mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-05-25 07:06:34 +00:00
Add reverb
Adds reverb functionality to sound system TODO: Make a proper sfxMixer api that will route voices to channels that have the effects slots added to them. this is just a place holder for a more complete implementation
This commit is contained in:
parent
15a7b8cce0
commit
acda0354d6
11 changed files with 830 additions and 1002 deletions
|
|
@ -173,7 +173,8 @@ SoundAsset::SoundAsset()
|
|||
mProfileDesc.mPriority = 1.0f;
|
||||
mProfileDesc.mSourceGroup = NULL;
|
||||
mProfileDesc.mFadeInEase = EaseF();
|
||||
mProfileDesc.mReverb = SFXSoundReverbProperties();
|
||||
mProfileDesc.mSourceGroup = dynamic_cast<SFXSource*>(Sim::findObject("AudioChannelMaster"));
|
||||
|
||||
dMemset(mProfileDesc.mParameters, 0, sizeof(mProfileDesc.mParameters));
|
||||
mIsPlaylist = false;
|
||||
|
||||
|
|
|
|||
|
|
@ -208,7 +208,10 @@ SFXALDevice::SFXALDevice(U32 providerIndex)
|
|||
mDistanceModel(SFXDistanceModelLinear),
|
||||
mDistanceFactor(1.0f),
|
||||
mRolloffFactor(1.0f),
|
||||
mUserRolloffFactor(1.0f)
|
||||
mUserRolloffFactor(1.0f),
|
||||
mHasEFX(false),
|
||||
mEffect(0),
|
||||
mAuxSlot(0)
|
||||
{
|
||||
SFXProvider* p = SFXSystem::getProvider(providerIndex);
|
||||
|
||||
|
|
@ -282,7 +285,7 @@ SFXALDevice::SFXALDevice(U32 providerIndex)
|
|||
#undef LOAD_PROC
|
||||
|
||||
// generate our auxiliary slot for the effects.
|
||||
// alGenAuxiliaryEffectSlots(1, &mAuxSlot);
|
||||
alGenAuxiliaryEffectSlots(1, &mAuxSlot);
|
||||
}
|
||||
|
||||
// --- Device frequency ---
|
||||
|
|
@ -309,6 +312,12 @@ SFXALDevice::~SFXALDevice()
|
|||
{
|
||||
_releaseAllResources();
|
||||
|
||||
if (alIsEffect(mEffect))
|
||||
{
|
||||
alDeleteAuxiliaryEffectSlots(1, &mAuxSlot);
|
||||
alDeleteEffects(1, &mEffect);
|
||||
}
|
||||
|
||||
///cleanup of effects ends
|
||||
alcMakeContextCurrent( NULL );
|
||||
alcDestroyContext( mContext );
|
||||
|
|
@ -449,6 +458,90 @@ void SFXALDevice::setDistanceModel( SFXDistanceModel model )
|
|||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SFXALDevice::setReverb(const SFXReverbProperties& r)
|
||||
{
|
||||
if (!(mCaps & CAPS_Reverb))
|
||||
return;
|
||||
|
||||
ALenum err;
|
||||
|
||||
/* Clear error state. */
|
||||
alGetError();
|
||||
|
||||
if (alIsEffect(mEffect))
|
||||
alDeleteEffects(1, &mEffect);
|
||||
|
||||
/* Create the effect object and check if we can do EAX reverb. */
|
||||
alGenEffects(1, &mEffect);
|
||||
alEffecti(mEffect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
|
||||
err = alGetError();
|
||||
|
||||
// Map your engine's properties to EFX parameters.
