Basic 3D sound fixed.

This commit is contained in:
Steven Fuller 2001-08-15 23:49:48 +00:00 committed by Patryk Obara
parent dee2992e7f
commit 241e98c3d8

View file

@ -53,7 +53,7 @@ int PlatStartSoundSys()
alListenerfv (AL_ORIENTATION, or);
if (alGetError () != AL_NO_ERROR) {
perror ("alListenerfv()");
fprintf (stderr, "alListenerfv() error = ...\n");
exit (1);
}
@ -71,7 +71,7 @@ int PlatStartSoundSys()
ActiveSounds[i].PropSetP_vel[2] = 0.0;
if (alGetError () != AL_NO_ERROR) {
perror ("alGenSources ()");
fprintf (stderr, "alGenSources () error = ...");
return -1;
}
@ -79,6 +79,10 @@ int PlatStartSoundSys()
alSourcef (p, AL_GAIN, 1.0f);
alSourcefv (p, AL_POSITION, ActiveSounds[i].PropSetP_pos);
alSourcefv (p, AL_VELOCITY, ActiveSounds[i].PropSetP_vel);
/* these are just guessed values for now */
alSourcef (p, AL_REFERENCE_DISTANCE, 5200.0f);
alSourcef (p, AL_ROLLOFF_FACTOR, 2.0f);
}
return 1;
@ -131,20 +135,20 @@ int PlatPlaySound(int activeIndex)
}
if (ActiveSounds[activeIndex].threedee) {
int ok;
/* set distance at which attenuation starts */
ok = PlatDo3dSound (activeIndex);
if (ok == SOUND_PLATFORMERROR) {
PlatStopSound (activeIndex);
return ok;
}
alSourcei(ActiveSounds[activeIndex].ds3DBufferP, AL_SOURCE_RELATIVE, AL_FALSE);
alSourcef(ActiveSounds[activeIndex].ds3DBufferP, AL_GAIN, 1.0f);
PlatDo3dSound (activeIndex);
} else {
ALfloat zero[3] = { 0.0f, 0.0f, 0.0f };
int newVolume, ok;
alSourcei(ActiveSounds[activeIndex].ds3DBufferP, AL_SOURCE_RELATIVE, AL_TRUE);
alSourcef(ActiveSounds[activeIndex].ds3DBufferP, AL_GAIN, 0.7f);
alSourcefv(ActiveSounds[activeIndex].ds3DBufferP, AL_POSITION, zero);
alSourcefv(ActiveSounds[activeIndex].ds3DBufferP, AL_VELOCITY, zero);
newVolume = ActiveSounds[activeIndex].volume;
newVolume = (newVolume * VOLUME_PLAT2DSCALE) >> 7;
ActiveSounds[activeIndex].volume = newVolume;
@ -214,7 +218,7 @@ int PlatChangeSoundPitch(int activeIndex, int pitch)
else {
// SOUNDINDEX gsi = ActiveSounds[activeIndex].soundIndex;
// frequency = ToneToFrequency (GameSounds[gsi].dsFrequency,
// GameSounds[gameSoundIndex].pitch, pitch);
// GameSounds[gsi].pitch, pitch);
frequency = (128.0f / ((float)pitch + 127.0));
}
@ -249,8 +253,10 @@ int PlatDo3dSound(int activeIndex)
VECTORCH relativePosn;
int newPan, newVolume;
return;
fprintf(stderr, "PlatDo3dSound(%d)\n", activeIndex);
if (ActiveSounds[activeIndex].threedee == 0)
return 1;
relativePosn.vx = ActiveSounds[activeIndex].threedeedata.position.vx -
Global_VDB_Ptr->VDB_World.vx;
@ -311,27 +317,30 @@ return;
return SOUND_PLATFORMERROR;
}
if (distance < ActiveSounds[activeIndex].threedeedata.outer_range) {
ActiveSounds[activeIndex].PropSetP_pos[0] =
relativePosn.vx;
ActiveSounds[activeIndex].PropSetP_pos[1] =
relativePosn.vy;
ActiveSounds[activeIndex].PropSetP_pos[2] =
relativePosn.vz;
alSourcefv (ActiveSounds[activeIndex].ds3DBufferP,
AL_POSITION, ActiveSounds[activeIndex].PropSetP_pos);
if (1 || distance < ActiveSounds[activeIndex].threedeedata.outer_range) {
// ActiveSounds[activeIndex].PropSetP_pos[0] =
// relativePosn.vx;
// ActiveSounds[activeIndex].PropSetP_pos[1] =
// relativePosn.vy;
// ActiveSounds[activeIndex].PropSetP_pos[2] =
// relativePosn.vz;
// alSourcefv (ActiveSounds[activeIndex].ds3DBufferP,
// AL_POSITION, ActiveSounds[activeIndex].PropSetP_pos);
alSourcef(ActiveSounds[activeIndex].ds3DBufferP, AL_GAIN, 1.0f);
ActiveSounds[activeIndex].PropSetP_pos[0] = ActiveSounds[activeIndex].threedeedata.position.vx;
ActiveSounds[activeIndex].PropSetP_pos[1] = ActiveSounds[activeIndex].threedeedata.position.vy;
ActiveSounds[activeIndex].PropSetP_pos[2] = ActiveSounds[activeIndex].threedeedata.position.vz;
alSourcefv (ActiveSounds[activeIndex].ds3DBufferP, AL_POSITION, ActiveSounds[activeIndex].PropSetP_pos);
printf("Sound : (%f, %f, %f) [%d]\n", ActiveSounds[activeIndex].PropSetP_pos[0], ActiveSounds[activeIndex].PropSetP_pos[1], ActiveSounds[activeIndex].PropSetP_pos[2], activeIndex);
/* The c++ code had this stuff marked out b/c there was no "Doppler" shifting */
#if 0
ActiveSounds[activeIndex].PropSetP_vel[0] =
ActiveSounds[activeIndex].threedeedata.velocity.vx;
ActiveSounds[activeIndex].PropSetP_vel[1] =
ActiveSounds[activeIndex].threedeedata.velocity.vy;
ActiveSounds[activeIndex].PropSetP_vel[2] =
ActiveSounds[activeIndex].threedeedata.velocity.vz;
alSourcefv (ActiveSounds[activeIndex].ds3DBufferP,
AL_VELOCITY, ActiveSounds[activeIndex].PropSetP_vel);
#endif
// alSourcefv (ActiveSounds[activeIndex].ds3DBufferP,
// AL_VELOCITY, ActiveSounds[activeIndex].PropSetP_vel);
} else {
int angle;
Normalise (&relativePosn);
@ -363,24 +372,6 @@ return;
return 1;
}
void PlatEndGameSound(SOUNDINDEX index)
{
fprintf(stderr, "PlatEndGameSound(%d)\n", index);
}
unsigned int PlatMaxHWSounds()
{
fprintf(stderr, "PlatMaxHWSounds()\n");
return 256;
}
void InitialiseBaseFrequency(SOUNDINDEX soundNum)
{
fprintf(stderr, "InitialiseBaseFrequency(%d)\n", soundNum);
}
int LoadWavFile(int soundNum, char * wavFileName)
{
ALsizei size, freq, bits;
@ -399,7 +390,7 @@ int LoadWavFile(int soundNum, char * wavFileName)
return 0;
}
unsigned char *Force8to16 (unsigned char *buf, int *len)
static unsigned char *Force8to16 (unsigned char *buf, int *len)
{
unsigned char *nbuf;
unsigned int i;
@ -416,6 +407,88 @@ unsigned char *Force8to16 (unsigned char *buf, int *len)
return nbuf;
}
void PlatUpdatePlayer()
{
ALfloat vel[3], or[6], pos[3];
fprintf(stderr, "PlatUpdatePlayer()\n");
if (Global_VDB_Ptr) {
extern int NormalFrameTime;
extern int DopplerShiftIsOn;
if (AvP.PlayerType != I_Alien) {
or[0] = (float) ((Global_VDB_Ptr->VDB_Mat.mat13) / 65536.0F);
or[1] = 0.0;
or[2] = (float) ((Global_VDB_Ptr->VDB_Mat.mat33) / 65536.0F);
or[3] = 0.0;
or[4] = 1.0;
or[5] = 0.0;
} else {
or[0] = (float) ((Global_VDB_Ptr->VDB_Mat.mat13) / 65536.0F);
or[1] = (float) ((Global_VDB_Ptr->VDB_Mat.mat23) / 65536.0F);
or[2] = (float) ((Global_VDB_Ptr->VDB_Mat.mat33) / 65536.0F);
or[3] = (float) ((Global_VDB_Ptr->VDB_Mat.mat12) / 65536.0F);
or[4] = (float) ((Global_VDB_Ptr->VDB_Mat.mat22) / 65536.0F);
or[5] = (float) ((Global_VDB_Ptr->VDB_Mat.mat32) / 65536.0F);
}
if (1 || (AvP.PlayerType == I_Alien && DopplerShiftIsOn && NormalFrameTime)) {
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
float invFrameTime = 100000.0f/(float)NormalFrameTime;
vel[0] = (float)(dynPtr->Position.vx - dynPtr->PrevPosition.vx) * invFrameTime;
vel[1] = (float)(dynPtr->Position.vy - dynPtr->PrevPosition.vy) * invFrameTime;
vel[2] = (float)(dynPtr->Position.vz - dynPtr->PrevPosition.vz) * invFrameTime;
} else {
vel[0] = 0.0;
vel[1] = 0.0;
vel[2] = 0.0;
}
pos[0] = Global_VDB_Ptr->VDB_World.vx;
pos[1] = Global_VDB_Ptr->VDB_World.vy;
pos[2] = Global_VDB_Ptr->VDB_World.vz;
}
printf("Player: (%f, %f, %f) (%f, %f, %f %f, %f, %f)\n", pos[0], pos[1], pos[2], or[0], or[1], or[2], or[3], or[4], or[5]);
// fixme: add reverb check
alListenerfv (AL_ORIENTATION, or);
// alListenerfv (AL_VELOCITY, vel);
alListenerfv (AL_POSITION, pos);
}
void PlatEndGameSound(SOUNDINDEX index)
{
fprintf(stderr, "PlatEndGameSound(%d)\n", index);
}
unsigned int PlatMaxHWSounds()
{
fprintf(stderr, "PlatMaxHWSounds()\n");
return 256;
}
void InitialiseBaseFrequency(SOUNDINDEX soundNum)
{
fprintf(stderr, "InitialiseBaseFrequency(%d)\n", soundNum);
}
void PlatSetEnviroment(unsigned int env_index, float reverb_mix)
{
fprintf(stderr, "PlatSetEnvironment(%d, %f)\n", env_index, reverb_mix);
}
void UpdateSoundFrequencies()
{
fprintf(stderr, "UpdateSoundFreqncies()\n");
}
int PlatChangeSoundPan (int activeIndex, int pan)
{
return 1;
}
// In libopenal
extern void *acLoadWAV (void *data, ALuint *size, void **udata,
ALushort *fmt, ALushort *chan, ALushort *freq);
@ -459,7 +532,7 @@ fprintf (stderr, "Loaded %s\n", GameSounds[soundIndex].wavName);
if (rchan == 2) {
rfmt = AL_FORMAT_STEREO16;
bps = rfreq * 2 * 2;
} else if (rchan == 1) {
} /* else if (rchan == 1) */ {
rfmt = AL_FORMAT_MONO16;
bps = rfreq * 2 * 1;
}
@ -508,78 +581,3 @@ int LoadWavFromFastFile(int soundNum, char * wavFileName)
return len;
}
void PlatUpdatePlayer()
{
ALfloat vel[3], or[6], pos[3];
fprintf(stderr, "PlatUpdatePlayer()\n");
return;
if (Global_VDB_Ptr) {
extern int NormalFrameTime;
extern int DopplerShiftIsOn;
if (AvP.PlayerType != I_Alien) {
or[0] = (float) ((Global_VDB_Ptr->VDB_Mat.mat13) / 65536.0F);
or[1] = 0.0;
or[2] = (float) ((Global_VDB_Ptr->VDB_Mat.mat33) / 65536.0F);
or[3] = 0.0;
or[4] = 1.0;
or[5] = 0.0;
} else {
or[0] = (float) ((Global_VDB_Ptr->VDB_Mat.mat13) / 65536.0F);
or[1] = (float) ((Global_VDB_Ptr->VDB_Mat.mat23) / 65536.0F);
or[2] = (float) ((Global_VDB_Ptr->VDB_Mat.mat33) / 65536.0F);
or[3] = (float) ((Global_VDB_Ptr->VDB_Mat.mat12) / 65536.0F);
or[4] = (float) ((Global_VDB_Ptr->VDB_Mat.mat22) / 65536.0F);
or[5] = (float) ((Global_VDB_Ptr->VDB_Mat.mat32) / 65536.0F);
}
if (AvP.PlayerType == I_Alien && DopplerShiftIsOn && NormalFrameTime) {
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
float invFrameTime = 100000.0f/(float)NormalFrameTime;
vel[0] = (float)(dynPtr->Position.vx - dynPtr->PrevPosition.vx) * invFrameTime;
vel[1] = (float)(dynPtr->Position.vy - dynPtr->PrevPosition.vy) * invFrameTime;
vel[2] = (float)(dynPtr->Position.vz - dynPtr->PrevPosition.vz) * invFrameTime;
} else {
vel[0] = 0.0;
vel[1] = 0.0;
vel[2] = 0.0;
}
/* again, no doppler crap. */
#if 0
{
pos[0] = Global_VDB_Ptr->VDB_World.vx;
pos[1] = Global_VDB_Ptr->VDB_World.vy;
pos[2] = Global_VDB_Ptr->VDB_World.vz;
}
#else
{
pos[0] = pos[1] = pos[2] = 0.0;
}
#endif
}
// fixme: add reverb check
alListenerfv (AL_ORIENTATION, or);
alListenerfv (AL_VELOCITY, vel);
alListenerfv (AL_POSITION, pos);
}
void PlatSetEnviroment(unsigned int env_index, float reverb_mix)
{
fprintf(stderr, "PlatSetEnvironment(%d, %f)\n", env_index, reverb_mix);
}
void UpdateSoundFrequencies()
{
fprintf(stderr, "UpdateSoundFreqncies()\n");
}
int PlatChangeSoundPan (int activeIndex, int pan)
{
return 1;
}