Renamed namespaces to all lowercase
[supertux.git] / src / object / ambient_sound.cpp
index 31e3f3a..63c26f2 100644 (file)
-// ambient_sound.cpp   basti_
-//
 //  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
-//  This program is free software; you can redistribute it and/or
-//  modify it under the terms of the GNU General Public License
-//  as published by the Free Software Foundation; either version 2
-//  of the License, or (at your option) any later version.
+//  This program is free software: you can redistribute it and/or modify
+//  it under the terms of the GNU General Public License as published by
+//  the Free Software Foundation, either version 3 of the License, or
+//  (at your option) any later version.
 //
 //  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
-//  along with this program; if not, write to the Free Software
-//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-//  02111-1307, USA.
-#include <config.h>
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
+#include <limits>
 #include <math.h>
 
-#include "ambient_sound.h"
-#include "object_factory.h"
-#include "lisp/lisp.h"
-#include "sector.h"
-
-/***
- *  Ambient Sound Source, beta version. Features:
- *
- *  - "disc" like structure. Full volume up to some distance
- *    (distance_bias) to the source, then fading proportional to
- *    inverse square distance
- *  
- *  This is experimental, clicks sometimes and still leaks mem 
- *
- *      basti_ 
- */
-
-AmbientSound::AmbientSound(const lisp::Lisp& lisp)
+#include "audio/sound_manager.hpp"
+#include "audio/sound_source.hpp"
+#include "object/ambient_sound.hpp"
+#include "object/camera.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+#include "util/reader.hpp"
+
+AmbientSound::AmbientSound(const Reader& lisp) :
+  name(),
+  position(),
+  dimension(),
+  sample(),
+  sound_source(),
+  latency(),
+  distance_factor(),
+  distance_bias(),
+  silence_distance(),
+  maximumvolume(),
+  targetvolume(),
+  currentvolume(),
+  volume_ptr()
 {
+  name="";
+  position.x = 0;
+  position.y = 0;
+
+  dimension.x = 0;
+  dimension.y = 0;
+
+  distance_factor = 0;
+  distance_bias = 0;
+  maximumvolume = 1;
+  sample = "";
+  currentvolume = 0;
+
+  if (!(lisp.get("x", position.x)&&lisp.get("y", position.y))) {
+    log_warning << "No Position in ambient_sound" << std::endl;
+  }
+
+  lisp.get("name" , name);
+  lisp.get("width" , dimension.x);
+  lisp.get("height", dimension.y);
 
-  //  position=pos;
-  lisp.get("x", position.x);
-  lisp.get("y", position.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 = std::numeric_limits<float>::max();
+  else
+    silence_distance = 1/distance_factor;
+
+  lisp.get("silence_distance",silence_distance);
+
+  sound_source = 0; // not playing at the beginning
+  sound_manager->preload(sample);
+  latency=0;
+}
+
+AmbientSound::AmbientSound(Vector pos, float factor, float bias, float vol, std::string file) :
+  name(),
+  position(),
+  dimension(),
+  sample(),
+  sound_source(),
+  latency(),
+  distance_factor(),
+  distance_bias(),
+  silence_distance(),
+  maximumvolume(),
+  targetvolume(),
+  currentvolume(),
+  volume_ptr()
+{
+  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;
+    silence_distance = std::numeric_limits<float>::max();
   else
-    silence_distance = distance_factor*10e2;
+    silence_distance = 1/distance_factor;
 
-  volume_ptr=NULL;
-  playing=0;
-  startPlaying();
+  sound_source = 0; // not playing at the beginning
+  sound_manager->preload(sample);
+  latency=0;
 }
 
+AmbientSound::~AmbientSound()
+{
+  stop_playing();
+}
 
 void
 AmbientSound::hit(Player& )
@@ -64,38 +142,128 @@ AmbientSound::hit(Player& )
 }
 
 void
-AmbientSound::startPlaying()
+AmbientSound::stop_playing() 
 {
-  playing=sound_manager->play_sound(sample,-1);
-  volume_ptr=new float[2];
-  volume_ptr[0]=0;
-  volume_ptr[1]=0;
-  sound_manager->register_effect(playing,&SoundManager::volume_adjust,
-                                NULL,(void *)volume_ptr);
+  delete sound_source;
+  sound_source = 0;
 }
 
 void
-AmbientSound::action(float) 
+AmbientSound::start_playing()
 {
-  float dx=Sector::current()->player->get_pos().x-position.x;
-  float dy=Sector::current()->player->get_pos().y-position.y;
-  float distance=sqrt(dx*dx+dy*dy);
+  try {
+    sound_source = sound_manager->create_sound_source(sample);
+    if(!sound_source)
+      throw std::runtime_error("file not found");
 
-  distance-=distance_bias;
+    sound_source->set_gain(0);
+    sound_source->set_looping(true);
+    currentvolume=targetvolume=1e-20f;
+    sound_source->play();
+  } catch(std::exception& e) {
+    log_warning << "Couldn't play '" << sample << "': " << e.what() << "" << std::endl;
+    delete sound_source;
+    sound_source = 0;
+    remove_me();
+  }
+}
 
-  if (distance<0)
-    distance=0;
+void
+AmbientSound::update(float deltat)
+{
+  if (latency-- <= 0) {
+    float px,py;
+    float rx,ry;
 
-  volume_ptr[0]=1/(1+distance*distance_factor); // inverse square of distance
+    if (!Sector::current() || !Sector::current()->camera) return;
+    // Camera position
+    px=Sector::current()->camera->get_center().x;
+    py=Sector::current()->camera->get_center().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-6f; // volume is at least 1e-6 (0 would never rise)
+
+    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 {
+      if (sqrdistance<silence_distance) {
+        start_playing();
+        latency=0;
+      }
+      else // set a reasonable latency
+        latency=(int)(0.001/distance_factor);
+      //(int)(10*((sqrdistance-silence_distance)/silence_distance));
+    }
+  }
+
+  // heuristically measured "good" latency maximum
+
+  //  if (latency>0.001/distance_factor)
+  // latency=
 }
 
 void
-AmbientSound::draw(DrawingContext &dc) 
+AmbientSound::draw(DrawingContext &)
 {
-  return;
-  sprite->draw(dc,position,1);
+}
 
+void
+AmbientSound::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+  scripting::AmbientSound* interface = static_cast<scripting::AmbientSound*> (this);
+  expose_object(vm, table_idx, interface, name, false);
+}
+
+void
+AmbientSound::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+  scripting::unexpose_object(vm, table_idx, name);
+}
+
+void
+AmbientSound::set_pos(float x, float y)
+{
+  position.x = x;
+  position.y = y;
+}
+
+float
+AmbientSound::get_pos_x() const
+{
+  return position.x;
+}
+
+float
+AmbientSound::get_pos_y() const
+{
+  return position.y;
 }
 
 IMPLEMENT_FACTORY(AmbientSound, "ambient_sound");
+
+/* EOF */