* From now on, there is UTF-8 decoding in the Font class. It should support all chara...
[supertux.git] / src / object / ambient_sound.cpp
1 // ambient_sound.cpp   basti_
2 //
3 //  SuperTux
4 //
5 //  This program is free software; you can redistribute it and/or
6 //  modify it under the terms of the GNU General Public License
7 //  as published by the Free Software Foundation; either version 2
8 //  of the License, or (at your option) any later version.
9 //
10 //  This program is distributed in the hope that it will be useful,
11 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
12 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 //  GNU General Public License for more details.
14 // 
15 //  You should have received a copy of the GNU General Public License
16 //  along with this program; if not, write to the Free Software
17 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
18 //  02111-1307, USA.
19 #include <config.h>
20
21 #include <math.h>
22
23 #include "ambient_sound.h"
24 #include "object_factory.h"
25 #include "lisp/lisp.h"
26 #include "sector.h"
27
28 AmbientSound::AmbientSound(const lisp::Lisp& lisp)
29 {
30
31   position.x=0;
32   position.y=0;
33
34   dimension.x=0;
35   dimension.y=0;
36
37   distance_factor=0;
38   distance_bias=0;
39   maximumvolume=1;
40   sample="";
41
42   if (!(lisp.get("x", position.x)&&lisp.get("y", position.y))) {
43     std::cerr << "No Position in ambient_sound"  << std::endl;
44   }
45
46   lisp.get("width" , dimension.x);
47   lisp.get("height", dimension.y);
48
49   lisp.get("distance_factor",distance_factor);
50   lisp.get("distance_bias"  ,distance_bias  );
51   lisp.get("sample"         ,sample         );
52   lisp.get("volume"         ,maximumvolume  );
53
54   // square all distances (saves us a sqrt later)
55
56   distance_bias*=distance_bias;
57   distance_factor*=distance_factor;
58
59   // set default silence_distance
60
61   if (distance_factor == 0)
62     silence_distance = 10e99;
63   else
64     silence_distance = 1/distance_factor;
65   
66   lisp.get("silence_distance",silence_distance);
67
68   playing=-1; // not playing at the beginning
69   latency=0;
70 }
71
72 AmbientSound::~AmbientSound() {
73   stop_playing();
74 }
75
76 void
77 AmbientSound::hit(Player& )
78 {
79 }
80
81 void
82 AmbientSound::stop_playing() {
83   if (playing>=0) {
84     Mix_HaltChannel(playing);
85     playing=-1;
86   }
87 }
88
89 void
90 AmbientSound::start_playing()
91 {
92   playing=sound_manager->play_sound(sample,-1);
93   Mix_Volume(playing,0);
94   currentvolume=targetvolume=1e-20;
95 }
96
97 void
98 AmbientSound::update(float deltat) 
99 {
100   if (latency--<=0) {
101
102     float px,py;
103     float rx,ry;
104
105     // Player position
106
107     px=Sector::current()->player->get_pos().x;
108     py=Sector::current()->player->get_pos().y;
109
110     // Relate to which point in the area
111
112     rx=px<position.x?position.x:
113       (px<position.x+dimension.x?px:position.x+dimension.x);
114     ry=py<position.y?position.y:
115       (py<position.y+dimension.y?py:position.y+dimension.y);
116
117     // calculate square of distance
118
119     float sqrdistance=(px-rx)*(px-rx)+(py-ry)*(py-ry);
120     
121     sqrdistance-=distance_bias;
122
123     // inside the bias: full volume (distance 0)
124     
125     if (sqrdistance<0)
126       sqrdistance=0;
127     
128     // calculate target volume - will never become 0
129
130     targetvolume=1/(1+sqrdistance*distance_factor);
131
132     float rise=targetvolume/currentvolume;
133
134     // rise/fall half life?
135
136     currentvolume*=pow(rise,deltat*10);
137     currentvolume += 1e-6; // volume is at least 1e-6 (0 would never rise)
138
139     if (playing>=0) {
140
141       // set the volume
142       Mix_Volume(playing,(int)(currentvolume*maximumvolume*MIX_MAX_VOLUME));
143
144       if (sqrdistance>=silence_distance && currentvolume<1e-3)
145         stop_playing();
146       latency=0;
147     } else {
148       if (sqrdistance<silence_distance) {
149         start_playing();
150         latency=0;
151       }
152       else // set a reasonable latency
153         latency=(int)(0.001/distance_factor);
154       //(int)(10*((sqrdistance-silence_distance)/silence_distance));
155     }
156   } 
157
158   // heuristically measured "good" latency maximum
159
160   //  if (latency>0.001/distance_factor)
161   // latency=
162 }
163
164 void
165 AmbientSound::draw(DrawingContext &) 
166 {
167 }
168
169 IMPLEMENT_FACTORY(AmbientSound, "ambient_sound");