- Reworked Surface class and drawing stuff:
[supertux.git] / src / object / ambient_sound.cpp
index ea7a9aa..21ad67f 100644 (file)
 #include <config.h>
 
 #include <math.h>
+#include <stdexcept>
+#include <iostream>
 
-#include "ambient_sound.h"
-#include "object_factory.h"
-#include "lisp/lisp.h"
-#include "sector.h"
+#include "ambient_sound.hpp"
+#include "object_factory.hpp"
+#include "lisp/lisp.hpp"
+#include "sector.hpp"
+#include "audio/sound_manager.hpp"
+#include "audio/sound_source.hpp"
 
 AmbientSound::AmbientSound(const lisp::Lisp& lisp)
 {
-
   position.x=0;
   position.y=0;
+
+  dimension.x=0;
+  dimension.y=0;
+
   distance_factor=0;
   distance_bias=0;
   maximumvolume=1;
@@ -38,14 +45,29 @@ AmbientSound::AmbientSound(const lisp::Lisp& lisp)
   if (!(lisp.get("x", position.x)&&lisp.get("y", position.y))) {
     std::cerr << "No Position in ambient_sound"  << std::endl;
   }
+
+  lisp.get("width" , dimension.x);
+  lisp.get("height", dimension.y);
+
   lisp.get("distance_factor",distance_factor);
   lisp.get("distance_bias"  ,distance_bias  );
   lisp.get("sample"         ,sample         );
   lisp.get("volume"         ,maximumvolume  );
 
+  // set dimension to zero if smaller than 64, which is default size in flexlay
+  
+  if ((dimension.x <= 64) || (dimension.y <= 64)) {
+    dimension.x = 0;
+    dimension.y = 0;
+  }
+  
+  // square all distances (saves us a sqrt later)
+
   distance_bias*=distance_bias;
   distance_factor*=distance_factor;
 
+  // set default silence_distance
+
   if (distance_factor == 0)
     silence_distance = 10e99;
   else
@@ -53,9 +75,32 @@ AmbientSound::AmbientSound(const lisp::Lisp& lisp)
   
   lisp.get("silence_distance",silence_distance);
 
-  playing=-1; // not playing at the beginning
+  sound_source = 0; // not playing at the beginning
   latency=0;
+}
+
+AmbientSound::AmbientSound(Vector pos, float factor, float bias, float vol, std::string file)
+{
+  position.x=pos.x;
+  position.y=pos.y;
+
+  dimension.x=0;
+  dimension.y=0;
+
+  distance_factor=factor*factor;
+  distance_bias=bias*bias;
+  maximumvolume=vol;
+  sample=file;
+  
+  // set default silence_distance
 
+  if (distance_factor == 0)
+    silence_distance = 10e99;
+  else
+    silence_distance = 1/distance_factor;
+
+  sound_source = 0; // not playing at the beginning
+  latency=0;
 }
 
 AmbientSound::~AmbientSound() {
@@ -69,18 +114,30 @@ AmbientSound::hit(Player& )
 
 void
 AmbientSound::stop_playing() {
-  if (playing>=0) {
-    Mix_HaltChannel(playing);
-    playing=-1;
-  }
+  delete sound_source;
+  sound_source = 0;
 }
 
 void
 AmbientSound::start_playing()
 {
-  playing=sound_manager->play_sound(sample,-1);
-  Mix_Volume(playing,0);
-  currentvolume=targetvolume=1e-20;
+  try {
+    std::string filename = "sounds/";
+    filename += sample;
+    filename += ".wav";
+    sound_source = sound_manager->create_sound_source(filename);
+    if(!sound_source)
+      throw std::runtime_error("file not found");
+   
+    sound_source->set_gain(0);
+    sound_source->set_looping(true);
+    currentvolume=targetvolume=1e-20;
+    sound_source->play();
+  } catch(std::exception& e) {
+    std::cerr << "Couldn't play '" << sample << "': " << e.what() << "\n";
+    delete sound_source;
+    sound_source = 0;
+  }
 }
 
 void
@@ -88,23 +145,49 @@ AmbientSound::update(float deltat)
 {
   if (latency--<=0) {
 
-    float dx=Sector::current()->player->get_pos().x-position.x;
-    float dy=Sector::current()->player->get_pos().y-position.y;
-    float sqrdistance=dx*dx+dy*dy;
+    float px,py;
+    float rx,ry;
+
+    // Player position
+
+    px=Sector::current()->player->get_pos().x;
+    py=Sector::current()->player->get_pos().y;
+
+    // Relate to which point in the area
+
+    rx=px<position.x?position.x:
+      (px<position.x+dimension.x?px:position.x+dimension.x);
+    ry=py<position.y?position.y:
+      (py<position.y+dimension.y?py:position.y+dimension.y);
+
+    // calculate square of distance
+
+    float sqrdistance=(px-rx)*(px-rx)+(py-ry)*(py-ry);
     
     sqrdistance-=distance_bias;
+
+    // inside the bias: full volume (distance 0)
     
     if (sqrdistance<0)
       sqrdistance=0;
     
+    // calculate target volume - will never become 0
+
     targetvolume=1/(1+sqrdistance*distance_factor);
+
     float rise=targetvolume/currentvolume;
+
+    // rise/fall half life?
+
     currentvolume*=pow(rise,deltat*10);
-    currentvolume += 1e-30;
+    currentvolume += 1e-6; // volume is at least 1e-6 (0 would never rise)
 
-    if (playing>=0) {
-      Mix_Volume(playing,(int)(currentvolume*maximumvolume*MIX_MAX_VOLUME));
-      if (sqrdistance>=silence_distance && currentvolume<0.05)
+    if (sound_source != 0) {
+
+      // set the volume
+      sound_source->set_gain(currentvolume*maximumvolume);
+
+      if (sqrdistance>=silence_distance && currentvolume<1e-3)
        stop_playing();
       latency=0;
     } else {
@@ -112,13 +195,16 @@ AmbientSound::update(float deltat)
        start_playing();
        latency=0;
       }
-      else 
-       latency=(int)(10*((sqrdistance-silence_distance)/silence_distance));
+      else // set a reasonable latency
+       latency=(int)(0.001/distance_factor);
+      //(int)(10*((sqrdistance-silence_distance)/silence_distance));
     }
+  } 
 
-  }
-  if (latency>0.001/distance_factor)
-    latency=(int)(0.001/distance_factor);
+  // heuristically measured "good" latency maximum
+
+  //  if (latency>0.001/distance_factor)
+  // latency=
 }
 
 void