|
||||
// Using EAX Reverb as an example:
|
||||
if (err == AL_NO_ERROR)
|
||||
{
|
||||
alEffectf(mEffect, AL_EAXREVERB_DENSITY, r.flDensity);
|
||||
alEffectf(mEffect, AL_EAXREVERB_DIFFUSION, r.flDiffusion);
|
||||
alEffectf(mEffect, AL_EAXREVERB_GAIN, r.flGain);
|
||||
alEffectf(mEffect, AL_EAXREVERB_GAINHF, r.flGainHF);
|
||||
alEffectf(mEffect, AL_EAXREVERB_GAINLF, r.flGainLF);
|
||||
alEffectf(mEffect, AL_EAXREVERB_DECAY_TIME, r.flDecayTime);
|
||||
alEffectf(mEffect, AL_EAXREVERB_DECAY_HFRATIO, r.flDecayHFRatio);
|
||||
alEffectf(mEffect, AL_EAXREVERB_DECAY_LFRATIO, r.flDecayLFRatio);
|
||||
|
||||
alEffectf(mEffect, AL_EAXREVERB_REFLECTIONS_GAIN, r.flReflectionsGain);
|
||||
alEffectf(mEffect, AL_EAXREVERB_REFLECTIONS_DELAY, r.flReflectionsDelay);
|
||||
alEffectfv(mEffect, AL_EAXREVERB_REFLECTIONS_PAN, r.flReflectionsPan);
|
||||
|
||||
alEffectf(mEffect, AL_EAXREVERB_LATE_REVERB_GAIN, r.flLateReverbGain);
|
||||
alEffectf(mEffect, AL_EAXREVERB_LATE_REVERB_DELAY, r.flLateReverbDelay);
|
||||
alEffectfv(mEffect, AL_EAXREVERB_LATE_REVERB_PAN, r.flLateReverbPan);
|
||||
|
||||
alEffectf(mEffect, AL_EAXREVERB_ECHO_TIME, r.flEchoTime);
|
||||
alEffectf(mEffect, AL_EAXREVERB_ECHO_DEPTH, r.flEchoDepth);
|
||||
alEffectf(mEffect, AL_EAXREVERB_MODULATION_TIME, r.flModulationTime);
|
||||
alEffectf(mEffect, AL_EAXREVERB_MODULATION_DEPTH, r.flModulationDepth);
|
||||
|
||||
alEffectf(mEffect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, r.flAirAbsorptionGainHF);
|
||||
alEffectf(mEffect, AL_EAXREVERB_HFREFERENCE, r.flHFReference);
|
||||
alEffectf(mEffect, AL_EAXREVERB_LFREFERENCE, r.flLFReference);
|
||||
alEffectf(mEffect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, r.flRoomRolloffFactor);
|
||||
alEffecti(mEffect, AL_EAXREVERB_DECAY_HFLIMIT, r.iDecayHFLimit);
|
||||
}
|
||||
else
|
||||
{
|
||||
alEffecti(mEffect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
|
||||
|
||||
alEffectf(mEffect, AL_REVERB_DENSITY, r.flDensity);
|
||||
alEffectf(mEffect, AL_REVERB_DIFFUSION, r.flDiffusion);
|
||||
alEffectf(mEffect, AL_REVERB_GAIN, r.flGain);
|
||||
alEffectf(mEffect, AL_REVERB_GAINHF, r.flGainHF);
|
||||
alEffectf(mEffect, AL_REVERB_DECAY_TIME, r.flDecayTime);
|
||||
alEffectf(mEffect, AL_REVERB_DECAY_HFRATIO, r.flDecayHFRatio);
|
||||
alEffectf(mEffect, AL_REVERB_REFLECTIONS_GAIN, r.flReflectionsGain);
|
||||
alEffectf(mEffect, AL_REVERB_REFLECTIONS_DELAY, r.flReflectionsDelay);
|
||||
alEffectf(mEffect, AL_REVERB_LATE_REVERB_GAIN, r.flLateReverbGain);
|
||||
alEffectf(mEffect, AL_REVERB_LATE_REVERB_DELAY, r.flLateReverbDelay);
|
||||
alEffectf(mEffect, AL_REVERB_AIR_ABSORPTION_GAINHF, r.flAirAbsorptionGainHF);
|
||||
alEffectf(mEffect, AL_REVERB_ROOM_ROLLOFF_FACTOR, r.flRoomRolloffFactor);
|
||||
alEffecti(mEffect, AL_REVERB_DECAY_HFLIMIT, r.iDecayHFLimit);
|
||||
}
|
||||
|
||||
err = alGetError();
|
||||
if (err != AL_NO_ERROR)
