Torque3D/Engine/source/sfx/sfxCommon.h
2020-07-27 10:22:39 -05:00

630 lines
19 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _SFXCOMMON_H_
#define _SFXCOMMON_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _MMATHFN_H_
#include "math/mMathFn.h"
#endif
#ifndef _MRANDOM_H_
#include "math/mRandom.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _TYPETRAITS_H_
#include "platform/typetraits.h"
#endif
#ifndef _DYNAMIC_CONSOLETYPES_H_
#include "console/dynamicTypes.h"
#endif
class SFXEnvironment;
class SFXPlayList;
//-----------------------------------------------------------------------------
// SFXStatus.
//-----------------------------------------------------------------------------
/// The sound playback state.
enum SFXStatus
{
/// Initial state; no operation yet performed on sound.
SFXStatusNull,
/// Sound is playing.
SFXStatusPlaying,
/// Sound has been stopped.
SFXStatusStopped,
/// Sound is paused.
SFXStatusPaused,
/// Sound stream is starved and playback blocked.
SFXStatusBlocked,
/// Temporary state while transitioning to another state. This is used when multiple
/// threads concurrently maintain a status and need to perform a sequence of actions before
/// being able to fully go from a previous to a new current state. In this case, the
/// transition state marks the status as being under update on another thread.
///
/// @note Not all places that use SFXStatus actually use this state.
SFXStatusTransition,
};
DefineEnumType( SFXStatus );
inline const char* SFXStatusToString( SFXStatus status )
{
switch ( status )
{
case SFXStatusPlaying: return "playing";
case SFXStatusStopped: return "stopped";
case SFXStatusPaused: return "paused";
case SFXStatusBlocked: return "blocked";
case SFXStatusTransition: return "transition";
case SFXStatusNull:
default: ;
}
return "null";
}
//-----------------------------------------------------------------------------
// SFXChannel.
//-----------------------------------------------------------------------------
/// Animatable channels in the SFX system.
enum SFXChannel
{
SFXChannelVolume,
SFXChannelPitch,
SFXChannelPriority,
SFXChannelPositionX,
SFXChannelPositionY,
SFXChannelPositionZ,
SFXChannelRotationX,
SFXChannelRotationY,
SFXChannelRotationZ,
SFXChannelVelocityX,
SFXChannelVelocityY,
SFXChannelVelocityZ,
SFXChannelMinDistance,
SFXChannelMaxDistance,
SFXChannelConeInsideAngle,
SFXChannelConeOutsideAngle,
SFXChannelConeOutsideVolume,
SFXChannelCursor,
SFXChannelStatus,
SFXChannelUser0,
SFXChannelUser1,
SFXChannelUser2,
SFXChannelUser3,
/// Total number of animatable channels.
SFX_NUM_CHANNELS
};
DefineEnumType( SFXChannel );
//-----------------------------------------------------------------------------
// SFXDistanceModel.
//-----------------------------------------------------------------------------
/// Rolloff curve used for distance volume attenuation of 3D sounds.
enum SFXDistanceModel
{
SFXDistanceModelLinear, ///< Volume decreases linearly from min to max where it reaches zero.
SFXDistanceModelLogarithmic, ///< Volume halves every min distance steps starting from min distance; attenuation stops at max distance.
SFXDistanceModelExponent, /// exponential falloff for distance attenuation.
};
DefineEnumType( SFXDistanceModel );
/// Compute the distance attenuation based on the given distance model.
///
/// @param minDistance Reference distance; attenuation starts here.
/// @param maxDistance
/// @param distance Actual distance of sound from listener.
/// @param volume Unattenuated volume.
/// @param rolloffFactor Rolloff curve scale factor.
