You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/scene/soundlist.d

97 lines
2.7 KiB
D

/*
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;
}
}