|
||||
{
|
||||
if (alIsEffect(mEffect))
|
||||
alDeleteEffects(1, &mEffect);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind updated effect to slot
|
||||
alAuxiliaryEffectSloti(mAuxSlot, AL_EFFECTSLOT_EFFECT, (ALint)mEffect);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SFXALDevice::setDopplerFactor( F32 factor )
|
||||
{
|
||||
alDopplerFactor( factor );
|
||||
|
|
|
|||
|
|
@ -80,6 +80,10 @@ class SFXALDevice : public SFXDevice
|
|||
F32 mDistanceFactor;
|
||||
F32 mRolloffFactor;
|
||||
F32 mUserRolloffFactor;
|
||||
|
||||
ALuint mEffect;
|
||||
ALuint mAuxSlot;
|
||||
bool mHasEFX;
|
||||
|
||||
void _setRolloffFactor( F32 factor );
|
||||
|
||||
|
|
@ -91,9 +95,12 @@ class SFXALDevice : public SFXDevice
|
|||
void setListener( U32 index, const SFXListenerProperties& listener ) override;
|
||||
void setDistanceModel( SFXDistanceModel model ) override;
|
||||
void setDopplerFactor( F32 factor ) override;
|
||||
void setReverb(const SFXReverbProperties& reverb) override;
|
||||
void setRolloffFactor( F32 factor ) override;
|
||||
void resetReverb() override {}
|
||||
void setSpeedOfSound(F32 speedOfSound) override;
|
||||
|
||||
ALuint getDeviceAuxSlot() { return mAuxSlot; }
|
||||
};
|
||||
|
||||
#endif // _SFXALDEVICE_H_
|
||||
|
|
|
|||
|
|
@ -60,6 +60,13 @@ SFXALVoice* SFXALVoice::create( SFXALDevice* device, SFXALBuffer *buffer )
|
|||
SFXALVoice *voice = new SFXALVoice( buffer,
|
||||
sourceName );
|
||||
|
||||
// does our device support reverb
|
||||
if (device->mCaps & SFXDevice::ECaps::CAPS_Reverb)
|
||||
{
|
||||
voice->mDeviceAuxSlot = (ALint)device->getDeviceAuxSlot();
|
||||
alSource3i(sourceName, AL_AUXILIARY_SEND_FILTER, voice->mDeviceAuxSlot, 0, AL_FILTER_NULL);
|
||||
}
|
||||
|
||||
return voice;
|
||||
}
|
||||
|
||||
|
|
@ -69,7 +76,9 @@ SFXALVoice::SFXALVoice( SFXALBuffer *buffer,
|
|||
: Parent( buffer ),
|
||||
mSourceName( sourceName ),
|
||||
mResumeAtSampleOffset( -1.0f ),
|
||||
mSampleOffset( 0 )
|
||||
mDeviceAuxSlot(0),
|
||||
mSampleOffset( 0 ),
|
||||
mUseReverb(false)
|
||||
{
|
||||
AL_SANITY_CHECK();
|
||||
}
|
||||
|
|
@ -226,6 +235,19 @@ void SFXALVoice::setTransform( const MatrixF& transform )
|
|||
alSourcefv( mSourceName, AL_DIRECTION, dir );
|
||||
}
|
||||
|
||||
void SFXALVoice::setReverb(bool useReverb)
|
||||
{
|
||||
if (useReverb == mUseReverb)
|
||||
return;
|
||||
|
||||
if (!useReverb)
|
||||
alSource3i(mSourceName, AL_AUXILIARY_SEND_FILTER, AL_EFFECTSLOT_NULL, 0, AL_FILTER_NULL);
|
||||
else
|
||||
alSource3i(mSourceName, AL_AUXILIARY_SEND_FILTER, mDeviceAuxSlot, 0, AL_FILTER_NULL);
|
||||
|
||||
mUseReverb = useReverb;
|
||||
}
|
||||
|
||||
void SFXALVoice::setVolume( F32 volume )
|
||||
{
|
||||
AL_SANITY_CHECK();
|
||||
|
|
|
|||
|
|
@ -54,6 +54,8 @@ class SFXALVoice : public SFXVoice
|
|||
|
||||
/// Buggy OAL jumps around when pausing. Save playback cursor here.
