forked from mirror/openmw-tes3mp
Implemented 3D sound placement. Sound management / lookup system not
done yet.
This commit is contained in:
parent
973ddc54e8
commit
9875d74abf
7 changed files with 139 additions and 174 deletions
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@ -1,9 +1,9 @@
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project(OpenMW)
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# Sound source selection
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option(USE_AUDIERE "use Audiere for sound" OFF)
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option(USE_AUDIERE "use Audiere for sound" ON)
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option(USE_FFMPEG "use ffmpeg for sound" OFF)
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option(USE_MPG123 "use mpg123 for sound" ON)
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option(USE_MPG123 "use mpg123 for sound" OFF)
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# We probably support older versions than this.
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cmake_minimum_required(VERSION 2.6)
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@ -234,7 +234,9 @@ void OMW::Engine::go()
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// Create sound system
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mEnvironment.mSoundManager = new MWSound::SoundManager(mOgre.getRoot(),
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mOgre.getCamera());
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mOgre.getCamera(),
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mEnvironment.mWorld->getStore(),
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(mDataDir / "Sound").file_string());
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// Create script system
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mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full,
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@ -1,12 +1,20 @@
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#include "soundmanager.hpp"
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#include <iostream>
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using namespace std;
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#include <openengine/sound/sndmanager.hpp>
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#include <mangle/sound/clients/ogre_listener_mover.hpp>
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#include <mangle/sound/clients/ogre_output_updater.hpp>
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/* Set up the sound manager to use Audiere of FFMPEG for input. The
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OPENMW_USE_x macros are set in CMakeLists.txt.
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#include <components/esm_store/store.hpp>
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#include <algorithm>
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#include <OgreRoot.h>
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/* Set up the sound manager to use Audiere, FFMPEG or MPG123 for
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input. The OPENMW_USE_x macros are set in CMakeLists.txt.
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*/
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#ifdef OPENMW_USE_AUDIERE
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#include <mangle/sound/filters/openal_audiere.hpp>
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@ -36,13 +44,14 @@ typedef OEngine::Sound::SoundManagerPtr OEManagerPtr;
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frame is expensive, so there should be a special flag for sounds
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that need to track their attached object.
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*/
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static void setPos(SoundPtr snd, const MWWorld::Ptr ref)
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static void setPos(SoundPtr &snd, const MWWorld::Ptr ref)
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{
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// Get sound position from the reference
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const float *pos = ref.getCellRef().pos.pos;
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// Move the sound. Might need to convert coordinates, test.
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snd->setPos(pos[0], pos[1], pos[2]);
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// Move the sound, converting from MW coordinates to Ogre
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// coordinates.
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snd->setPos(pos[0], pos[2], -pos[1]);
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}
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namespace MWSound
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@ -64,19 +73,89 @@ namespace MWSound
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*/
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Mangle::Sound::OgreListenerMover cameraTracker;
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SoundImpl()
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const ESMS::ESMStore &store;
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std::string dir;
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SoundImpl(Ogre::Root *root, Ogre::Camera *camera,
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const ESMS::ESMStore &str,
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const std::string &soundDir)
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: mgr(new OEManager(SoundFactoryPtr(new SOUND_FACTORY)))
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, updater(mgr)
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, cameraTracker(mgr)
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{}
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, store(str)
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{
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// Attach the camera to the camera tracker
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cameraTracker.followCamera(camera);
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// Tell Ogre to update the sound system each frame
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root->addFrameListener(&updater);
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dir = soundDir + "/";
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}
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// Convert a soundId to file name, and modify the volume
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// according to the sounds local volume setting, minRange and
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// maxRange.
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std::string lookup(const std::string &soundId,
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float &volume, float &min, float &max)
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{
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const ESM::Sound *snd = store.sounds.search(soundId);
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if(snd == NULL) return "";
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volume *= snd->data.volume / 255.0;
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// These factors are not very fine tuned.
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min = snd->data.minRange * 4;
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max = snd->data.maxRange * 1000;
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std::string file = dir + snd->sound;
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std::replace(file.begin(), file.end(), '\\', '/');
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return file;
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}
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// Add a sound to the list and play it
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void add(const std::string &file,
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MWWorld::Ptr reference,
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const std::string &id,
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float volume, float pitch,
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float min, float max,
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bool loop)
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{
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SoundPtr snd = mgr->load(file);
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snd->setRepeat(loop);
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snd->setVolume(volume);
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snd->setPitch(pitch);
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snd->setRange(min,max);
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setPos(snd, reference);
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snd->play();
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}
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// Stop a sound and remove it from the list. If id="" then
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// remove the entire object and stop all its sounds.
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void remove(MWWorld::Ptr reference, const std::string &id = "")
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{
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}
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bool isPlaying(MWWorld::Ptr reference, const std::string &id) const
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{
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return true;
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}
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void removeCell(const MWWorld::Ptr::CellStore *cell)
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{
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// Note to Nico: You can get the cell of a Ptr via the getCell
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// function. Just iterate over all sounds and remove those
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// with matching cell.
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}
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void updatePositions(MWWorld::Ptr reference)
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{
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}
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};
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SoundManager::SoundManager(Ogre::Root *root, Ogre::Camera *camera)
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SoundManager::SoundManager(Ogre::Root *root, Ogre::Camera *camera,
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const ESMS::ESMStore &store,
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const std::string &soundDir)
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{
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mData = new SoundImpl;
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// Attach the camera to the camera tracker
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mData->cameraTracker.followCamera(camera);
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mData = new SoundImpl(root, camera, store, soundDir);
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}
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SoundManager::~SoundManager()
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void SoundManager::say (MWWorld::Ptr reference, const std::string& filename)
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{
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// Play the sound at the correct position
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SoundPtr snd = mData->mgr->play(filename);
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setPos(snd, reference);
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// TODO: We need to attach it to the reference somehow. A weak
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// pointer is probably the best bet
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// The range values are not tested
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mData->add(filename, reference, "_say_sound", 1, 1, 100, 10000, false);
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}
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bool SoundManager::sayDone (MWWorld::Ptr reference) const
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{
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return true;
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// TODO: Ask the reference to check its attached 'say' sound.
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return !mData->isPlaying(reference, "_say_sound");
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}
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void SoundManager::streamMusic (const std::string& filename)
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{
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// Play the sound and tell it to stream, if possible.
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mData->mgr->play(filename)->setStreaming(true);
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// Play the sound and tell it to stream, if possible. TODO:
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// Store the reference, the jukebox will need to check status,
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// control volume etc.
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SoundPtr music = mData->mgr->play(filename);
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music->setStreaming(true);
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music->setVolume(0.6);
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}
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void SoundManager::playSound (const std::string& soundId, float volume, float pitch)
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{
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// Play and forget
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float min, max;
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const std::string &file = mData->lookup(soundId, volume, min, max);
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if(file != "")
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{
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SoundPtr snd = mData->mgr->play(file);
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snd->setVolume(volume);
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snd->setRange(min,max);
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snd->setPitch(pitch);
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}
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}
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void SoundManager::playSound3D (MWWorld::Ptr reference, const std::string& soundId,
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float volume, float pitch, bool loop)
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{
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// Not implemented - need both a way to find sounds by id and
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// a way to attach them to the reference
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// Look up the sound in the ESM data
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float min, max;
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const std::string &file = mData->lookup(soundId, volume, min, max);
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if(file != "")
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mData->add(file, reference, soundId, volume, pitch, min, max, loop);
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}
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void SoundManager::stopSound3D (MWWorld::Ptr reference, const std::string& soundId)
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{
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mData->remove(reference, soundId);
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}
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void SoundManager::stopSound (MWWorld::Ptr::CellStore *cell)
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{
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// Note to Nico: You can get the cell of a Ptr via the getCell function. Just iterate over all
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// sounds and remove those with matching cell.
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mData->removeCell(cell);
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}
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bool SoundManager::getSoundPlaying (MWWorld::Ptr reference, const std::string& soundId) const
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{
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return false;
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return mData->isPlaying(reference, soundId);
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}
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void SoundManager::updateObject(MWWorld::Ptr reference)
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{
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mData->updatePositions(reference);
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}
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}
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class Camera;
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}
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namespace ESMS
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{
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struct ESMStore;
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}
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namespace MWSound
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{
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class SoundManager
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SoundImpl *mData;
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public:
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SoundManager(Ogre::Root*, Ogre::Camera*);
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SoundManager(Ogre::Root*, Ogre::Camera*, const ESMS::ESMStore &store,
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const std::string &soundDir);
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~SoundManager();
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void say (MWWorld::Ptr reference, const std::string& filename);
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bool getSoundPlaying (MWWorld::Ptr reference, const std::string& soundId) const;
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///< Is the given sound currently playing on the given object?
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void updateObject(MWWorld::Ptr reference);
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///< Update the position of all sounds connected to the given object.
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};
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}
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@ -1 +1 @@
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Subproject commit 85fa6d392319e72cbe359c55c7651faafcebdd2b
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Subproject commit 3db61c8bdde65910e43a3a06b34738296960e9e8
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@ -1,47 +0,0 @@
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module scene.gamesettings;
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import monster.monster;
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import esm.records : gameSettings;
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import esm.defs : VarType;
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import std.stdio;
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import std.string;
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MonsterObject *gmstObj;
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void loadGameSettings()
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{
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// Load the GameSettings Monster class, and get the singleton
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// instance
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MonsterClass mc = vm.load("GMST");
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gmstObj = mc.getSing();
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foreach(a, b; gameSettings.names)
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{
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assert(a == b.id);
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assert(a[0] == 'i' || a[0] == 'f' || a[0] == 's');
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// There's three cases of variable names containing
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// spaces. Since these are so seldom, it makes more sense to
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// make special workarounds for them instead of searching every
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// string.
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char[] name = a;
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if(name.length > 13 && (name[6] == ' ' || name[5] == ' '))
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{
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name = name.replace(" ", "_");
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// Make sure we don't change the original string!
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assert(name != a);
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}
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if(!mc.sc.lookupName(name).isVar)
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{
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writefln("WARNING: GMST %s not supported!", name);
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continue;
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}
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if(b.type == VarType.Int) gmstObj.setInt(name, b.i);
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else if(b.type == VarType.Float) gmstObj.setFloat(name, b.f);
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// TODO: At some point we will probably translate strings into
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// UTF32 at load time, so string8 will not be needed here.
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else if(b.type == VarType.String) gmstObj.setString8(name, b.str);
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}
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}
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@ -1,96 +0,0 @@
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/*
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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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Reference in a new issue