///
/// @return The attenuated volume.
inline F32 SFXDistanceAttenuation( SFXDistanceModel model, F32 minDistance, F32 maxDistance, F32 distance, F32 volume, F32 rolloffFactor )
{
F32 gain = 1.0f;
switch( model )
{
case SFXDistanceModelLinear:
distance = getMax( distance, minDistance );
distance = getMin( distance, maxDistance );
gain = ( 1 - ( distance - minDistance ) / ( maxDistance - minDistance ) );
break;
case SFXDistanceModelLogarithmic:
distance = getMax( distance, minDistance );
distance = getMin( distance, maxDistance );
gain = minDistance / ( minDistance + rolloffFactor * ( distance - minDistance ) );
break;
///create exponential distance model
case SFXDistanceModelExponent:
distance = getMax(distance, minDistance);
distance = getMin(distance, maxDistance);
gain = pow((distance / minDistance), (-rolloffFactor));
break;
}
return ( volume * gain );
}
//-----------------------------------------------------------------------------
// SFXFormat.
//-----------------------------------------------------------------------------
/// This class defines the various types of sound data that may be
/// used in the sound system.
///
/// Unlike with most sound APIs, we consider each sample point to comprise
/// all channels in a sound stream rather than only one value for a single
/// channel.
class SFXFormat
{
protected:
/// The number of sound channels in the data.
U8 mChannels;
/// The number of bits per sound sample.
U8 mBitsPerSample;
/// The frequency in samples per second.
U32 mSamplesPerSecond;
public:
SFXFormat( U8 channels = 0,
U8 bitsPerSample = 0,
U32 samplesPerSecond = 0 )
: mChannels( channels ),
mBitsPerSample( bitsPerSample ),
mSamplesPerSecond( samplesPerSecond )
{}
/// Copy constructor.
SFXFormat( const SFXFormat &format )
: mChannels( format.mChannels ),
mBitsPerSample( format.mBitsPerSample ),
mSamplesPerSecond( format.mSamplesPerSecond )
{}
public:
/// Sets the format.
void set( U8 channels,
U8 bitsPerSample,
U32 samplesPerSecond )
{
mChannels = channels;
mBitsPerSample = bitsPerSample;
mSamplesPerSecond = samplesPerSecond;
}
/// Comparision between formats.
bool operator == ( const SFXFormat& format ) const
{
return mChannels == format.mChannels &&
mBitsPerSample == format.mBitsPerSample &&
mSamplesPerSecond == format.mSamplesPerSecond;
}
/// Returns the number of sound channels.
U8 getChannels() const { return mChannels; }
/// Returns true if there is a single sound channel.
bool isMono() const { return mChannels == 1; }
/// Is true if there are two sound channels.
bool isStereo() const { return mChannels == 2; }
/// Is true if there are more than two sound channels.
bool isMultiChannel() const { return mChannels > 2; }
///
U32 getSamplesPerSecond() const { return mSamplesPerSecond; }
/// The bits of data per channel.
U8 getBitsPerChannel() const { return mBitsPerSample / mChannels; }
/// The number of bytes of data per channel.
U8 getBytesPerChannel() const { return getBitsPerChannel() / 8; }
/// The number of bits per sound sample.
U8 getBitsPerSample() const { return mBitsPerSample; }
/// The number of bytes of data per sample.
/// @note Be aware that this comprises all channels.
U8 getBytesPerSample() const { return mBitsPerSample / 8; }
/// Returns the duration from the sample count.
U32 getDuration( U32 samples ) const
{
// Use 64bit types to avoid overflow during division.
return ( (U64)samples * (U64)1000 ) / (U64)mSamplesPerSecond;
}
///
U32 getSampleCount( U32 ms ) const
{
return U64( mSamplesPerSecond ) * U64( ms ) / U64( 1000 );
}
/// Returns the data length in bytes.
U32 getDataLength( U32 ms ) const
{
U32 bytes = ( ( (U64)ms * (U64)mSamplesPerSecond ) * (U64)getBytesPerSample() ) / (U64)1000;
return bytes;
}
};
//-----------------------------------------------------------------------------
// SFXReverb.
