSOUND_STREAM static size_t num_channels = 0; static OPENAL_Channels *channels = NULL; static bool initialized = false; +static float listener_position[3]; + + +static inline bool source_too_close(const int channel) +{ + const OPENAL_Channels *chan = &channels[channel]; + const float *pos = chan->position; + const float distance = sqrtf(powf((pos[0] - listener_position[0]), 2.0f) + + powf((pos[1] - listener_position[1]), 2.0f) + + powf((pos[2] - listener_position[2]), 2.0f)); + return (distance <= chan->sample->min_distance); +} + + +static void set_channel_position(const int channel, const float x, + const float y, const float z) +{ + OPENAL_Channels *chan = &channels[channel]; + + chan->position[0] = x; + chan->position[1] = y; + chan->position[2] = z; + + FSOUND_SAMPLE *sptr = chan->sample; + if (sptr == NULL) + return; + + const ALuint sid = chan->sid; + const bool no_attenuate = ((sptr->is2d) || (source_too_close(channel))); + + if (no_attenuate) + { + alSourcei(sid, AL_SOURCE_RELATIVE, AL_TRUE); + alSource3f(sid, AL_POSITION, 0.0f, 0.0f, 0.0f); + } + else + { + alSourcei(sid, AL_SOURCE_RELATIVE, AL_FALSE); + alSource3f(sid, AL_POSITION, x, y, z); + } +} void F_API OPENAL_3D_Listener_SetAttributes(const float *pos, const float *vel, float fx, float fy, float fz, float tx, float ty, float tz) { if (!initialized) return; if (pos != NULL) + { alListener3f(AL_POSITION, pos[0], pos[1], -pos[2]); + listener_position[0] = pos[0]; + listener_position[1] = pos[1]; + listener_position[2] = -pos[2]; + } + ALfloat vec[6] = { fx, fy, -fz, tz, ty, -tz }; alListenerfv(AL_ORIENTATION, vec); // we ignore velocity, since doppler's broken in the Linux AL at the moment... + + // adjust existing positions... + for (int i = 0; i < num_channels; i++) + { + const float *p = channels[i].position; + set_channel_position(i, p[0], p[1], p[2]); + } } signed char F_API OPENAL_3D_SetAttributes(int channel, const float *pos, const float *vel) @@ -131,10 +208,11 @@ signed char F_API OPENAL_3D_SetAttributes(int channel, const float *pos, const f if (!initialized) return FALSE; if ((channel < 0) || (channel >= num_channels)) return FALSE; - if ((pos != NULL) && (!channels[channel].sample->is2d)) - alSource3f(channels[channel].sid, AL_POSITION, pos[0], pos[1], -pos[2]); + if (pos != NULL) + set_channel_position(channel, pos[0], pos[1], -pos[2]); // we ignore velocity, since doppler's broken in the Linux AL at the moment... + return TRUE; } @@ -286,8 +364,7 @@ int F_API OPENAL_PlaySoundEx(int channel, FSOUND_SAMPLE *sptr, FSOUND_DSPUNIT *d channels[channel].sample = sptr; alSourcei(channels[channel].sid, AL_BUFFER, sptr->bid); alSourcei(channels[channel].sid, AL_LOOPING, (sptr->mode == FSOUND_LOOP_OFF) ? AL_FALSE : AL_TRUE); - alSourcei(channels[channel].sid, AL_SOURCE_RELATIVE, (sptr->is2d) ? AL_TRUE : AL_FALSE); - alSource3f(channels[channel].sid, AL_POSITION, 0.0f, 0.0f, 0.0f); + set_channel_position(channel, 0.0f, 0.0f, 0.0f); channels[channel].startpaused = ((startpaused) ? true : false); if (!startpaused) @@ -455,11 +532,24 @@ signed char F_API OPENAL_Sample_SetMode(FSOUND_SAMPLE *sptr, unsigned int mode) return TRUE; } -signed char F_API OPENAL_Sample_SetMinMaxDistance(FSOUND_SAMPLE *sptr, float min, float max) +signed char F_API OPENAL_Sample_SetMinMaxDistance(FSOUND_SAMPLE *sptr, float mindist, float maxdist) { if (!initialized) return FALSE; if (sptr == NULL) return FALSE; - // !!! FIXME: write me + sptr->min_distance = mindist; + // we ignore maxdist. It's not really important to this game, and the + // FMOD docs suggest that it's worthless anyhow. + + // recalc sources to see if we need to adjust attenuation. + for (int i = 0; i < num_channels; i++) + { + if (channels[i].sample == sptr) + { + const float *p = channels[i].position; + set_channel_position(i, p[0], p[1], p[2]); + } + } + return 0; }