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