//-----------------------------------------------------------------------------
/// Reverb environment properties.
///
/// @note A given device may not implement all properties.
///restructure our reverbproperties to match openal
class SFXReverbProperties
{
public:
struct Parent;
float flDensity;
float flDiffusion;
float flGain;
float flGainHF;
float flGainLF;
float flDecayTime;
float flDecayHFRatio;
float flDecayLFRatio;
float flReflectionsGain;
float flReflectionsDelay;
float flReflectionsPan[3];
float flLateReverbGain;
float flLateReverbDelay;
float flLateReverbPan[3];
float flEchoTime;
float flEchoDepth;
float flModulationTime;
float flModulationDepth;
float flAirAbsorptionGainHF;
float flHFReference;
float flLFReference;
float flRoomRolloffFactor;
int iDecayHFLimit;
///set our defaults to be the same as no reverb otherwise our reverb
///effects menu sounds
SFXReverbProperties()
{
flDensity = 0.0f;
flDiffusion = 0.0f;
flGain = 0.0f;
flGainHF = 0.0f;
flGainLF = 0.0000f;
flDecayTime = 0.0f;
flDecayHFRatio = 0.0f;
flDecayLFRatio = 0.0f;
flReflectionsGain = 0.0f;
flReflectionsDelay = 0.0f;
dMemset(flReflectionsPan, 0, sizeof(flReflectionsPan));
flLateReverbGain = 0.0f;
flLateReverbDelay = 0.0f;
dMemset(flLateReverbPan, 0, sizeof(flLateReverbPan));
flEchoTime = 0.0f;
flEchoDepth = 0.0f;
flModulationTime = 0.0f;
flModulationDepth = 0.0f;
flAirAbsorptionGainHF = 0.0f;
flHFReference = 0.0f;
flLFReference = 0.0f;
flRoomRolloffFactor = 0.0f;
iDecayHFLimit = 0;
}
void validate()
{
flDensity = mClampF(flDensity, 0.0f, 1.0f);
flDiffusion = mClampF(flDiffusion, 0.0f, 1.0f);
flGain = mClampF(flGain, 0.0f, 1.0f);
flGainHF = mClampF(flGainHF, 0.0f, 1.0f);
flGainLF = mClampF(flGainLF, 0.0f, 1.0f);
flDecayTime = mClampF(flDecayTime, 0.1f, 20.0f);
flDecayHFRatio = mClampF(flDecayHFRatio, 0.1f, 2.0f);
flDecayLFRatio = mClampF(flDecayLFRatio, 0.1f, 2.0f);
flReflectionsGain = mClampF(flReflectionsGain, 0.0f, 3.16f);
flReflectionsDelay = mClampF(flReflectionsDelay, 0.0f, 0.3f);
flReflectionsPan[0] = mClampF(flReflectionsPan[0], -1.0f, 1.0f);
flReflectionsPan[1] = mClampF(flReflectionsPan[1], -1.0f, 1.0f);
flReflectionsPan[2] = mClampF(flReflectionsPan[2], -1.0f, 1.0f);
flLateReverbGain = mClampF(flLateReverbGain, 0.0f, 10.0f);
flLateReverbDelay = mClampF(flLateReverbDelay, 0.0f, 0.1f);
flLateReverbPan[0] = mClampF(flLateReverbPan[0], -1.0f, 1.0f);
flLateReverbPan[1] = mClampF(flLateReverbPan[1], -1.0f, 1.0f);
flLateReverbPan[2] = mClampF(flLateReverbPan[2], -1.0f, 1.0f);
flEchoTime = mClampF(flEchoTime, 0.075f, 0.25f);
flEchoDepth = mClampF(flEchoDepth, 0.0f, 1.0f);
flModulationTime = mClampF(flModulationTime, 0.04f, 4.0f);
flModulationDepth = mClampF(flModulationDepth, 0.0f, 1.0f);
flAirAbsorptionGainHF = mClampF(flAirAbsorptionGainHF, 0.892f, 1.0f);
flHFReference = mClampF(flHFReference, 1000.0f, 20000.0f);
flLFReference = mClampF(flLFReference, 20.0f, 1000.0f);
flRoomRolloffFactor = mClampF(flRoomRolloffFactor, 0.0f, 10.0f);
iDecayHFLimit = mClampF(iDecayHFLimit, 0, 1);
}
};
//-----------------------------------------------------------------------------
// SFXSoundReverbProperties.
