mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
Cleaned up implementation of #712
Also updates other game classes like the shapebase to utilize the sound asset hooks properly.
This commit is contained in:
parent
3812ce2e82
commit
15ef8b4fbe
12 changed files with 312 additions and 187 deletions
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@ -218,6 +218,9 @@ bool SoundAsset::loadSound()
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{
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{
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Con::errorf("SoundAsset::initializeAsset: Attempted to load file %s but it was not valid!", mSoundFile);
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Con::errorf("SoundAsset::initializeAsset: Attempted to load file %s but it was not valid!", mSoundFile);
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mLoadedState = BadFileReference;
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mLoadedState = BadFileReference;
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mSFXProfile.setDescription(NULL);
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mSFXProfile.setSoundFileName(StringTable->insert(StringTable->EmptyString()));
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mSFXProfile.setPreload(false);
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return false;
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return false;
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}
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}
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else
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else
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@ -257,7 +260,7 @@ StringTableEntry SoundAsset::getAssetIdByFileName(StringTableEntry fileName)
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if (fileName == StringTable->EmptyString())
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if (fileName == StringTable->EmptyString())
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return StringTable->EmptyString();
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return StringTable->EmptyString();
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StringTableEntry materialAssetId = "";
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StringTableEntry soundAssetId = StringTable->EmptyString();
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AssetQuery query;
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AssetQuery query;
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U32 foundCount = AssetDatabase.findAssetType(&query, "SoundAsset");
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U32 foundCount = AssetDatabase.findAssetType(&query, "SoundAsset");
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@ -268,7 +271,7 @@ StringTableEntry SoundAsset::getAssetIdByFileName(StringTableEntry fileName)
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SoundAsset* soundAsset = AssetDatabase.acquireAsset<SoundAsset>(query.mAssetList[i]);
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SoundAsset* soundAsset = AssetDatabase.acquireAsset<SoundAsset>(query.mAssetList[i]);
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if (soundAsset && soundAsset->getSoundPath() == fileName)
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if (soundAsset && soundAsset->getSoundPath() == fileName)
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{
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{
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materialAssetId = soundAsset->getAssetId();
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soundAssetId = soundAsset->getAssetId();
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AssetDatabase.releaseAsset(query.mAssetList[i]);
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AssetDatabase.releaseAsset(query.mAssetList[i]);
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break;
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break;
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}
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}
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@ -276,7 +279,7 @@ StringTableEntry SoundAsset::getAssetIdByFileName(StringTableEntry fileName)
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}
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}
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}
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}
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return materialAssetId;
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return soundAssetId;
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}
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}
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U32 SoundAsset::getAssetById(StringTableEntry assetId, AssetPtr<SoundAsset>* soundAsset)
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U32 SoundAsset::getAssetById(StringTableEntry assetId, AssetPtr<SoundAsset>* soundAsset)
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@ -330,8 +333,8 @@ DefineEngineMethod(SoundAsset, getSoundPath, const char*, (), , "")
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}
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}
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DefineEngineMethod(SoundAsset, playSound, S32, (Point3F position), (Point3F::Zero),
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DefineEngineMethod(SoundAsset, playSound, S32, (Point3F position), (Point3F::Zero),
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"Gets the number of materials for this shape asset.\n"
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"Plays the sound for this asset.\n"
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"@return Material count.\n")
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"@return (sound plays).\n")
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{
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{
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if (object->getSfxProfile())
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if (object->getSfxProfile())
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{
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{
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@ -859,9 +859,6 @@ bool ExplosionData::preload(bool server, String &errorStr)
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if (Parent::preload(server, errorStr) == false)
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if (Parent::preload(server, errorStr) == false)
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return false;
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return false;
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if (!server && !getSoundProfile())
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return false;
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if( !server )
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if( !server )
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{
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{
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@ -870,12 +867,18 @@ bool ExplosionData::preload(bool server, String &errorStr)
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_setSound(getSound());
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_setSound(getSound());
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if (!getSoundProfile())
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if (!getSoundProfile())
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{
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Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Cant get an sfxProfile for splash.");
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Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Cant get an sfxProfile for splash.");
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return false;
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}
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}
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}
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if (!particleEmitter && particleEmitterId != 0)
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if (!particleEmitter && particleEmitterId != 0)
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if (Sim::findObject(particleEmitterId, particleEmitter) == false)
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if (Sim::findObject(particleEmitterId, particleEmitter) == false)
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{
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Con::errorf(ConsoleLogEntry::General, "Error, unable to load particle emitter for explosion datablock");
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Con::errorf(ConsoleLogEntry::General, "Error, unable to load particle emitter for explosion datablock");
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return false;
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}
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}
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}
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if (mExplosionShapeAsset.notNull()) {
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if (mExplosionShapeAsset.notNull()) {
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@ -1562,33 +1562,50 @@ void GameConnection::packetDropped(PacketNotify *note)
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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void GameConnection::play2D(SFXProfile* profile)
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void GameConnection::play2D(StringTableEntry assetId)
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{
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{
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postNetEvent(new Sim2DAudioEvent(profile));
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if (AssetDatabase.isDeclaredAsset(assetId))
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{
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AssetPtr<SoundAsset> tempSoundAsset;
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tempSoundAsset = assetId;
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postNetEvent(new SimSoundAssetEvent(tempSoundAsset));
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}
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}
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}
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void GameConnection::play3D(SFXProfile* profile, const MatrixF *transform)
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void GameConnection::play3D(StringTableEntry assetId, const MatrixF *transform)
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{
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{
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if ( !transform )
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if ( !transform )
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play2D(profile);
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play2D(assetId);
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else if ( !mControlObject )
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if (AssetDatabase.isDeclaredAsset(assetId))
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postNetEvent(new Sim3DAudioEvent(profile,transform));
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else
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{
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{
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// TODO: Maybe improve this to account for the duration
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// of the sound effect and if the control object can get
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// into hearing range within time?
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// Only post the event if it's within audible range
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AssetPtr<SoundAsset> tempSoundAsset;
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// of the control object.
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tempSoundAsset = assetId;
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Point3F ear,pos;
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transform->getColumn(3,&pos);
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if (!mControlObject)
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mControlObject->getTransform().getColumn(3,&ear);
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postNetEvent(new SimSoundAssetEvent(tempSoundAsset, transform));
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if ((ear - pos).len() < profile->getDescription()->mMaxDistance)
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else
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postNetEvent(new Sim3DAudioEvent(profile,transform));
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{
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}
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// TODO: Maybe improve this to account for the duration
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// of the sound effect and if the control object can get
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// into hearing range within time?
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// Only post the event if it's within audible range
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// of the control object.
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tempSoundAsset->getSfxDescription();
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Point3F ear, pos;
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transform->getColumn(3, &pos);
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mControlObject->getTransform().getColumn(3, &ear);
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if ((ear - pos).len() < tempSoundAsset->getSfxDescription()->mMaxDistance)
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postNetEvent(new SimSoundAssetEvent(tempSoundAsset, transform));
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}
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}
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}
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}
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void GameConnection::doneScopingScene()
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void GameConnection::doneScopingScene()
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@ -2010,49 +2027,49 @@ DefineEngineMethod( GameConnection, isControlObjectRotDampedCamera, bool, (),,
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return object->isControlObjectRotDampedCamera();
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return object->isControlObjectRotDampedCamera();
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}
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}
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DefineEngineMethod( GameConnection, play2D, bool, (SFXProfile* profile),,
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DefineEngineMethod( GameConnection, play2D, bool, (StringTableEntry assetId),,
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"@brief Used on the server to play a 2D sound that is not attached to any object.\n\n"
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"@brief Used on the server to play a 2D sound that is not attached to any object.\n\n"
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"@param profile The SFXProfile that defines the sound to play.\n\n"
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"@param assetID The SoundAsset ID that defines the sound to play.\n"
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"@tsexample\n"
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"@tsexample\n"
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"function ServerPlay2D(%profile)\n"
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"function ServerPlay2D(%assetId)\n"
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"{\n"
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"{\n"
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" // Play the given sound profile on every client.\n"
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" // Play the given sound asset on every client.\n"
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" // The sounds will be transmitted as an event, not attached to any object.\n"
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" // The sounds will be transmitted as an event, not attached to any object.\n"
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" for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)\n"
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" for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)\n"
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" ClientGroup.getObject(%idx).play2D(%profile);\n"
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" ClientGroup.getObject(%idx).play2D(%assetId);\n"
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"}\n"
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"}\n"
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"@endtsexample\n\n")
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"@endtsexample\n\n")
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{
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{
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if(!profile)
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if(assetId == StringTable->EmptyString())
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return false;
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return false;
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object->play2D(profile);
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object->play2D(assetId);
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return true;
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return true;
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}
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}
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DefineEngineMethod( GameConnection, play3D, bool, (SFXProfile* profile, TransformF location),,
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DefineEngineMethod( GameConnection, play3D, bool, (StringTableEntry assetId, TransformF location),,
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"@brief Used on the server to play a 3D sound that is not attached to any object.\n\n"
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"@brief Used on the server to play a 3D sound that is not attached to any object.\n\n"
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"@param profile The SFXProfile that defines the sound to play.\n"
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"@param assetID The SoundAsset ID that defines the sound to play.\n"
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"@param location The position and orientation of the 3D sound given in the form of \"x y z ax ay az aa\".\n\n"
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"@param location The position and orientation of the 3D sound given in the form of \"x y z ax ay az aa\".\n\n"
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"@tsexample\n"
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"@tsexample\n"
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"function ServerPlay3D(%profile,%transform)\n"
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"function ServerPlay3D(%assetId,%transform)\n"
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"{\n"
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"{\n"
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" // Play the given sound profile at the given position on every client\n"
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" // Play the given sound asset at the given position on every client\n"
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" // The sound will be transmitted as an event, not attached to any object.\n"
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" // The sound will be transmitted as an event, not attached to any object.\n"
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" for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)\n"
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" for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)\n"
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" ClientGroup.getObject(%idx).play3D(%profile,%transform);\n"
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" ClientGroup.getObject(%idx).play3D(%assetID,%transform);\n"
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"}\n"
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"}\n"
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"@endtsexample\n\n")
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"@endtsexample\n\n")
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{
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{
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if(!profile)
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if(assetId == StringTable->EmptyString())
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return false;
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return false;
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MatrixF mat = location.getMatrix();
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MatrixF mat = location.getMatrix();
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object->play3D(profile,&mat);
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object->play3D(assetId,&mat);
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return true;
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return true;
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}
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}
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@ -352,8 +352,8 @@ public:
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/// @name Sound
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/// @name Sound
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/// @{
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/// @{
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void play2D(SFXProfile *profile);
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void play2D(StringTableEntry assetId);
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void play3D(SFXProfile *profile, const MatrixF *transform);
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void play3D(StringTableEntry assetId, const MatrixF *transform);
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/// @}
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/// @}
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/// @name Misc.
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/// @name Misc.
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@ -47,6 +47,7 @@
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//--------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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IMPLEMENT_CO_CLIENTEVENT_V1(SimDataBlockEvent);
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IMPLEMENT_CO_CLIENTEVENT_V1(SimDataBlockEvent);
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IMPLEMENT_CO_CLIENTEVENT_V1(SimSoundAssetEvent);
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IMPLEMENT_CO_CLIENTEVENT_V1(Sim2DAudioEvent);
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IMPLEMENT_CO_CLIENTEVENT_V1(Sim2DAudioEvent);
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IMPLEMENT_CO_CLIENTEVENT_V1(Sim3DAudioEvent);
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IMPLEMENT_CO_CLIENTEVENT_V1(Sim3DAudioEvent);
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IMPLEMENT_CO_CLIENTEVENT_V1(SetMissionCRCEvent);
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IMPLEMENT_CO_CLIENTEVENT_V1(SetMissionCRCEvent);
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@ -293,6 +294,104 @@ void SimDataBlockEvent::process(NetConnection *cptr)
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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static F32 SoundPosAccuracy = 0.5;
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static S32 SoundRotBits = 8;
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SimSoundAssetEvent::SimSoundAssetEvent(AssetPtr<SoundAsset> asset, const MatrixF* mat)
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{
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// cant get here unless the asset is declared.
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mAsset = asset;
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if (mat)
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mTransform = *mat;
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}
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void SimSoundAssetEvent::pack(NetConnection* con, BitStream* stream)
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{
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NetStringHandle assetIdStr = mAsset->getAssetId();
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con->packNetStringHandleU(stream, assetIdStr);
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// only stream if this is a 3d sound asset.
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if (mAsset->is3D())
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{
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SFXDescription* ad = mAsset->getSfxDescription();
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if (stream->writeFlag(ad->mConeInsideAngle || ad->mConeOutsideAngle))
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{
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QuatF q(mTransform);
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q.normalize();
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// LH - we can get a valid quat that's very slightly over 1 in and so
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// this fails (barely) check against zero. So use some error-
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AssertFatal((1.0 - ((q.x * q.x) + (q.y * q.y) + (q.z * q.z))) >= (0.0 - 0.001),
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"QuatF::normalize() is broken in Sim3DAudioEvent");
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stream->writeSignedFloat(q.x, SoundRotBits);
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stream->writeSignedFloat(q.y, SoundRotBits);
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stream->writeSignedFloat(q.z, SoundRotBits);
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stream->writeFlag(q.w < 0.0);
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}
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Point3F pos;
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mTransform.getColumn(3, &pos);
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stream->writeCompressedPoint(pos, SoundPosAccuracy);
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}
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}
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void SimSoundAssetEvent::write(NetConnection* con, BitStream* stream)
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{
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// Just do the normal pack...
