Merge branch 'astoecke-fix-6354-sfx-distance-attenuation' into 'master'

Fade sounds when performing distance-based culling (Fixes #6354)

Closes #6354

See merge request OpenMW/openmw!1341
macos-builds-only-for-openmw
psi29a 3 years ago
commit 295ebbebbd

@ -68,6 +68,7 @@
Bug #6323: Wyrmhaven: Alboin doesn't follower the player character out of his house
Bug #6326: Detect Enchantment/Key should detect items in unresolved containers
Bug #6347: PlaceItem/PlaceItemCell/PlaceAt should work with levelled creatures
Bug #6354: SFX abruptly cut off after crossing max distance; implement soft fading of sound effects
Bug #6363: Some scripts in Morrowland fail to work
Bug #6376: Creatures should be able to use torches
Feature #890: OpenMW-CS: Column filtering

@ -1109,13 +1109,8 @@ void OpenAL_Output::initCommon3D(ALuint source, const osg::Vec3f &pos, ALfloat m
alSource3f(source, AL_VELOCITY, 0.0f, 0.0f, 0.0f);
}
void OpenAL_Output::updateCommon(ALuint source, const osg::Vec3f& pos, ALfloat maxdist, ALfloat gain, ALfloat pitch, bool useenv, bool is3d)
void OpenAL_Output::updateCommon(ALuint source, const osg::Vec3f& pos, ALfloat maxdist, ALfloat gain, ALfloat pitch, bool useenv)
{
if(is3d)
{
if((pos - mListenerPos).length2() > maxdist*maxdist)
gain = 0.0f;
}
if(useenv && mListenerEnv == Env_Underwater && !mWaterFilter)
{
gain *= 0.9f;
@ -1243,7 +1238,7 @@ void OpenAL_Output::updateSound(Sound *sound)
ALuint source = GET_PTRID(sound->mHandle);
updateCommon(source, sound->getPosition(), sound->getMaxDistance(), sound->getRealVolume(),
sound->getPitch(), sound->getUseEnv(), sound->getIs3D());
sound->getPitch(), sound->getUseEnv());
getALError();
}
@ -1369,7 +1364,7 @@ void OpenAL_Output::updateStream(Stream *sound)
ALuint source = stream->mSource;
updateCommon(source, sound->getPosition(), sound->getMaxDistance(), sound->getRealVolume(),
sound->getPitch(), sound->getUseEnv(), sound->getIs3D());
sound->getPitch(), sound->getUseEnv());
getALError();
}

@ -53,7 +53,7 @@ namespace MWSound
void initCommon2D(ALuint source, const osg::Vec3f &pos, ALfloat gain, ALfloat pitch, bool loop, bool useenv);
void initCommon3D(ALuint source, const osg::Vec3f &pos, ALfloat mindist, ALfloat maxdist, ALfloat gain, ALfloat pitch, bool loop, bool useenv);
void updateCommon(ALuint source, const osg::Vec3f &pos, ALfloat maxdist, ALfloat gain, ALfloat pitch, bool useenv, bool is3d);
void updateCommon(ALuint source, const osg::Vec3f &pos, ALfloat maxdist, ALfloat gain, ALfloat pitch, bool useenv);
OpenAL_Output& operator=(const OpenAL_Output &rhs);
OpenAL_Output(const OpenAL_Output &rhs);