|
||||
F32 mResumeAtSampleOffset;
|
||||
|
||||
bool mUseReverb;
|
||||
|
||||
/// Amount by which OAL's reported sample position is offset.
|
||||
///
|
||||
|
|
@ -62,6 +64,8 @@ class SFXALVoice : public SFXVoice
|
|||
/// queue we are.
|
||||
U32 mSampleOffset;
|
||||
|
||||
ALint mDeviceAuxSlot;
|
||||
|
||||
Mutex mMutex;
|
||||
|
||||
///
|
||||
|
|
@ -95,6 +99,7 @@ class SFXALVoice : public SFXVoice
|
|||
void play( bool looping ) override;
|
||||
void setVelocity( const VectorF& velocity ) override;
|
||||
void setTransform( const MatrixF& transform ) override;
|
||||
void setReverb(bool useReverb) override;
|
||||
void setVolume( F32 volume ) override;
|
||||
void setPitch( F32 pitch ) override;
|
||||
void setCone( F32 innerAngle, F32 outerAngle, F32 outerVolume ) override;
|
||||
|
|
|
|||
|
|
@ -173,7 +173,6 @@ SFXDescription::SFXDescription( const SFXDescription& desc )
|
|||
mStreamPacketSize( desc.mStreamPacketSize ),
|
||||
mUseReverb( desc.mUseReverb ),
|
||||
mStreamReadAhead( desc.mStreamReadAhead ),
|
||||
mReverb( desc.mReverb ),
|
||||
mScatterDistance( desc.mScatterDistance ),
|
||||
mPriority( desc.mPriority )
|
||||
{
|
||||
|
|
@ -206,7 +205,6 @@ SFXDescription::SFXDescription(const SFXDescription& other, bool temp_clone)
|
|||
mStreamPacketSize( other.mStreamPacketSize ),
|
||||
mStreamReadAhead( other.mStreamReadAhead ),
|
||||
mUseReverb( other.mUseReverb ),
|
||||
mReverb( other.mReverb ),
|
||||
mPriority( other.mPriority ),
|
||||
mScatterDistance( other.mScatterDistance )
|
||||
{
|
||||
|
|
@ -396,48 +394,6 @@ void SFXDescription::initPersistFields()
|
|||
"a custom reverb setup can be defined using the \"Reverb\" properties that will then be assigned "
|
||||
"to sounds playing with the description.\n\n"
|
||||
"@ref SFX_reverb");
|
||||
addFieldV("reverbDensity", TypeRangedF32, Offset(mReverb.flDensity, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Density of reverb environment.");
|
||||
addFieldV("reverbDiffusion", TypeRangedF32, Offset(mReverb.flDiffusion, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Environment diffusion.");
|
||||
addFieldV("reverbGain", TypeRangedF32, Offset(mReverb.flGain, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Reverb Gain Level.");
|
||||
addFieldV("reverbGainHF", TypeRangedF32, Offset(mReverb.flGainHF, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Reverb Gain to high frequencies");
|
||||
addFieldV("reverbGainLF", TypeRangedF32, Offset(mReverb.flGainLF, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Reverb Gain to high frequencies");
|
||||
addFieldV("reverbDecayTime", TypeRangedF32, Offset(mReverb.flDecayTime, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Decay time for the reverb.");
|
||||
addFieldV("reverbDecayHFRatio", TypeRangedF32, Offset(mReverb.flDecayHFRatio, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"High frequency decay time ratio.");
|
||||
addFieldV("reverbDecayLFRatio", TypeRangedF32, Offset(mReverb.flDecayLFRatio, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"High frequency decay time ratio.");
|
||||
addFieldV("reflectionsGain", TypeRangedF32, Offset(mReverb.flReflectionsGain, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Reflection Gain.");
|
||||
addFieldV("reflectionDelay", TypeRangedF32, Offset(mReverb.flReflectionsDelay, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"How long to delay reflections.");
|
||||
addFieldV("lateReverbGain", TypeRangedF32, Offset(mReverb.flLateReverbGain, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Late reverb gain amount.");
|
||||
addFieldV("lateReverbDelay", TypeRangedF32, Offset(mReverb.flLateReverbDelay, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Late reverb delay time.");
|
||||
addFieldV("reverbEchoTime", TypeRangedF32, Offset(mReverb.flEchoTime, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Reverb echo time.");
|
||||
addFieldV("reverbEchoDepth", TypeRangedF32, Offset(mReverb.flEchoDepth, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Reverb echo depth.");
|
||||
addFieldV("reverbModTime", TypeRangedF32, Offset(mReverb.flModulationTime, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Reverb Modulation time.");
|
||||
addFieldV("reverbModDepth", TypeRangedF32, Offset(mReverb.flModulationDepth, SFXDescription), &CommonValidators::NormalizedFloat,
|
||||
"Reverb Modulation Depth.");
|
||||
addFieldV("airAbsorbtionGainHF", TypeRangedF32, Offset(mReverb.flAirAbsorptionGainHF, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"High Frequency air absorbtion");
|
||||
addFieldV("reverbHFRef", TypeRangedF32, Offset(mReverb.flHFReference, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Reverb High Frequency Reference.");
|
||||
addFieldV("reverbLFRef", TypeRangedF32, Offset(mReverb.flLFReference, SFXDescription), &CommonValidators::PositiveFloat,
|
||||
"Reverb Low Frequency Reference.");
|
||||
addFieldV("roomRolloffFactor", TypeRangedF32, Offset(mReverb.flRoomRolloffFactor, SFXDescription), &CommonValidators::NegDefaultF32,
|
||||
"Rolloff factor for reverb.");
|
||||
addFieldV("decayHFLimit", TypeRangedS32, Offset(mReverb.iDecayHFLimit, SFXDescription), &CommonValidators::PositiveInt,
|
||||
"High Frequency decay limit.");
|
||||
endGroup("Reverb");
|
||||
|
||||
Parent::initPersistFields();
|
||||
|
|
@ -496,10 +452,6 @@ void SFXDescription::validate()
|
|||
mConeOutsideAngle = mClamp( mConeOutsideAngle, mConeInsideAngle, 360 );
|
||||
mConeOutsideVolume = mClampF( mConeOutsideVolume, 0, 1 );
|
||||
|
||||
if( !mIs3D )
|
||||
mUseReverb = false;
|
||||
|
||||
mReverb.validate();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -534,30 +486,6 @@ void SFXDescription::packData( BitStream *stream )
|
|||
|
||||
stream->writeFloat( mConeOutsideVolume, 6 );
|
||||
|
||||
if( mUseReverb )
|
||||
{
|
||||
stream->write(mReverb.flDensity);
|
||||
stream->write(mReverb.flDiffusion);
|
||||
stream->write(mReverb.flGain);
|
||||
stream->write(mReverb.flGainHF);
|
||||
stream->write(mReverb.flGainLF);
|
||||
stream->write(mReverb.flDecayTime);
|
||||
stream->write(mReverb.flDecayHFRatio);
|
||||
stream->write(mReverb.flDecayLFRatio);
|
||||
stream->write(mReverb.flReflectionsGain);
|
||||
stream->write(mReverb.flReflectionsDelay);
|
||||
stream->write(mReverb.flLateReverbGain);
|
||||
stream->write(mReverb.flLateReverbDelay);
|
||||
stream->write(mReverb.flEchoTime);
|
||||
stream->write(mReverb.flEchoDepth);
|
||||
stream->write(mReverb.flModulationTime);
|
||||
stream->write(mReverb.flModulationDepth);
|
||||
stream->write(mReverb.flAirAbsorptionGainHF);
|
||||
stream->write(mReverb.flHFReference);
|
||||
stream->write(mReverb.flLFReference);
|
||||
stream->write(mReverb.flRoomRolloffFactor);
|
||||
stream->write(mReverb.iDecayHFLimit);
|
||||
}
|
||||
}
|
||||
|
||||
stream->write( mFadeInTime );
|
||||
|
|
@ -607,30 +535,6 @@ void SFXDescription::unpackData( BitStream *stream )
|
|||
|
||||
mConeOutsideVolume = stream->readFloat( 6 );
|
||||
|
||||
if( mUseReverb )
|
||||
{
|
||||
stream->read(&mReverb.flDensity);
|
||||
stream->read(&mReverb.flDiffusion);
|
||||
stream->read(&mReverb.flGain);
|
||||
stream->read(&mReverb.flGainHF);
|
||||
stream->read(&mReverb.flGainLF);
|
||||
stream->read(&mReverb.flDecayTime);
|
||||
stream->read(&mReverb.flDecayHFRatio);
|
||||
stream->read(&mReverb.flDecayLFRatio);
|
||||
stream->read(&mReverb.flReflectionsGain);
|
||||
stream->read(&mReverb.flReflectionsDelay);
|
||||
stream->read(&mReverb.flLateReverbGain);
|
||||
stream->read(&mReverb.flLateReverbDelay);
|
||||
stream->read(&mReverb.flEchoTime);
|
||||
stream->read(&mReverb.flEchoDepth);
|
||||
stream->read(&mReverb.flModulationTime);
|
||||
stream->read(&mReverb.flModulationDepth);
|
||||
stream->read(&mReverb.flAirAbsorptionGainHF);
|
||||
stream->read(&mReverb.flHFReference);
|
||||
stream->read(&mReverb.flLFReference);
|
||||
stream->read(&mReverb.flRoomRolloffFactor);
|
||||
stream->read(&mReverb.iDecayHFLimit);
|
||||
}
|
||||
}
|
||||
|
||||
stream->read( &mFadeInTime );
|
||||
|
|
|
|||
|
|
@ -170,9 +170,6 @@ class SFXDescription : public SimDataBlock
|
|||
/// The number of streaming packets to read and buffer in advance.
|
||||
/// Only relevant if "isStreaming" is true.
|
||||
U32 mStreamReadAhead;
|
||||
|
||||
/// Reverb properties for sound playback.
|
||||
SFXSoundReverbProperties mReverb;
|
||||
|
||||
/// Parameters to which sources playing with this description should automatically
|
||||
/// connect when created.
|
||||
|
|
@ -202,4 +199,4 @@ class SFXDescription : public SimDataBlock
|
|||
};
|
||||
|
||||
|
||||
#endif // _SFXDESCRIPTION_H_
|
||||
#endif // _SFXDESCRIPTION_H_
|
||||
|
|
|
|||
|
|
@ -261,11 +261,6 @@ bool SFXSound::_allocVoice( SFXDevice* device )
|
|||
_setCone( mConeInsideAngle, mConeOutsideAngle, mConeOutsideVolume );
|
||||
}
|
||||
|
||||
// Set reverb, if enabled.
|
||||
|
||||
if( mDescription->mUseReverb )
|
||||
mVoice->setReverb( mDescription->mReverb );
|
||||
|
||||
// Update the duration... it shouldn't have changed, but
|
||||
// its probably better that we're accurate if it did.
|
||||
mDuration = mBuffer->getDuration();
|
||||
|
|
@ -395,8 +390,10 @@ void SFXSound::_play()
|
|||
{
|
||||
Parent::_play();
|
||||
|
||||
if( mVoice )
|
||||
mVoice->play( isLooping() );
|
||||
if (mVoice)
|
||||
{
|
||||
mVoice->play(isLooping());
|
||||
}
|
||||
else
|
||||
{
|
||||
// To ensure the fastest possible reaction
|
||||
|
|
@ -447,6 +444,11 @@ void SFXSound::_updateStatus()
|
|||
|
||||
if( mVoice )
|
||||
{
|
||||
|
||||
// properties can change while a voice is playing, respect that.
|
||||
if (getSourceGroup())
|
||||
mVoice->setReverb(getSourceGroup()->getDescription()->mUseReverb);
|
||||
|
||||
SFXStatus voiceStatus = mVoice->getStatus();
|
||||
|
||||
// Filter out SFXStatusBlocked.
|
||||
|
|
|
|||
|
|
@ -210,9 +210,9 @@ class SFXVoice : public StrongRefBase,
|
|||
F32 outerAngle,
|
||||
F32 outerVolume ) = 0;
|
||||
|
||||
/// Set the reverb properties for playback of this sound.
|
||||
/// Allow this sound to use SFXEnvironment reverb.
|
||||
/// @note Has no effect on devices that do not support reverb.
|
||||
virtual void setReverb( const SFXSoundReverbProperties& reverb ) {}
|
||||
virtual void setReverb( bool useReverb ) {}
|
||||
|
||||
/// Set the priority of this voice. Default 1.0.
|
||||
/// @note Has no effect on devices that do not support voice management.
|
||||
|
|
|
|||
|
|
@ -24,7 +24,11 @@
|
|||
// Source groups.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
singleton SFXDescription( AudioMaster );
|
||||
singleton SFXDescription( AudioMaster )
|
||||
{
|
||||
useCustomReverb = false;
|
||||
};
|
||||
|
||||
singleton SFXSource( AudioChannelMaster )
|
||||
{
|
||||
description = AudioMaster;
|
||||
|
|
@ -33,8 +37,16 @@ singleton SFXSource( AudioChannelMaster )
|
|||
singleton SFXDescription( AudioChannel )
|
||||
{
|
||||
sourceGroup = AudioChannelMaster;
|
||||
useCustomReverb = false;
|
||||
};
|
||||
|
||||
singleton SFXDescription( AudioEffectChannel )
|
||||
{
|
||||
sourceGroup = AudioChannelMaster;
|
||||
useCustomReverb = true;
|
||||
};
|
||||
|
||||
|
||||
singleton SFXSource( AudioChannelDefault )
|
||||
{
|
||||
description = AudioChannel;
|
||||
|
|
@ -45,7 +57,7 @@ singleton SFXSource( AudioChannelGui )
|
|||
};
|
||||
singleton SFXSource( AudioChannelEffects )
|
||||
{
|
||||
description = AudioChannel;
|
||||
description = AudioEffectChannel;
|
||||
};
|
||||
singleton SFXSource( AudioChannelMessages )
|
||||
{
|
||||
|
|
@ -66,7 +78,7 @@ AudioChannelMusic.play();
|
|||
AudioChannelMessages.play();
|
||||
|
||||
// Stop in-game effects channels.
|
||||
AudioChannelEffects.stop();
|
||||
AudioChannelEffects.play();
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Master SFXDescriptions.
|
||||
|
|
@ -440,4 +452,4 @@ function sfxResume( %pauseSet )
|
|||
// Clear our pause set... the caller is left
|
||||
// to clear his own if he passed one.
|
||||
%pauseSet.clear();
|
||||
}*/
|
||||
}*/
|
||||
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue