forked from Mirrors/openclonk
659 lines
17 KiB
C++
659 lines
17 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2013, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* Handles the sound bank and plays effects using DSoundX */
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#include <C4Include.h>
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#include <C4SoundSystem.h>
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#include <C4Random.h>
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#include <C4Object.h>
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#include <C4Game.h>
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#include <C4Config.h>
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#include <C4Application.h>
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#include <C4Viewport.h>
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#include <C4SoundLoaders.h>
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#if AUDIO_TK == AUDIO_TK_SDL_MIXER
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#define USE_RWOPS
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#include <SDL_mixer.h>
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#endif
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using namespace C4SoundLoaders;
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C4SoundEffect::C4SoundEffect():
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Instances (0),
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pSample (0),
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FirstInst (NULL),
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Next (NULL)
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{
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Name[0]=0;
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}
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C4SoundEffect::~C4SoundEffect()
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{
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Clear();
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}
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void C4SoundEffect::Clear()
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{
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while (FirstInst) RemoveInst(FirstInst);
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#if AUDIO_TK == AUDIO_TK_FMOD
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if (pSample) FSOUND_Sample_Free(pSample);
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#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
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if (pSample) Mix_FreeChunk(pSample);
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#elif AUDIO_TK == AUDIO_TK_OPENAL
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if (pSample) alDeleteBuffers(1, &pSample);
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#endif
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pSample = 0;
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}
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bool C4SoundEffect::Load(const char *szFileName, C4Group &hGroup)
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{
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// Sound check
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if (!Config.Sound.RXSound) return false;
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// Locate sound in file
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StdBuf WaveBuffer;
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if (!hGroup.LoadEntry(szFileName, &WaveBuffer)) return false;
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// load it from mem
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if (!Load((BYTE*)WaveBuffer.getData(), WaveBuffer.getSize())) return false;
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// Set name
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SCopy(szFileName,Name,C4MaxSoundName);
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return true;
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}
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bool C4SoundEffect::Load(BYTE *pData, size_t iDataLen, bool fRaw)
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{
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// Sound check
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if (!Config.Sound.RXSound) return false;
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SoundInfo info;
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int32_t options = 0;
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if (fRaw)
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options |= SoundLoader::OPTION_Raw;
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for (SoundLoader* loader = SoundLoader::first_loader; loader; loader = loader->next)
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{
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if (loader->ReadInfo(&info, pData, iDataLen))
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{
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if (info.final_handle)
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{
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// loader supplied the handle specific to the sound system used; just assign to pSample
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pSample = info.final_handle;
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}
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else
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{
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#if AUDIO_TK == AUDIO_TK_OPENAL
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Application.MusicSystem.SelectContext();
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alGenBuffers(1, &pSample);
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alBufferData(pSample, info.format, &info.sound_data[0], info.sound_data.size(), info.sample_rate);
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#else
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Log("SoundLoader does not provide a ready-made handle");
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#endif
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}
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SampleRate = info.sample_rate;
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Length = info.sample_length*1000;
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break;
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}
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}
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*Name = '\0';
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return !!pSample;
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}
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void C4SoundEffect::Execute()
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{
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// check for instances that have stopped and volume changes
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for (C4SoundInstance *pInst = FirstInst; pInst; )
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{
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C4SoundInstance *pNext = pInst->pNext;
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if (!pInst->Playing())
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RemoveInst(pInst);
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else
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pInst->Execute();
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pInst = pNext;
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}
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}
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C4SoundInstance *C4SoundEffect::New(bool fLoop, int32_t iVolume, C4Object *pObj, int32_t iCustomFalloffDistance)
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{
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// check: too many instances?
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if (!fLoop && Instances >= C4MaxSoundInstances) return NULL;
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// create & init sound instance
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C4SoundInstance *pInst = new C4SoundInstance();
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if (!pInst->Create(this, fLoop, iVolume, pObj, 0, iCustomFalloffDistance)) { delete pInst; return NULL; }
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// add to list
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AddInst(pInst);
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// return
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return pInst;
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}
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C4SoundInstance *C4SoundEffect::GetInstance(C4Object *pObj)
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{
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for (C4SoundInstance *pInst = FirstInst; pInst; pInst = pInst->pNext)
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if (pInst->getObj() == pObj)
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return pInst;
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return NULL;
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}
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void C4SoundEffect::ClearPointers(C4Object *pObj)
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{
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for (C4SoundInstance *pInst = FirstInst; pInst; pInst = pInst->pNext)
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pInst->ClearPointers(pObj);
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}
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int32_t C4SoundEffect::GetStartedInstanceCount(int32_t iX, int32_t iY, int32_t iRad)
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{
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int32_t cnt = 0;
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for (C4SoundInstance *pInst = FirstInst; pInst; pInst = pInst->pNext)
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if (pInst->isStarted() && pInst->getObj() && pInst->Inside(iX, iY, iRad))
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cnt++;
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return cnt;
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}
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int32_t C4SoundEffect::GetStartedInstanceCount()
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{
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int32_t cnt = 0;
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for (C4SoundInstance *pInst = FirstInst; pInst; pInst = pInst->pNext)
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if (pInst->isStarted() && pInst->Playing() && !pInst->getObj())
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cnt++;
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return cnt;
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}
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void C4SoundEffect::AddInst(C4SoundInstance *pInst)
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{
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pInst->pNext = FirstInst;
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FirstInst = pInst;
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Instances++;
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}
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void C4SoundEffect::RemoveInst(C4SoundInstance *pInst)
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{
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if (pInst == FirstInst)
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FirstInst = pInst->pNext;
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else
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{
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C4SoundInstance *pPos = FirstInst;
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while (pPos && pPos->pNext != pInst) pPos = pPos->pNext;
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if (pPos)
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pPos->pNext = pInst->pNext;
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}
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delete pInst;
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Instances--;
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}
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C4SoundInstance::C4SoundInstance():
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pEffect (NULL),
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iVolume (0), iPan (0),
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iChannel (-1),
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pNext (NULL)
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{
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}
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C4SoundInstance::~C4SoundInstance()
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{
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Clear();
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}
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void C4SoundInstance::Clear()
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{
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Stop();
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iChannel = -1;
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}
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bool C4SoundInstance::Create(C4SoundEffect *pnEffect, bool fLoop, int32_t inVolume, C4Object *pnObj, int32_t inNearInstanceMax, int32_t iFalloffDistance)
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{
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// Sound check
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if (!Config.Sound.RXSound || !pnEffect) return false;
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// Already playing? Stop
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if (Playing()) { Stop(); return false; }
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// Set effect
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pEffect = pnEffect;
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// Set
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tStarted = C4TimeMilliseconds::Now();
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iVolume = inVolume; iPan = 0; iChannel = -1;
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iNearInstanceMax = inNearInstanceMax;
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this->iFalloffDistance = iFalloffDistance;
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pObj = pnObj;
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fLooping = fLoop;
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// Start
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Execute();
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return true;
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}
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bool C4SoundInstance::CheckStart()
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{
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// already started?
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if (isStarted()) return true;
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// don't bother if half the time is up and the sound is not looping
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if (C4TimeMilliseconds::Now() > tStarted + pEffect->Length / 2 && !fLooping)
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return false;
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// do near-instances check
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int32_t iNearInstances = pObj ? pEffect->GetStartedInstanceCount(pObj->GetX(), pObj->GetY(), C4NearSoundRadius)
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: pEffect->GetStartedInstanceCount();
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// over maximum?
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if (iNearInstances > iNearInstanceMax) return false;
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// Start
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return Start();
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}
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bool C4SoundInstance::Start()
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{
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#if AUDIO_TK == AUDIO_TK_FMOD
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// Start
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if ((iChannel = FSOUND_PlaySound(FSOUND_FREE, pEffect->pSample)) == -1)
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return false;
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if (!FSOUND_SetLoopMode(iChannel, fLooping ? FSOUND_LOOP_NORMAL : FSOUND_LOOP_OFF))
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{ Stop(); return false; }
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// set position
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if (C4TimeMilliseconds::Now() > tStarted + 20)
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{
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assert(pEffect->Length > 0);
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int32_t iTime = (C4TimeMilliseconds::Now() - tStarted) % pEffect->Length;
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FSOUND_SetCurrentPosition(iChannel, iTime / 10 * pEffect->SampleRate / 100);
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}
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#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
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// Be paranoid about SDL_Mixer initialisation
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if (!Application.MusicSystem.MODInitialized) return false;
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if ((iChannel = Mix_PlayChannel(-1, pEffect->pSample, fLooping? -1 : 0)) == -1)
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return false;
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#elif AUDIO_TK == AUDIO_TK_OPENAL
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Application.MusicSystem.SelectContext();
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alGenSources(1, (ALuint*)&iChannel);
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alSourcei(iChannel, AL_BUFFER, pEffect->pSample);
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alSourcei(iChannel, AL_LOOPING, fLooping ? AL_TRUE : AL_FALSE);
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alSourcePlay(iChannel);
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#else
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return false;
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#endif
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// Safety: Don't execute if start failed, or Execute() would try to start again
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if (!isStarted()) return false;
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// Update volume
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Execute();
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return true;
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}
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bool C4SoundInstance::Stop()
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{
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if (!pEffect) return false;
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// Stop sound
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bool fRet = true;
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#if AUDIO_TK == AUDIO_TK_FMOD
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if (Playing())
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fRet = !! FSOUND_StopSound(iChannel);
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#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
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// iChannel == -1 will halt all channels. Is that right?
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if (Playing())
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Mix_HaltChannel(iChannel);
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#elif AUDIO_TK == AUDIO_TK_OPENAL
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if (iChannel != -1)
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{
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if (Playing()) alSourceStop(iChannel);
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ALuint c = iChannel;
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alDeleteSources(1, &c);
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}
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#endif
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iChannel = -1;
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tStarted = 0;
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fLooping = false;
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return fRet;
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}
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bool C4SoundInstance::Playing()
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{
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if (!pEffect) return false;
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#if AUDIO_TK == AUDIO_TK_FMOD
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if (fLooping) return true;
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return isStarted() ? FSOUND_GetCurrentSample(iChannel) == pEffect->pSample
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: C4TimeMilliseconds::Now() < tStarted + pEffect->Length;
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#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
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return Application.MusicSystem.MODInitialized && (iChannel != -1) && Mix_Playing(iChannel);
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#elif AUDIO_TK == AUDIO_TK_OPENAL
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if (iChannel == -1)
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return false;
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else
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{
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ALint state;
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alGetSourcei(iChannel, AL_SOURCE_STATE, &state);
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return state == AL_PLAYING;
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}
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#endif
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return false;
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}
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void C4SoundInstance::Execute()
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{
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// Object deleted?
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if (pObj && !pObj->Status) ClearPointers(pObj);
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// initial values
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int32_t iVol = iVolume * 256 * Config.Sound.SoundVolume / 100, iPan = C4SoundInstance::iPan;
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// bound to an object?
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if (pObj)
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{
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int iAudibility = pObj->Audible;
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// apply custom falloff distance
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if (iFalloffDistance)
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{
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iAudibility = BoundBy<int32_t>(100 + (iAudibility - 100) * C4AudibilityRadius / iFalloffDistance, 0,100);
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}
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iVol = iVol * iAudibility / 100;
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iPan += pObj->AudiblePan;
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}
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// sound off?
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if (!iVol)
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{
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// stop, if started
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if (isStarted())
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{
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#if AUDIO_TK == AUDIO_TK_FMOD
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FSOUND_StopSound(iChannel);
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#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
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Mix_HaltChannel(iChannel);
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#elif AUDIO_TK == AUDIO_TK_OPENAL
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alDeleteSources(1, (ALuint*)&iChannel);
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#endif
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iChannel = -1;
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}
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}
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else
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{
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// start
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if (!isStarted())
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if (!CheckStart())
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return;
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// set volume & panning
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#if AUDIO_TK == AUDIO_TK_FMOD
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FSOUND_SetVolume(iChannel, BoundBy(iVol / 100, 0, 255));
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FSOUND_SetPan(iChannel, BoundBy(256*(iPan+100)/200,0,255));
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#elif AUDIO_TK == AUDIO_TK_SDL_MIXER
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Mix_Volume(iChannel, (iVol * MIX_MAX_VOLUME) / (100 * 256));
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//Mix_SetPanning(iChannel, ((100 + iPan) * 256) / 200, ((100 - iPan) * 256) / 200);
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Mix_SetPanning(iChannel, BoundBy((100 - iPan) * 256 / 100, 0, 255), BoundBy((100 + iPan) * 256 / 100, 0, 255));
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#elif AUDIO_TK == AUDIO_TK_OPENAL
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alSource3f(iChannel, AL_POSITION, 0, 0, 0); // FIXME
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alSourcef(iChannel, AL_GAIN, float(iVol) / (100.0f*256.0f));
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#endif
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}
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}
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void C4SoundInstance::SetVolumeByPos(int32_t x, int32_t y)
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{
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iVolume = ::Viewports.GetAudibility(x, y, &iPan);
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}
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void C4SoundInstance::ClearPointers(C4Object *pDelete)
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{
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if (!Playing()) { Stop(); return; }
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if (pObj == pDelete)
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{
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// stop if looping (would most likely loop forever)
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if (fLooping)
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Stop();
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// otherwise: set volume by last position
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else
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SetVolumeByPos(pObj->GetX(), pObj->GetY());
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pObj = NULL;
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}
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}
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bool C4SoundInstance::Inside(int32_t iX, int32_t iY, int32_t iRad)
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{
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return pObj &&
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(pObj->GetX() - iX) * (pObj->GetX() - iX) + (pObj->GetY() - iY) * (pObj->GetY() - iY) <= iRad * iRad;
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}
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C4SoundSystem::C4SoundSystem():
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FirstSound (NULL)
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{
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}
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C4SoundSystem::~C4SoundSystem()
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{
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}
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bool C4SoundSystem::Init()
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{
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if (!Application.MusicSystem.MODInitialized &&
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!Application.MusicSystem.InitializeMOD())
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return false;
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// Might be reinitialisation
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ClearEffects();
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// Open sound file
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if (!SoundFile.IsOpen())
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if (!Reloc.Open(SoundFile, C4CFN_Sound)) return false;
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// Load static sound from Sound.ocg
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LoadEffects(SoundFile);
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#if AUDIO_TK == AUDIO_TK_SDL_MIXER
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Mix_AllocateChannels(C4MaxSoundInstances);
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#endif
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return true;
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}
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void C4SoundSystem::Clear()
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{
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ClearEffects();
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// Close sound file
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SoundFile.Close();
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}
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void C4SoundSystem::ClearEffects()
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{
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// Clear sound bank
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C4SoundEffect *csfx,*next;
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for (csfx=FirstSound; csfx; csfx=next)
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{
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next=csfx->Next;
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delete csfx;
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}
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FirstSound=NULL;
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}
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void C4SoundSystem::Execute()
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{
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#if AUDIO_TK == AUDIO_TK_OPENAL
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Application.MusicSystem.SelectContext();
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#endif
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C4SoundEffect *csfx;
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for (csfx=FirstSound; csfx; csfx=csfx->Next)
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{
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// Instance removal check
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csfx->Execute();
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}
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}
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C4SoundEffect* C4SoundSystem::GetEffect(const char *szSndName)
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{
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// Remember wildcards before adding .* extension - if there are 2 versions with different file extensions, play the last added
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bool bRandomSound = SCharCount('?',szSndName) || SCharCount('*',szSndName);
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// Evaluate sound name
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char szName[C4MaxSoundName+2+1];
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SCopy(szSndName,szName,C4MaxSoundName);
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// Any extension accepted
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DefaultExtension(szName,"*");
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// Play nth Sound. Standard: 1
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int32_t iNumber = 1;
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// Sound with a wildcard: determine number of available matches
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if (bRandomSound)
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{
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iNumber = 0;
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// Count matching sounds
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for (C4SoundEffect *pSfx=FirstSound; pSfx; pSfx=pSfx->Next)
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if (WildcardMatch(szName,pSfx->Name))
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++iNumber;
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// Nothing found? Abort
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if(iNumber == 0)
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return NULL;
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iNumber=SafeRandom(iNumber)+1;
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}
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// Find requested sound effect in bank
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C4SoundEffect *pSfx;
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for (pSfx=FirstSound; pSfx; pSfx=pSfx->Next)
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if (WildcardMatch(szName,pSfx->Name))
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if(!--iNumber)
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break;
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return pSfx; // Is still NULL if nothing is found
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}
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C4SoundInstance *C4SoundSystem::NewEffect(const char *szSndName, bool fLoop, int32_t iVolume, C4Object *pObj, int32_t iCustomFalloffDistance)
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{
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// Sound not active
|
|
if (!Config.Sound.RXSound) return NULL;
|
|
// Get sound
|
|
C4SoundEffect *csfx;
|
|
if (!(csfx=GetEffect(szSndName))) return NULL;
|
|
// Play
|
|
return csfx->New(fLoop, iVolume, pObj, iCustomFalloffDistance);
|
|
}
|
|
|
|
C4SoundInstance *C4SoundSystem::FindInstance(const char *szSndName, C4Object *pObj)
|
|
{
|
|
char szName[C4MaxSoundName+2+1];
|
|
// Evaluate sound name (see GetEffect)
|
|
SCopy(szSndName,szName,C4MaxSoundName);
|
|
DefaultExtension(szName,"*");
|
|
// Find an effect with a matching instance
|
|
for (C4SoundEffect *csfx = FirstSound; csfx; csfx = csfx->Next)
|
|
if (WildcardMatch(szName, csfx->Name))
|
|
{
|
|
C4SoundInstance *pInst = csfx->GetInstance(pObj);
|
|
if (pInst) return pInst;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// LoadEffects will load all sound effects of all known sound types (i.e. *.wav and *.ogg) as defined in C4CFN_SoundFiles
|
|
|
|
int32_t C4SoundSystem::LoadEffects(C4Group &hGroup)
|
|
{
|
|
// if there is a Sound.ocg in the group, load the sound from there
|
|
if(hGroup.FindEntry(C4CFN_Sound))
|
|
{
|
|
C4Group g;
|
|
g.OpenAsChild(&hGroup, C4CFN_Sound, false, false);
|
|
return LoadEffects(g);
|
|
}
|
|
int32_t iNum=0;
|
|
char szFilename[_MAX_FNAME+1];
|
|
char szFileType[_MAX_FNAME+1];
|
|
C4SoundEffect *nsfx;
|
|
// Process segmented list of file types
|
|
for (int32_t i = 0; SCopySegment(C4CFN_SoundFiles, i, szFileType, '|', _MAX_FNAME); i++)
|
|
{
|
|
// Search all sound files in group
|
|
hGroup.ResetSearch();
|
|
while (hGroup.FindNextEntry(szFileType, szFilename))
|
|
// Create and load effect
|
|
if ((nsfx = new C4SoundEffect))
|
|
{
|
|
if (nsfx->Load(szFilename,hGroup))
|
|
{
|
|
// Overload same name effects
|
|
RemoveEffect(szFilename);
|
|
// Add effect
|
|
nsfx->Next=FirstSound;
|
|
FirstSound=nsfx;
|
|
iNum++;
|
|
}
|
|
else
|
|
delete nsfx;
|
|
}
|
|
}
|
|
return iNum;
|
|
}
|
|
|
|
int32_t C4SoundSystem::RemoveEffect(const char *szFilename)
|
|
{
|
|
int32_t iResult=0;
|
|
C4SoundEffect *pNext,*pPrev=NULL;
|
|
for (C4SoundEffect *pSfx=FirstSound; pSfx; pSfx=pNext)
|
|
{
|
|
pNext=pSfx->Next;
|
|
if (WildcardMatch(szFilename,pSfx->Name))
|
|
{
|
|
delete pSfx;
|
|
if (pPrev) pPrev->Next=pNext;
|
|
else FirstSound=pNext;
|
|
iResult++;
|
|
}
|
|
else
|
|
pPrev=pSfx;
|
|
}
|
|
return iResult;
|
|
}
|
|
|
|
void C4SoundSystem::ClearPointers(C4Object *pObj)
|
|
{
|
|
for (C4SoundEffect *pEff=FirstSound; pEff; pEff=pEff->Next)
|
|
pEff->ClearPointers(pObj);
|
|
}
|
|
|
|
C4SoundInstance *StartSoundEffect(const char *szSndName, bool fLoop, int32_t iVolume, C4Object *pObj, int32_t iCustomFalloffDistance)
|
|
{
|
|
// Sound check
|
|
if (!Config.Sound.RXSound) return NULL;
|
|
// Start new
|
|
return Application.SoundSystem.NewEffect(szSndName, fLoop, iVolume, pObj, iCustomFalloffDistance);
|
|
}
|
|
|
|
C4SoundInstance *StartSoundEffectAt(const char *szSndName, int32_t iX, int32_t iY, int32_t iVolume, int32_t iCustomFallofDistance)
|
|
{
|
|
// Sound check
|
|
if (!Config.Sound.RXSound) return NULL;
|
|
// Create
|
|
C4SoundInstance *pInst = StartSoundEffect(szSndName, false, iVolume, NULL, iCustomFallofDistance);
|
|
// Set volume by position
|
|
if (pInst) pInst->SetVolumeByPos(iX, iY);
|
|
// Return
|
|
return pInst;
|
|
}
|
|
|
|
C4SoundInstance *GetSoundInstance(const char *szSndName, C4Object *pObj)
|
|
{
|
|
return Application.SoundSystem.FindInstance(szSndName, pObj);
|
|
}
|
|
|
|
void StopSoundEffect(const char *szSndName, C4Object *pObj)
|
|
{
|
|
// Find instance
|
|
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
|
|
if (!pInst) return;
|
|
// Stop
|
|
pInst->Stop();
|
|
}
|
|
void SoundLevel(const char *szSndName, C4Object *pObj, int32_t iLevel)
|
|
{
|
|
// Sound level zero? Stop
|
|
if (!iLevel) { StopSoundEffect(szSndName, pObj); return; }
|
|
// Find or create instance
|
|
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
|
|
if (!pInst) pInst = StartSoundEffect(szSndName, true, iLevel, pObj);
|
|
if (!pInst) return;
|
|
// Set volume
|
|
pInst->SetVolume(iLevel);
|
|
pInst->Execute();
|
|
}
|
|
void SoundPan(const char *szSndName, C4Object *pObj, int32_t iPan)
|
|
{
|
|
// Find instance
|
|
C4SoundInstance *pInst = Application.SoundSystem.FindInstance(szSndName, pObj);
|
|
if (!pInst) return;
|
|
// Set pan
|
|
pInst->SetPan(iPan);
|
|
pInst->Execute();
|
|
}
|