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pack(con, stream);
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}
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void SimSoundAssetEvent::unpack(NetConnection* con, BitStream* stream)
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{
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StringTableEntry temp = StringTable->insert(con->unpackNetStringHandleU(stream).getString());
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if (AssetDatabase.isDeclaredAsset(temp))
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{
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AssetPtr<SoundAsset> tempSoundAsset;
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tempSoundAsset = temp;
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mAsset = temp;
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}
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if (mAsset->is3D())
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{
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if (stream->readFlag()) {
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QuatF q;
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q.x = stream->readSignedFloat(SoundRotBits);
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q.y = stream->readSignedFloat(SoundRotBits);
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q.z = stream->readSignedFloat(SoundRotBits);
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F32 value = ((q.x * q.x) + (q.y * q.y) + (q.z * q.z));
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// #ifdef __linux
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// Hmm, this should never happen, but it does...
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if (value > 1.f)
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value = 1.f;
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// #endif
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q.w = mSqrt(1.f - value);
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if (stream->readFlag())
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q.w = -q.w;
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q.setMatrix(&mTransform);
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}
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else
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mTransform.identity();
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Point3F pos;
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stream->readCompressedPoint(&pos, SoundPosAccuracy);
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mTransform.setColumn(3, pos);
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}
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}
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void SimSoundAssetEvent::process(NetConnection* con)
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{
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if (mAsset->is3D())
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SFX->playOnce(mAsset->getSfxProfile(), &mTransform);
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else
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SFX->playOnce(mAsset->getSfxProfile());
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}
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Sim2DAudioEvent::Sim2DAudioEvent(SFXProfile *profile)
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Sim2DAudioEvent::Sim2DAudioEvent(SFXProfile *profile)
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{
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{
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@ -321,11 +420,6 @@ void Sim2DAudioEvent::process(NetConnection *)
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SFX->playOnce( mProfile );
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SFX->playOnce( mProfile );
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}
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}
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//----------------------------------------------------------------------------
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static F32 SoundPosAccuracy = 0.5;
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static S32 SoundRotBits = 8;
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Sim3DAudioEvent::Sim3DAudioEvent(SFXProfile *profile,const MatrixF* mat)
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Sim3DAudioEvent::Sim3DAudioEvent(SFXProfile *profile,const MatrixF* mat)
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{
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{
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mProfile = profile;
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mProfile = profile;
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|
|
@ -39,6 +39,9 @@
|
||||||
#include "core/stream/bitStream.h"
|
#include "core/stream/bitStream.h"
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#include "T3D/assets/SoundAsset.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
class QuitEvent : public SimEvent
|
class QuitEvent : public SimEvent
|
||||||
{
|
{
|
||||||
|
|
@ -102,6 +105,23 @@ class SimDataBlockEvent : public NetEvent
|
||||||
DECLARE_CATEGORY( "Game Networking" );
|
DECLARE_CATEGORY( "Game Networking" );
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class SimSoundAssetEvent : public NetEvent
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
AssetPtr<SoundAsset> mAsset;
|
||||||
|
MatrixF mTransform;
|
||||||
|
|
||||||
|
public:
|
||||||
|
typedef NetEvent Parent;
|
||||||
|
|
||||||
|
SimSoundAssetEvent(AssetPtr<SoundAsset> asset = NULL, const MatrixF* mat = NULL);
|
||||||
|
void pack(NetConnection*, BitStream* bstream);
|
||||||
|
void write(NetConnection*, BitStream* bstream);
|
||||||
|
void unpack(NetConnection*, BitStream* bstream);
|
||||||
|
void process(NetConnection*);
|
||||||
|
DECLARE_CONOBJECT(SimSoundAssetEvent);
|
||||||
|
};
|
||||||
|
|
||||||
class Sim2DAudioEvent: public NetEvent
|
class Sim2DAudioEvent: public NetEvent
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
|
|
|
||||||
|
|
@ -1009,7 +1009,7 @@ ShapeBase::ShapeBase()
|
||||||
|
|
||||||
for (i = 0; i < MaxSoundThreads; i++) {
|
for (i = 0; i < MaxSoundThreads; i++) {
|
||||||
mSoundThread[i].play = false;
|
mSoundThread[i].play = false;
|
||||||
mSoundThread[i].profile = 0;
|
mSoundThread[i].asset = 0;
|
||||||
mSoundThread[i].sound = 0;
|
mSoundThread[i].sound = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -2233,24 +2233,30 @@ void ShapeBase::applyImpulse(const Point3F&,const VectorF&)
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
|
|
||||||
void ShapeBase::playAudio(U32 slot,SFXTrack* profile)
|
void ShapeBase::playAudio(U32 slot, StringTableEntry assetId)
|
||||||
{
|
{
|
||||||
AssertFatal( slot < MaxSoundThreads, "ShapeBase::playAudio() bad slot index" );
|
AssertFatal( slot < MaxSoundThreads, "ShapeBase::playAudio() bad slot index" );
|
||||||
Sound& st = mSoundThread[slot];
|
if (AssetDatabase.isDeclaredAsset(assetId))
|
||||||
if( profile && ( !st.play || st.profile != profile ) )
|
{
|
||||||
|
AssetPtr<SoundAsset> tempSoundAsset;
|
||||||
|
tempSoundAsset = assetId;
|
||||||
|
|
||||||
|
SoundThread& st = mSoundThread[slot];
|
||||||
|
if (tempSoundAsset && (!st.play || st.asset != tempSoundAsset))
|
||||||
{
|
{
|
||||||
setMaskBits(SoundMaskN << slot);
|
setMaskBits(SoundMaskN << slot);
|
||||||
st.play = true;
|
st.play = true;
|
||||||
st.profile = profile;
|
st.asset = tempSoundAsset;
|
||||||
updateAudioState(st);
|
updateAudioState(st);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShapeBase::stopAudio(U32 slot)
|
void ShapeBase::stopAudio(U32 slot)
|
||||||
{
|
{
|
||||||
AssertFatal( slot < MaxSoundThreads, "ShapeBase::stopAudio() bad slot index" );
|
AssertFatal( slot < MaxSoundThreads, "ShapeBase::stopAudio() bad slot index" );
|
||||||
|
|
||||||
Sound& st = mSoundThread[slot];
|
SoundThread& st = mSoundThread[slot];
|
||||||
if ( st.play )
|
if ( st.play )
|
||||||
{
|
{
|
||||||
st.play = false;
|
st.play = false;
|
||||||
|
|
@ -2263,7 +2269,7 @@ void ShapeBase::updateServerAudio()
|
||||||
{
|
{
|
||||||
// Timeout non-looping sounds
|
// Timeout non-looping sounds
|
||||||
for (S32 i = 0; i < MaxSoundThreads; i++) {
|
for (S32 i = 0; i < MaxSoundThreads; i++) {
|
||||||
Sound& st = mSoundThread[i];
|
SoundThread& st = mSoundThread[i];
|
||||||
if (st.play && st.timeout && st.timeout < Sim::getCurrentTime()) {
|
if (st.play && st.timeout && st.timeout < Sim::getCurrentTime()) {
|
||||||
clearMaskBits(SoundMaskN << i);
|
clearMaskBits(SoundMaskN << i);
|
||||||
st.play = false;
|
st.play = false;
|
||||||
|
|
@ -2271,17 +2277,18 @@ void ShapeBase::updateServerAudio()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShapeBase::updateAudioState(Sound& st)
|
void ShapeBase::updateAudioState(SoundThread& st)
|
||||||
{
|
{
|
||||||
SFX_DELETE( st.sound );
|
SFX_DELETE( st.sound );
|
||||||
|
|
||||||
if ( st.play && st.profile )
|
if ( st.play && st.asset )
|
||||||
{
|
{
|
||||||
if ( isGhost() )
|
if ( isGhost() )
|
||||||
{
|
{
|
||||||
if ( Sim::findObject( SimObjectId((uintptr_t)st.profile), st.profile ) )
|
// if asset is valid, play
|
||||||
|
if (st.asset->isAssetValid() )
|
||||||
{
|
{
|
||||||
st.sound = SFX->createSource( st.profile, &getTransform() );
|
st.sound = SFX->createSource( st.asset->getSfxProfile() , &getTransform() );
|
||||||
if ( st.sound )
|
if ( st.sound )
|
||||||
st.sound->play();
|
st.sound->play();
|
||||||
}
|
}
|
||||||
|
|
@ -2292,12 +2299,17 @@ void ShapeBase::updateAudioState(Sound& st)
|
||||||
{
|
{
|
||||||
// Non-looping sounds timeout on the server
|
// Non-looping sounds timeout on the server
|
||||||
st.timeout = 0;
|
st.timeout = 0;
|
||||||
if ( !st.profile->getDescription()->mIsLooping )
|
if ( !st.asset->getSfxDescription()->mIsLooping )
|
||||||
st.timeout = Sim::getCurrentTime() + sAudioTimeout;
|
st.timeout = Sim::getCurrentTime() + sAudioTimeout;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
|
// st.sound was not stopped before. If this causes issues remove.