@ -11,7 +11,11 @@ namespace MWSound
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
@ -21,13 +25,15 @@ namespace MWSound
struct SoundParams
{
osg::Vec3f mPos;
float mVolume = 1;
float mBaseVolume = 1;
float mPitch = 1;
float mMinDistance = 1;
float mMaxDistance = 1000;
float mVolume = 1.0f;
float mBaseVolume = 1.0f;
float mPitch = 1.0f;
float mMinDistance = 1.0f;
float mMaxDistance = 1000.0f;
int mFlags = 0;
float mFadeOutTime = 0;
float mFadeVolume = 1.0f;
float mFadeTarget = 0.0f;
float mFadeStep = 0.0f;
};
class SoundBase {
@ -46,19 +52,97 @@ namespace MWSound
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) { mParams.mFadeOutTime = duration; }
void updateFade(float duration)
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)
{
if (mParams.mFadeOutTime > 0.0f)
// 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))
{
float soundDuration = std::min(duration, mParams.mFadeOutTime);
mParams.mVolume *= (mParams.mFadeOutTime - soundDuration) / mParams.mFadeOutTime;
mParams.mFadeOutTime -= soundDuration;
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; }
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; }
@ -69,6 +153,7 @@ namespace MWSound
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)
{

@ -33,6 +33,8 @@ namespace MWSound
namespace
{
constexpr float sMinUpdateInterval = 1.0f / 30.0f;
constexpr float sSfxFadeInDuration = 1.0f;
constexpr float sSfxFadeOutDuration = 1.0f;
WaterSoundUpdaterSettings makeWaterSoundUpdaterSettings()
{
@ -47,6 +49,24 @@ namespace MWSound
return settings;
}
float initialFadeVolume(float squaredDist, Sound_Buffer *sfx, Type type, PlayMode mode)
{
// If a sound is farther away than its maximum distance, start playing it with a zero fade volume.
// It can still become audible once the player moves closer.
const float maxDist = sfx->getMaxDist();
if (squaredDist > (maxDist * maxDist))
return 0.0f;
// This is a *heuristic* that causes environment sounds to fade in. The idea is the following:
// - Only looped sounds playing through the effects channel are environment sounds
// - Do not fade in sounds if the player is already so close that the sound plays at maximum volume
const float minDist = sfx->getMinDist();
if ((squaredDist > (minDist * minDist)) && (type == Type::Sfx) && (mode & PlayMode::Loop))
return 0.0f;
return 1.0;
}
}
// For combining PlayMode and Type flags
@ -517,7 +537,8 @@ namespace MWSound
return nullptr;
const osg::Vec3f objpos(ptr.getRefData().getPosition().asVec3());
if ((mode & PlayMode::RemoveAtDistance) && (mListenerPos - objpos).length2() > 2000 * 2000)
const float squaredDist = (mListenerPos - objpos).length2();
if ((mode & PlayMode::RemoveAtDistance) && squaredDist > 2000 * 2000)
return nullptr;
// Look up the sound in the ESM data
@ -548,6 +569,7 @@ namespace MWSound
params.mPos = objpos;
params.mVolume = volume * sfx->getVolume();
params.mBaseVolume = volumeFromType(type);
params.mFadeVolume = initialFadeVolume(squaredDist, sfx, type, mode);
params.mPitch = pitch;
params.mMinDistance = sfx->getMinDist();
params.mMaxDistance = sfx->getMaxDist();
@ -576,12 +598,15 @@ namespace MWSound
Sound_Buffer *sfx = mSoundBuffers.load(Misc::StringUtils::lowerCase(soundId));
if(!sfx) return nullptr;
const float squaredDist = (mListenerPos - initialPos).length2();
SoundPtr sound = getSoundRef();
sound->init([&] {
SoundParams params;
params.mPos = initialPos;
params.mVolume = volume * sfx->getVolume();
params.mBaseVolume = volumeFromType(type);
params.mFadeVolume = initialFadeVolume(squaredDist, sfx, type, mode);
params.mPitch = pitch;
params.mMinDistance = sfx->getMinDist();
params.mMaxDistance = sfx->getMaxDist();
@ -777,10 +802,10 @@ namespace MWSound
break;
case WaterSoundAction::SetVolume:
mNearWaterSound->setVolume(update.mVolume * sfx->getVolume());
mNearWaterSound->setFade(sSfxFadeInDuration, 1.0f, Play_FadeExponential);
break;
case WaterSoundAction::FinishSound:
mOutput->finishSound(mNearWaterSound);
mNearWaterSound = nullptr;
mNearWaterSound->setFade(sSfxFadeOutDuration, 0.0f, Play_FadeExponential | Play_StopAtFadeEnd);
break;
case WaterSoundAction::PlaySound:
if (mNearWaterSound)
@ -830,6 +855,28 @@ namespace MWSound
return {WaterSoundAction::DoNothing, nullptr};
}
void SoundManager::cull3DSound(SoundBase *sound)
{
// Hard-coded distance of 2000.0f is from vanilla Morrowind
const float maxDist = sound->getDistanceCull() ? 2000.0f : sound->getMaxDistance();
const float squaredMaxDist = maxDist * maxDist;
const osg::Vec3f pos = sound->getPosition();
const float squaredDist = (mListenerPos - pos).length2();
if (squaredDist > squaredMaxDist)
{
// If getDistanceCull() is set, delete the sound after it has faded out
sound->setFade(sSfxFadeOutDuration, 0.0f, Play_FadeExponential | (sound->getDistanceCull() ? Play_StopAtFadeEnd : 0));
}
else
{
// Fade sounds back in once they are in range
sound->setFade(sSfxFadeInDuration, 1.0f, Play_FadeExponential);
}
}
void SoundManager::updateSounds(float duration)
{
// We update active say sounds map for specific actors here
@ -884,20 +931,15 @@ namespace MWSound
{
Sound *sound = sndidx->first.get();
if(!ptr.isEmpty() && sound->getIs3D())
if (sound->getIs3D())
{
const ESM::Position &pos = ptr.getRefData().getPosition();
const osg::Vec3f objpos(pos.asVec3());
sound->setPosition(objpos);
if(sound->getDistanceCull())
{
if((mListenerPos - objpos).length2() > 2000*2000)
mOutput->finishSound(sound);
}
if (!ptr.isEmpty())
sound->setPosition(ptr.getRefData().getPosition().asVec3());
cull3DSound(sound);
}
if(!mOutput->isSoundPlaying(sound))
if(!sound->updateFade(duration) || !mOutput->isSoundPlaying(sound))
{
mOutput->finishSound(sound);
if (sound == mUnderwaterSound)
@ -909,8 +951,6 @@ namespace MWSound
}
else
{
sound->updateFade(duration);
mOutput->updateSound(sound);
++sndidx;
}
@ -926,28 +966,24 @@ namespace MWSound
{
MWWorld::ConstPtr ptr = sayiter->first;
Stream *sound = sayiter->second.get();
if(!ptr.isEmpty() && sound->getIs3D())
if (sound->getIs3D())
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const osg::Vec3f pos = world->getActorHeadTransform(ptr).getTrans();
sound->setPosition(pos);
if(sound->getDistanceCull())
if (!ptr.isEmpty())
{
if((mListenerPos - pos).length2() > 2000*2000)
mOutput->finishStream(sound);
MWBase::World *world = MWBase::Environment::get().getWorld();
sound->setPosition(world->getActorHeadTransform(ptr).getTrans());
}
cull3DSound(sound);
}
if(!mOutput->isStreamPlaying(sound))
if(!sound->updateFade(duration) || !mOutput->isStreamPlaying(sound))
{
mOutput->finishStream(sound);
mActiveSaySounds.erase(sayiter++);
sayiter = mActiveSaySounds.erase(sayiter);
}
else
{
sound->updateFade(duration);
mOutput->updateStream(sound);
++sayiter;
}

@ -34,6 +34,7 @@ namespace MWSound
{
class Sound_Output;
struct Sound_Decoder;
class SoundBase;
class Sound;
class Stream;
@ -111,6 +112,8 @@ namespace MWSound
void advanceMusic(const std::string& filename);
void startRandomTitle();
void cull3DSound(SoundBase *sound);
void updateSounds(float duration);
void updateRegionSound(float duration);
void updateWaterSound();

Loading…
Cancel
Save