//-----------------------------------------------------------------------------
/// Sound reverb properties.
///
/// @note A given SFX device may not implement all properties.
///not in use by openal yet if u are going to use ambient reverb zones its
///probably best to not have reverb on the sound effect itself.
class SFXSoundReverbProperties
{
public:
typedef void Parent;
float flDensity;
float flDiffusion;
float flGain;
float flGainHF;
float flGainLF;
float flDecayTime;
float flDecayHFRatio;
float flDecayLFRatio;
float flReflectionsGain;
float flReflectionsDelay;
float flReflectionsPan[3];
float flLateReverbGain;
float flLateReverbDelay;
float flLateReverbPan[3];
float flEchoTime;
float flEchoDepth;
float flModulationTime;
float flModulationDepth;
float flAirAbsorptionGainHF;
float flHFReference;
float flLFReference;
float flRoomRolloffFactor;
int iDecayHFLimit;
///Set our defaults to have no reverb
///if you are going to use zone reverbs its
///probably best not to use per-voice reverb
SFXSoundReverbProperties()
{
flDensity = 0.0f;
flDiffusion = 0.0f;
flGain = 0.0f;
flGainHF = 0.0f;
flGainLF = 0.0000f;
flDecayTime = 0.0f;
flDecayHFRatio = 0.0f;
flDecayLFRatio = 0.0f;
flReflectionsGain = 0.0f;
flReflectionsDelay = 0.0f;
dMemset(flReflectionsPan, 0, sizeof(flReflectionsPan));
flLateReverbGain = 0.0f;
flLateReverbDelay = 0.0f;
dMemset(flLateReverbPan, 0, sizeof(flLateReverbPan));
flEchoTime = 0.0f;
flEchoDepth = 0.0f;
flModulationTime = 0.0f;
flModulationDepth = 0.0f;
flAirAbsorptionGainHF = 0.0f;
flHFReference = 0.0f;
flLFReference = 0.0f;
flRoomRolloffFactor = 0.0f;
iDecayHFLimit = 0;
}
void validate()
{
flDensity = mClampF(flDensity, 0.0f, 1.0f);
flDiffusion = mClampF(flDiffusion, 0.0f, 1.0f);
flGain = mClampF(flGain, 0.0f, 1.0f);
flGainHF = mClampF(flGainHF, 0.0f, 1.0f);
flGainLF = mClampF(flGainLF, 0.0f, 1.0f);
flDecayTime = mClampF(flDecayTime, 0.1f, 20.0f);
flDecayHFRatio = mClampF(flDecayHFRatio, 0.1f, 2.0f);
flDecayLFRatio = mClampF(flDecayLFRatio, 0.1f, 2.0f);
flReflectionsGain = mClampF(flReflectionsGain, 0.0f, 3.16f);
flReflectionsDelay = mClampF(flReflectionsDelay, 0.0f, 0.3f);
flReflectionsPan[0] = mClampF(flReflectionsPan[0], -1.0f, 1.0f);
flReflectionsPan[1] = mClampF(flReflectionsPan[1], -1.0f, 1.0f);
flReflectionsPan[2] = mClampF(flReflectionsPan[2], -1.0f, 1.0f);
flLateReverbGain = mClampF(flLateReverbGain, 0.0f, 10.0f);
flLateReverbDelay = mClampF(flLateReverbDelay, 0.0f, 0.1f);
flLateReverbPan[0] = mClampF(flLateReverbPan[0], -1.0f, 1.0f);
flLateReverbPan[1] = mClampF(flLateReverbPan[1], -1.0f, 1.0f);
flLateReverbPan[2] = mClampF(flLateReverbPan[2], -1.0f, 1.0f);
flEchoTime = mClampF(flEchoTime, 0.075f, 0.25f);
flEchoDepth = mClampF(flEchoDepth, 0.0f, 1.0f);
flModulationTime = mClampF(flModulationTime, 0.04f, 4.0f);
flModulationDepth = mClampF(flModulationDepth, 0.0f, 1.0f);
flAirAbsorptionGainHF = mClampF(flAirAbsorptionGainHF, 0.892f, 1.0f);
flHFReference = mClampF(flHFReference, 1000.0f, 20000.0f);
flLFReference = mClampF(flLFReference, 20.0f, 1000.0f);
flRoomRolloffFactor = mClampF(flRoomRolloffFactor, 0.0f, 10.0f);
iDecayHFLimit = mClampF(iDecayHFLimit, 0, 1);
}
};
//-----------------------------------------------------------------------------
// SFXListenerProperties.
//-----------------------------------------------------------------------------
///
class SFXListenerProperties
{
public:
typedef void Parent;
/// Position and orientation of the listener.
MatrixF mTransform;
///
Point3F mVelocity;
SFXListenerProperties()
: mTransform( true ),
mVelocity( 0.0f, 0.0f, 0.0f ) {}
SFXListenerProperties( const MatrixF& transform, const Point3F& velocity )
: mTransform( transform ),
mVelocity( velocity ) {}
///
const MatrixF& getTransform() const { return mTransform; }
MatrixF& getTransform() { return mTransform; }
///
const Point3F& getVelocity() const { return mVelocity; }
Point3F& getVelocity() { return mVelocity; }
};
//-----------------------------------------------------------------------------
// SFXMaterialProperties.
//-----------------------------------------------------------------------------
///
class SFXMaterialProperties
{
public:
typedef void Parent;
///
bool mDoubleSided;
///
F32 mDirectOcclusion;
///
F32 mReverbOcclusion;
SFXMaterialProperties()
: mDoubleSided( false ),
mDirectOcclusion( 0.5f ),
mReverbOcclusion( 0.5f ) {}
void validate()
{
mDirectOcclusion = mClampF( mDirectOcclusion, 0.0f, 1.0f );
mReverbOcclusion = mClampF( mReverbOcclusion, 0.0f, 1.0f );
}
};
//-----------------------------------------------------------------------------
// SFXVariantFloat.
//-----------------------------------------------------------------------------
/// An array of float values with optional random variances.
template< S32 NUM_VALUES >
struct SFXVariantFloat
{
/// Base value.
F32 mValue[ NUM_VALUES ];
/// Variance of value. Final value will be
///
/// mClampF( randF( mValue + mVariance[ 0 ], mValue + mVariance[ 1 ] ), min, max )
///
/// with min and max being dependent on the context of the value.
F32 mVariance[ NUM_VALUES ][ 2 ];
F32 getValue( U32 index = 0, F32 min = TypeTraits< F32 >::MIN, F32 max = TypeTraits< F32 >::MAX ) const
{
AssertFatal( index < NUM_VALUES, "SFXVariantFloat::getValue() - index out of range!" );
return mClampF( gRandGen.randF( mValue[ index ] + mVariance[ index ][ 0 ],
mValue[ index ] + mVariance[ index ][ 1 ] ),
min, max );
}
void validate()
{
for( U32 i = 0; i < NUM_VALUES; ++ i )
mVariance[ i ][ 0 ] = getMin( mVariance[ i ][ 0 ], mVariance[ i ][ 1 ] );
}
};
#endif // _SFXCOMMON_H_