|
||||||
st.play = false;
|
st.play = false;
|
||||||
|
if (st.sound)
|
||||||
|
st.sound->stop();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShapeBase::updateAudioPos()
|
void ShapeBase::updateAudioPos()
|
||||||
|
|
@ -3122,13 +3134,15 @@ U32 ShapeBase::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
|
||||||
|
|
||||||
if (stream->writeFlag(mask & SoundMask)) {
|
if (stream->writeFlag(mask & SoundMask)) {
|
||||||
for (S32 i = 0; i < MaxSoundThreads; i++) {
|
for (S32 i = 0; i < MaxSoundThreads; i++) {
|
||||||
Sound& st = mSoundThread[i];
|
SoundThread& st = mSoundThread[i];
|
||||||
if (stream->writeFlag(mask & (SoundMaskN << i)))
|
if (stream->writeFlag(mask & (SoundMaskN << i)))
|
||||||
if (stream->writeFlag(st.play))
|
if (stream->writeFlag(st.play))
|
||||||
stream->writeRangedU32(st.profile->getId(),DataBlockObjectIdFirst,
|
{
|
||||||
DataBlockObjectIdLast);
|
NetStringHandle assetIdStr = st.asset->getAssetId();
|
||||||
|
con->packNetStringHandleU(stream, assetIdStr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (stream->writeFlag(mask & ImageMask)) {
|
if (stream->writeFlag(mask & ImageMask)) {
|
||||||
for (S32 i = 0; i < MaxMountedImages; i++)
|
for (S32 i = 0; i < MaxMountedImages; i++)
|
||||||
|
|
@ -3242,12 +3256,18 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
|
||||||
{
|
{
|
||||||
if ( stream->readFlag() )
|
if ( stream->readFlag() )
|
||||||
{
|
{
|
||||||
Sound& st = mSoundThread[i];
|
SoundThread& st = mSoundThread[i];
|
||||||
st.play = stream->readFlag();
|
st.play = stream->readFlag();
|
||||||
if ( st.play )
|
if ( st.play )
|
||||||
{
|
{
|
||||||
st.profile = (SFXTrack*)(uintptr_t)stream->readRangedU32( DataBlockObjectIdFirst,
|
StringTableEntry temp = StringTable->insert(con->unpackNetStringHandleU(stream).getString());
|
||||||
DataBlockObjectIdLast );
|
if (AssetDatabase.isDeclaredAsset(temp))
|
||||||
|
{
|
||||||
|
AssetPtr<SoundAsset> tempSoundAsset;
|
||||||
|
tempSoundAsset = temp;
|
||||||
|
|
||||||
|
st.asset = temp;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( isProperlyAdded() )
|
if ( isProperlyAdded() )
|
||||||
|
|
@ -3777,7 +3797,7 @@ DefineEngineMethod( ShapeBase, isHidden, bool, (),,
|
||||||
}
|
}
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
DefineEngineMethod( ShapeBase, playAudio, bool, ( S32 slot, SFXTrack* track ),,
|
DefineEngineMethod( ShapeBase, playAudio, bool, ( S32 slot, StringTableEntry assetId),,
|
||||||
"@brief Attach a sound to this shape and start playing it.\n\n"
|
"@brief Attach a sound to this shape and start playing it.\n\n"
|
||||||
|
|
||||||
"@param slot Audio slot index for the sound (valid range is 0 - 3)\n" // 3 = ShapeBase::MaxSoundThreads-1
|
"@param slot Audio slot index for the sound (valid range is 0 - 3)\n" // 3 = ShapeBase::MaxSoundThreads-1
|
||||||
|
|
@ -3786,8 +3806,8 @@ DefineEngineMethod( ShapeBase, playAudio, bool, ( S32 slot, SFXTrack* track ),,
|
||||||
|
|
||||||
"@see stopAudio()\n")
|
"@see stopAudio()\n")
|
||||||
{
|
{
|
||||||
if (track && slot >= 0 && slot < ShapeBase::MaxSoundThreads) {
|
if (assetId && slot >= 0 && slot < ShapeBase::MaxSoundThreads) {
|
||||||
object->playAudio(slot,track);
|
object->playAudio(slot, assetId);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
|
|
|
||||||
|
|
@ -265,6 +265,7 @@ struct ShapeBaseImageData: public GameBaseData {
|
||||||
F32 emitterTime; ///<
|
F32 emitterTime; ///<
|
||||||
S32 emitterNode[MaxShapes]; ///< Node ID on the shape to emit from
|
S32 emitterNode[MaxShapes]; ///< Node ID on the shape to emit from
|
||||||
SoundAsset* sound;
|
SoundAsset* sound;
|
||||||
|
SFXTrack* soundTrack; ///<Holdover for special, non-asset cases like SFXPlaylists
|
||||||
};
|
};
|
||||||
/// @name State Data
|
/// @name State Data
|
||||||
/// Individual state data used to initialize struct array
|
/// Individual state data used to initialize struct array
|
||||||
|
|
@ -744,13 +745,13 @@ protected:
|
||||||
|
|
||||||
/// @name Scripted Sound
|
/// @name Scripted Sound
|
||||||
/// @{
|
/// @{
|
||||||
struct Sound {
|
struct SoundThread {
|
||||||
bool play; ///< Are we playing this sound?
|
bool play; ///< Are we playing this sound?
|
||||||
SimTime timeout; ///< Time until we stop playing this sound.
|
SimTime timeout; ///< Time until we stop playing this sound.
|
||||||
SFXTrack* profile; ///< Profile on server
|
AssetPtr<SoundAsset> asset; ///< Asset on server
|
||||||
SFXSource* sound; ///< Sound on client
|
SFXSource* sound; ///< Sound on client
|
||||||
};
|
};
|
||||||
Sound mSoundThread[MaxSoundThreads];
|
SoundThread mSoundThread[MaxSoundThreads];
|
||||||
/// @}
|
/// @}
|
||||||
|
|
||||||
/// @name Scripted Animation Threads
|
/// @name Scripted Animation Threads
|
||||||
|
|
@ -1114,7 +1115,7 @@ protected:
|
||||||
|
|
||||||
/// Updates the audio state of the supplied sound
|
/// Updates the audio state of the supplied sound
|
||||||
/// @param st Sound
|
/// @param st Sound
|
||||||
void updateAudioState(Sound& st);
|
void updateAudioState(SoundThread& st);
|
||||||
|
|
||||||
/// Recalculates the spacial sound based on the current position of the object
|
/// Recalculates the spacial sound based on the current position of the object
|
||||||
/// emitting the sound.
|
/// emitting the sound.
|
||||||
|
|
@ -1328,9 +1329,7 @@ public:
|
||||||
|
|
||||||
/// Plays an audio sound from a mounted object
|
/// Plays an audio sound from a mounted object
|
||||||
/// @param slot Mount slot ID
|
/// @param slot Mount slot ID
|
||||||
/// @param track Audio track to play
|
void playAudio(U32 slot, StringTableEntry assetId);
|
||||||
void playAudio(U32 slot,SFXTrack* track);
|
|
||||||
void playAudio( U32 slot, SFXProfile* profile ) { playAudio( slot, ( SFXTrack* ) profile ); }
|
|
||||||
|
|
||||||
/// Stops audio from a mounted object
|
/// Stops audio from a mounted object
|
||||||
/// @param slot Mount slot ID
|
/// @param slot Mount slot ID
|
||||||
|
|
|
||||||
|
|
@ -133,6 +133,7 @@ ShapeBaseImageData::StateData::StateData()
|
||||||
spin = IgnoreSpin;
|
spin = IgnoreSpin;
|
||||||
recoil = NoRecoil;
|
recoil = NoRecoil;
|
||||||
sound = NULL;
|
sound = NULL;
|
||||||
|
soundTrack = NULL;
|
||||||
emitter = NULL;
|
emitter = NULL;
|
||||||
shapeSequence = NULL;
|
shapeSequence = NULL;
|
||||||
shapeSequenceScale = true;
|
shapeSequenceScale = true;
|
||||||
|
|
@ -372,6 +373,19 @@ bool ShapeBaseImageData::onAdd()
|
||||||
|
|
||||||
//_setstateSound(getstateSound(i),i);
|
//_setstateSound(getstateSound(i),i);
|
||||||
s.sound = getstateSoundAsset(i);
|
s.sound = getstateSoundAsset(i);
|
||||||
|
if (s.sound == NULL && mstateSoundName[i] != StringTable->EmptyString())
|
||||||
|
{
|
||||||
|
//ok, so we've got some sort of special-case here like a fallback or SFXPlaylist. So do the hook-up now
|
||||||
|
SFXTrack* sndTrack;
|
||||||
|
if (!Sim::findObject(mstateSoundName[i], sndTrack))
|
||||||
|
{
|
||||||
|
Con::errorf("ShapeBaseImageData::onAdd() - attempted to find sound %s but failed!", mstateSoundName[i]);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
s.soundTrack = sndTrack;
|
||||||
|
}
|
||||||
|
}
|
||||||
s.script = stateScript[i];
|
s.script = stateScript[i];
|
||||||
s.emitter = stateEmitter[i];
|
s.emitter = stateEmitter[i];
|
||||||
s.emitterTime = stateEmitterTime[i];
|
s.emitterTime = stateEmitterTime[i];
|
||||||
|
|
@ -2580,7 +2594,7 @@ bool ShapeBase::hasImageState(U32 imageSlot, const char* state)
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
void ShapeBase::setImageState(U32 imageSlot, U32 newState, bool force)
|
||||||
{
|
{
|
||||||
if (!mMountedImageList[imageSlot].dataBlock)
|
if (!mMountedImageList[imageSlot].dataBlock)
|
||||||
return;
|
return;
|
||||||
|
|
@ -2611,12 +2625,12 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
||||||
// Eject shell casing on every state change (client side only)
|
// Eject shell casing on every state change (client side only)
|
||||||
ShapeBaseImageData::StateData& nextStateData = image.dataBlock->state[newState];
|
ShapeBaseImageData::StateData& nextStateData = image.dataBlock->state[newState];
|
||||||
if (isGhost() && nextStateData.ejectShell) {
|
if (isGhost() && nextStateData.ejectShell) {
|
||||||
ejectShellCasing( imageSlot );
|
ejectShellCasing(imageSlot);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Shake camera on client.
|
// Shake camera on client.
|
||||||
if (isGhost() && nextStateData.fire && image.dataBlock->shakeCamera) {
|
if (isGhost() && nextStateData.fire && image.dataBlock->shakeCamera) {
|
||||||
shakeCamera( imageSlot );
|
shakeCamera(imageSlot);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Server must animate the shape if it is a firestate...
|
// Server must animate the shape if it is a firestate...
|
||||||
|
|
@ -2632,12 +2646,12 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
||||||
if (!force && image.state == &image.dataBlock->state[newState]) {
|
if (!force && image.state == &image.dataBlock->state[newState]) {
|
||||||
image.delayTime = image.state->timeoutValue;
|
image.delayTime = image.state->timeoutValue;
|
||||||
if (image.state->script && !isGhost())
|
if (image.state->script && !isGhost())
|
||||||
scriptCallback(imageSlot,image.state->script);
|
scriptCallback(imageSlot, image.state->script);
|
||||||
|
|
||||||
// If this is a flash sequence, we need to select a new position for the
|
// If this is a flash sequence, we need to select a new position for the
|
||||||
// animation if we're returning to that state...
|
// animation if we're returning to that state...
|
||||||
F32 randomPos = Platform::getRandom();
|
F32 randomPos = Platform::getRandom();
|
||||||
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
|
for (U32 i = 0; i < ShapeBaseImageData::MaxShapes; ++i)
|
||||||
{
|
{
|
||||||
if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
|
if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
|
||||||
continue;
|
continue;
|
||||||
|
|
@ -2665,7 +2679,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
||||||
|
|
||||||
// Mount pending images
|
// Mount pending images
|
||||||
if (image.nextImage != InvalidImagePtr && stateData.allowImageChange) {
|
if (image.nextImage != InvalidImagePtr && stateData.allowImageChange) {
|
||||||
setImage(imageSlot,image.nextImage,image.nextSkinNameHandle,image.nextLoaded);
|
setImage(imageSlot, image.nextImage, image.nextSkinNameHandle, image.nextLoaded);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -2673,16 +2687,16 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
||||||
// (the first key frame should be it's off state).
|
// (the first key frame should be it's off state).
|
||||||
// We need to do this across all image shapes to make sure we have no hold overs when switching
|
// We need to do this across all image shapes to make sure we have no hold overs when switching
|
||||||
// rendering shapes while in the middle of a state change.
|
// rendering shapes while in the middle of a state change.
|
||||||
for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
|
for (U32 i = 0; i < ShapeBaseImageData::MaxShapes; ++i)
|
||||||
{
|
{
|
||||||
// If we are to do a sequence transition then we need to keep the previous animThread active
|
// If we are to do a sequence transition then we need to keep the previous animThread active
|
||||||
if (image.animThread[i] && image.animThread[i]->getSequence()->isCyclic() && (stateData.sequenceNeverTransition || !(stateData.sequenceTransitionIn || lastState->sequenceTransitionOut))) {
|
if (image.animThread[i] && image.animThread[i]->getSequence()->isCyclic() && (stateData.sequenceNeverTransition || !(stateData.sequenceTransitionIn || lastState->sequenceTransitionOut))) {
|
||||||
image.shapeInstance[i]->setPos(image.animThread[i],0);
|
image.shapeInstance[i]->setPos(image.animThread[i], 0);
|
||||||
image.shapeInstance[i]->setTimeScale(image.animThread[i],0);
|
image.shapeInstance[i]->setTimeScale(image.animThread[i], 0);
|
||||||
}
|
}
|
||||||
if (image.flashThread[i]) {
|
if (image.flashThread[i]) {
|
||||||
image.shapeInstance[i]->setPos(image.flashThread[i],0);
|
image.shapeInstance[i]->setPos(image.flashThread[i], 0);
|
||||||
image.shapeInstance[i]->setTimeScale(image.flashThread[i],0);
|
image.shapeInstance[i]->setTimeScale(image.flashThread[i], 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -2695,10 +2709,10 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
||||||
if (image.delayTime <= 0 || !stateData.waitForTimeout)
|
if (image.delayTime <= 0 || !stateData.waitForTimeout)
|
||||||
{
|
{
|
||||||
if ((ns = stateData.transition.loaded[image.loaded]) != -1) {
|
if ((ns = stateData.transition.loaded[image.loaded]) != -1) {
|
||||||
setImageState(imageSlot,ns);
|
setImageState(imageSlot, ns);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
for (U32 i=0; i<ShapeBaseImageData::MaxGenericTriggers; ++i)
|
for (U32 i = 0; i < ShapeBaseImageData::MaxGenericTriggers; ++i)
|
||||||
{
|
{
|
||||||
if ((ns = stateData.transition.genericTrigger[i][image.genericTrigger[i]]) != -1) {
|
if ((ns = stateData.transition.genericTrigger[i][image.genericTrigger[i]]) != -1) {
|
||||||
setImageState(imageSlot, ns);
|
setImageState(imageSlot, ns);
|
||||||
|
|
@ -2707,7 +2721,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
||||||
}
|
}
|
||||||
//if (!imageData.usesEnergy)
|
//if (!imageData.usesEnergy)
|
||||||
if ((ns = stateData.transition.ammo[image.ammo]) != -1) {
|
if ((ns = stateData.transition.ammo[image.ammo]) != -1) {
|
||||||
setImageState(imageSlot,ns);
|
setImageState(imageSlot, ns);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if ((ns = stateData.transition.target[image.target]) != -1) {
|
if ((ns = stateData.transition.target[image.target]) != -1) {
|
||||||
|
|
@ -2723,11 +2737,11 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if ((ns = stateData.transition.trigger[image.triggerDown]) != -1) {
|
if ((ns = stateData.transition.trigger[image.triggerDown]) != -1) {
|
||||||
setImageState(imageSlot,ns);
|
setImageState(imageSlot, ns);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if ((ns = stateData.transition.altTrigger[image.altTriggerDown]) != -1) {
|
if ((ns = stateData.transition.altTrigger[image.altTriggerDown]) != -1) {
|
||||||
setImageState(imageSlot,ns);
|
setImageState(imageSlot, ns);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -2752,7 +2766,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
||||||
|
|
||||||
// Apply recoil
|
// Apply recoil
|
||||||
if (stateData.recoil != ShapeBaseImageData::StateData::NoRecoil)
|
if (stateData.recoil != ShapeBaseImageData::StateData::NoRecoil)
|
||||||
onImageRecoil(imageSlot,stateData.recoil);
|
onImageRecoil(imageSlot, stateData.recoil);
|
||||||
|
|
||||||
// Apply image state animation on mounting shape
|
// Apply image state animation on mounting shape
|
||||||
if (stateData.shapeSequence && stateData.shapeSequence[0])
|
if (stateData.shapeSequence && stateData.shapeSequence[0])
|
||||||
|
|
@ -2764,17 +2778,25 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
|
||||||
// lastState does not return an id for the prev state so we keep track of it.
|
// lastState does not return an id for the prev state so we keep track of it.
|
||||||
if (lastState->sound && lastState->sound->getSfxProfile()->getDescription()->mIsLooping)
|
if (lastState->sound && lastState->sound->getSfxProfile()->getDescription()->mIsLooping)
|
||||||
{
|
{
|
||||||
for(Vector<SFXSource*>::iterator i = image.mSoundSources.begin(); i != image.mSoundSources.end(); i++)
|
for (Vector<SFXSource*>::iterator i = image.mSoundSources.begin(); i != image.mSoundSources.end(); i++)
|
||||||
SFX_DELETE((*i));
|
SFX_DELETE((*i));
|
||||||
|
|
||||||
image.mSoundSources.clear();
|
image.mSoundSources.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Play sound
|
// Play sound
|
||||||
if( stateData.sound && isGhost() )
|
if (isGhost())
|
||||||
|
{
|
||||||
|
if (stateData.sound)
|
||||||
{
|
{
|
||||||
const Point3F& velocity = getVelocity();
|
const Point3F& velocity = getVelocity();
|
||||||
image.addSoundSource(SFX->createSource(stateData.sound->getSfxProfile(), &getRenderTransform(), &velocity ));
|
image.addSoundSource(SFX->createSource(stateData.sound->getSfxProfile(), &getRenderTransform(), &velocity));
|
||||||
|
}
|
||||||
|
if (stateData.soundTrack)
|
||||||
|
{
|
||||||
|
const Point3F& velocity = getVelocity();
|
||||||
|
image.addSoundSource(SFX->createSource(stateData.soundTrack, &getRenderTransform(), &velocity));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Play animation
|
// Play animation
|
||||||
|
|
|
||||||
|
|
@ -352,15 +352,19 @@ bool SFXPlayList::preload( bool server, String& errorStr )
|
||||||
{
|
{
|
||||||
for( U32 i = 0; i < NUM_SLOTS; ++ i )
|
for( U32 i = 0; i < NUM_SLOTS; ++ i )
|
||||||
{
|
{
|
||||||
_setTrack(getTrack(i),i);
|
StringTableEntry track = getTrack(i);
|
||||||
|
if (track != StringTable->EmptyString())
|
||||||
|
{
|
||||||
|
_setTrack(getTrack(i), i);
|
||||||
if (!getTrackProfile(i))
|
if (!getTrackProfile(i))
|
||||||
{
|
{
|
||||||
Con::errorf("SFXPlayList::Preload() - unable to find sfxProfile for asset %s", mTrackAssetId[i]);
|
Con::errorf("SFXPlayList::Preload() - unable to find sfxProfile for asset %s", mTrackAssetId[i]);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if( !sfxResolve( &mSlots.mState[ i ], errorStr ) )
|
if (!sfxResolve(&mSlots.mState[i], errorStr))
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -35,6 +35,7 @@
|
||||||
#include "core/stream/bitStream.h"
|
#include "core/stream/bitStream.h"
|
||||||
#include "core/resourceManager.h"
|
#include "core/resourceManager.h"
|
||||||
#include "console/engineAPI.h"
|
#include "console/engineAPI.h"
|
||||||
|
#include "core/stream/fileStream.h"
|
||||||
|
|
||||||
using namespace Torque;
|
using namespace Torque;
|
||||||
|
|
||||||
|
|
@ -283,8 +284,13 @@ bool SFXProfile::_preloadBuffer()
|
||||||
|
|
||||||
Resource<SFXResource>& SFXProfile::getResource()
|
Resource<SFXResource>& SFXProfile::getResource()
|
||||||
{
|
{
|
||||||
if( !mResource && mFilename != StringTable->EmptyString())
|
char buf[1024];
|
||||||
mResource = SFXResource::load( mFilename );
|
FileName fullFilename = String(Platform::makeFullPathName(mFilename, buf, sizeof(buf)));
|
||||||
|
|
||||||
|
if (!mResource && SFXResource::exists(fullFilename))
|
||||||
|
mResource = SFXResource::load(mFilename);
|
||||||
|
else
|
||||||
|
mResource = NULL;
|
||||||
|
|
||||||
return mResource;
|
return mResource;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1581,133 +1581,70 @@ DefineEngineFunction( sfxPlay, S32, ( const char * trackName, const char * point
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
static ConsoleDocFragment _sPlayOnce1(
|
static ConsoleDocFragment _sPlayOnce1(
|
||||||
"@brief Create a play-once source for the given @a track.\n\n"
|
"@brief Create a play-once source for the given @a asset.\n\n"
|
||||||
"Once playback has finished, the source will be automatically deleted in the next sound system update.\n"
|
"Once playback has finished, the source will be automatically deleted in the next sound system update.\n"
|
||||||
"@param track The sound datablock.\n"
|
"@param track The sound datablock.\n"
|
||||||
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
|
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
|
||||||
"@ref SFXSource_playonce\n\n"
|
"@ref SFXSource_playonce\n\n"
|
||||||
"@ingroup SFX",
|
"@ingroup SFX",
|
||||||
NULL,
|
NULL,
|
||||||
"SFXSource sfxPlayOnce( SFXTrack track );"
|
"SFXSource sfxPlayOnce( StringTableEntry assetID );"
|
||||||
);
|
);
|
||||||
static ConsoleDocFragment _sPlayOnce2(
|
static ConsoleDocFragment _sPlayOnce2(
|
||||||
"@brief Create a play-once source for the given given @a track and position the source's 3D sound at the given coordinates "
|
"@brief Create a play-once source for the given given @a asset and position the source's 3D sound at the given coordinates "
|
||||||
"only if the track's description is set up for 3D sound).\n\n"
|
"only if the asset is set up for 3D sound).\n\n"
|
||||||
"Once playback has finished, the source will be automatically deleted in the next sound system update.\n"
|
"Once playback has finished, the source will be automatically deleted in the next sound system update.\n"
|
||||||
"@param track The sound datablock.\n"
|
"@param assetId The sound asset.\n"
|
||||||
"@param x The X coordinate of the 3D sound position.\n"
|
"@param x The X coordinate of the 3D sound position.\n"
|
||||||
"@param y The Y coordinate of the 3D sound position.\n"
|
"@param y The Y coordinate of the 3D sound position.\n"
|
||||||
"@param z The Z coordinate of the 3D sound position.\n"
|
"@param z The Z coordinate of the 3D sound position.\n"
|
||||||
"@param fadeInTime If >=0, this overrides the SFXDescription::fadeInTime value on the track's description.\n"
|
"@param fadeInTime If >=0, this overrides the SFXDescription::fadeInTime value on the asset's definition.\n"
|
||||||
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
|
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
|
||||||
"@tsexample\n"
|
"@tsexample\n"
|
||||||
"// Immediately start playing the given track. Fade it in to full volume over 5 seconds.\n"
|
"// Immediately start playing the given asset. Fade it in to full volume over 5 seconds.\n"
|
||||||
"sfxPlayOnce( MusicTrack, 0, 0, 0, 5.f );\n"
|
"sfxPlayOnce( ExampleModule:MusicTrack, 0, 0, 0, 5.f );\n"
|
||||||
"@endtsexample\n\n"
|
"@endtsexample\n\n"
|
||||||
"@ref SFXSource_playonce\n\n"
|
"@ref SFXSource_playonce\n\n"
|
||||||
"@ingroup SFX",
|
"@ingroup SFX",
|
||||||
NULL,
|
NULL,
|
||||||
"SFXSource sfxPlayOnce( SFXTrack track, float x, float y, float z, float fadeInTime=-1 );"
|
"SFXSource sfxPlayOnce( StringTableEntry assetID, float x, float y, float z, float fadeInTime=-1 );"
|
||||||
);
|
|
||||||
static ConsoleDocFragment _sPlayOnce3(
|
|
||||||
"@brief Create a new temporary SFXProfile from the given @a description and @a filename, then create a play-once source "
|
|
||||||
"for it and start playback.\n\n"
|
|
||||||
"Once playback has finished, the source will be automatically deleted in the next sound system update. If not referenced "
|
|
||||||
"otherwise by then, the temporary SFXProfile will also be deleted.\n"
|
|
||||||
"@param description The description to use for playback.\n"
|
|
||||||
"@param filename Path to the sound file to play.\n"
|
|
||||||
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
|
|
||||||
"@tsexample\n"
|
|
||||||
"// Play a sound effect file once.\n"
|
|
||||||
"sfxPlayOnce( AudioEffects, \"art/sound/weapons/Weapon_pickup\" );\n"
|
|
||||||
"@endtsexample\n\n"
|
|
||||||
"@ref SFXSource_playonce\n\n"
|
|
||||||
"@ingroup SFX",
|
|
||||||
NULL,
|
|
||||||
"SFXSource sfxPlayOnce( SFXDescription description, string filename );"
|
|
||||||
);
|
|
||||||
static ConsoleDocFragment _sPlayOnce4(
|
|
||||||
"@brief Create a new temporary SFXProfile from the given @a description and @a filename, then create a play-once source "
|
|
||||||
"for it and start playback. Position the source's 3D sound at the given coordinates (only if the description "
|
|
||||||
"is set up for 3D sound).\n\n"
|
|
||||||
"Once playback has finished, the source will be automatically deleted in the next sound system update. If not referenced "
|
|
||||||
"otherwise by then, the temporary SFXProfile will also be deleted.\n"
|
|
||||||
"@param description The description to use for playback.\n"
|
|
||||||
"@param filename Path to the sound file to play.\n"
|
|
||||||
"@param x The X coordinate of the 3D sound position.\n"
|
|
||||||
"@param y The Y coordinate of the 3D sound position.\n"
|
|
||||||
"@param z The Z coordinate of the 3D sound position.\n"
|
|
||||||
"@param fadeInTime If >=0, this overrides the SFXDescription::fadeInTime value on the track's description.\n"
|
|
||||||
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
|
|
||||||
"@tsexample\n"
|
|
||||||
"// Play a sound effect file once using a 3D sound with a default falloff placed at the origin.\n"
|
|
||||||
"sfxPlayOnce( AudioDefault3D, \"art/sound/weapons/Weapon_pickup\", 0, 0, 0 );\n"
|
|
||||||
"@endtsexample\n\n"
|
|
||||||
"@ref SFXSource_playonce\n\n"
|
|
||||||
"@ingroup SFX",
|
|
||||||
NULL,
|
|
||||||
"SFXSource sfxPlayOnce( SFXDescription description, string filename, float x, float y, float z, float fadeInTime=-1 );"
|
|
||||||
);
|
);
|
||||||
|
|
||||||
DefineEngineFunction( sfxPlayOnce, S32, ( const char * sfxType, const char * arg0, const char * arg1, const char * arg2, const char * arg3, const char* arg4 ), ("", "", "", "", "-1.0f"),
|
DefineEngineFunction( sfxPlayOnce, S32, (StringTableEntry assetId, const char* arg0, const char * arg1, const char * arg2, const char * arg3 ), (StringTable->EmptyString(), "", "", "", "-1.0f"),
|
||||||
"SFXSource sfxPlayOnce( ( SFXTrack track | SFXDescription description, string filename ) [, float x, float y, float z, float fadeInTime=-1 ] ) "
|
"SFXSource sfxPlayOnce( ( SFXTrack track | SFXDescription description, string filename ) [, float x, float y, float z, float fadeInTime=-1 ] ) "
|
||||||
"Create a new play-once source for the given profile or description+filename and start playback of the source.\n"
|
"Create a new play-once source for the given profile or description+filename and start playback of the source.\n"
|
||||||
"@hide" )
|
"@hide" )
|
||||||
{
|
{
|
||||||
SFXDescription* description = NULL;
|
SFXDescription* description = NULL;
|
||||||
SFXTrack* track = dynamic_cast< SFXTrack* >( Sim::findObject( sfxType ) );
|
if (assetId == StringTable->EmptyString())
|
||||||
if( !track )
|
|
||||||
{
|
|
||||||
description = dynamic_cast< SFXDescription* >( Sim::findObject( sfxType ) );
|
|
||||||
if( !description )
|
|
||||||
{
|
{
|
||||||
Con::errorf( "sfxPlayOnce - Unable to locate sound track/description '%s'", sfxType );
|
Con::errorf( "sfxPlayOnce - Must Define a sound asset");
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
SFXSource* source = NULL;
|
SFXSource* source = NULL;
|
||||||
if( track )
|
|
||||||
|
if (AssetDatabase.isDeclaredAsset(assetId))
|
||||||
{
|
{
|
||||||
// In this overloaded use, arg0..arg2 are x, y, z, and arg3 is the fadeInTime.
|
|
||||||
if (String::isEmpty(arg0))
|
AssetPtr<SoundAsset> tempSoundAsset;
|
||||||
|
tempSoundAsset = assetId;
|
||||||
|
|
||||||
|
if (String::isEmpty(arg0) || !tempSoundAsset->is3D())
|
||||||
{
|
{
|
||||||
source = SFX->playOnce( track );
|
source = SFX->playOnce(tempSoundAsset->getSfxProfile());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
MatrixF transform;
|
MatrixF transform;
|
||||||
transform.set( EulerF( 0, 0, 0 ), Point3F( dAtof( arg0 ), dAtof( arg1 ),dAtof( arg2 ) ) );
|
transform.set(EulerF(0, 0, 0), Point3F(dAtof(arg0), dAtof(arg1), dAtof(arg2)));
|
||||||
source = SFX->playOnce( track, &transform, NULL, dAtof( arg3 ) );
|
source = SFX->playOnce(tempSoundAsset->getSfxProfile(), &transform, NULL, dAtof(arg3));
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else if( description )
|
|
||||||
{
|
|
||||||
// In this overload, arg0 is the filename, arg1..arg3 are x, y, z, and arg4 is fadeInTime.
|
|
||||||
SFXProfile* tempProfile = new SFXProfile( description, StringTable->insert( arg0 ), true );
|
|
||||||
if( !tempProfile->registerObject() )
|
|
||||||
{
|
|
||||||
Con::errorf( "sfxPlayOnce - unable to create profile" );
|
|
||||||
delete tempProfile;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (String::isEmpty(arg1))
|
Con::errorf("sfxPlayOnce - Could not locate assetId '%s'", assetId);
|
||||||
source = SFX->playOnce( tempProfile );
|
return 0;
|
||||||
else
|
|
||||||
{
|
|
||||||
MatrixF transform;
|
|
||||||
transform.set( EulerF( 0, 0, 0 ), Point3F( dAtof( arg1 ), dAtof( arg2 ),dAtof( arg3 ) ) );
|
|
||||||
source = SFX->playOnce( tempProfile, &transform, NULL, dAtof( arg4 ) );
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set profile to auto-delete when SFXSource releases its reference.
|
|
||||||
// Also add to root group so the profile will get deleted when the
|
|
||||||
// Sim system is shut down before the SFXSource has played out.
|
|
||||||
|
|
||||||
tempProfile->setAutoDelete( true );
|
|
||||||
Sim::getRootGroup()->addObject( tempProfile );
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if( !source )
|
if( !source )
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue