Torque3D/Engine/source/sfx/sfxSoundscape.h

199 lines
6.5 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 _SFXSOUNDSCAPE_H_
#define _SFXSOUNDSCAPE_H_
#ifndef _SFXCOMMON_H_
#include "sfx/sfxCommon.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _DATACHUNKER_H_
#include "core/dataChunker.h"
#endif
#ifndef _BITSET_H_
#include "core/bitSet.h"
#endif
#ifndef _TRESPONSECURVE_H_
#include "math/util/tResponseCurve.h"
#endif
#ifndef _SFXAMBIENCE_H_
#include "sfx/sfxAmbience.h"
#endif
/// @file
/// The soundscape system is responsible for controlling ambient audio.
/// It is largely driven by SFXWorld's listener tracking.
class SFXSource;
/// An instance of an SFXAmbience on the soundscape mixer stack.
///
class SFXSoundscape
{
public:
typedef void Parent;
friend class SFXSoundscapeManager;
enum Flags
{
FlagOverridden = BIT( 0 ), ///< Same ambience is pushed lower down onto the stack.
FlagUnique = BIT( 1 ), ///< No other instance of this ambience on stack.
};
enum DirtyBits : U32
{
AmbienceDirty = BIT( 0 ), ///< Associated ambience has changed.
AllDirty = 0xFFFFFFFF
};
protected:
///
BitSet32 mFlags;
///
BitSet32 mDirtyBits;
/// The current soundtrack playing in this soundscape. This is either the
/// ambient track or the surround sound track depending on whether
SimObjectPtr< SFXSource > mSource;
/// The ambient space assigned to this soundscape.
SFXAmbience* mAmbience;
/// States activated by this soundscape.
SFXState* mStates[ SFXAmbience::MaxStates ];
/// Return true if another soundscape lower down the stack is using the same
/// ambient space as this soundscape.
bool _isOverridden() const { return mFlags.test( FlagOverridden ); }
/// Return true if this soundscape is the only soundscape using the assigned
/// ambient space.
bool _isUnique() const { return mFlags.test( FlagUnique ); }
public:
/// Defaault constructor for allocator
SFXSoundscape();
/// Create a soundscape associated with the given ambient space.
SFXSoundscape( SFXAmbience* ambience );
/// Return the ambient space associated with this soundscape.
SFXAmbience* getAmbience() const { return mAmbience; }
/// Set the ambient space associated with this soundscape. Triggers corresponding
/// recomputations on the next soundscape manager update.
void setAmbience( SFXAmbience* ambience );
};
/// The soundscape manager produces a dynamic mix between multiple active soundscapes.
///
/// @note The more layered soundscapes there are, the costlier ambient sound updates will get.
///
class SFXSoundscapeManager
{
public:
typedef void Parent;
protected:
/// Linear stack of soundscapes. Evaluated bottom to top. Scapes
/// being faded out are always last on the stack.
Vector< SFXSoundscape* > mStack;
/// Stack of soundscape that are currently being faded out. These are
/// kept around so that when their ambient spaces are activated again,
/// they can be brought back with their fades simply being reversed.
///
/// All soundscapes on this stack are unique.
Vector< SFXSoundscape* > mFadeStack;
/// Index into #mStack for the soundscape that defines the current
/// reverb settings. -1 if no current ambience has reverb settings.
S32 mCurrentReverbIndex;
/// Memory manager of soundscape instances.
FreeListChunker< SFXSoundscape > mChunker;
/// Default global SFXAmbience. Not a registered object.
SFXAmbience* mDefaultGlobalAmbience;
/// Found the topmost instance on the given stack associated with the given
/// ambient space.
S32 _findOnStack( SFXAmbience* ambience, const Vector< SFXSoundscape* >& stack );
/// Find the topmost soundscape on the given stack that has a reverb environment
/// defined on its ambient space.
S32 _findTopmostReverbOnStack( const Vector< SFXSoundscape* >& stack );
/// Method hooked up to the SFXAmbience change signal to automatically
/// make soundscapes using the given ambience as dirty and trigger
/// a recomputation of their properties.
void _notifyAmbienceChanged( SFXAmbience* ambience );
public:
///
SFXSoundscapeManager();
///
~SFXSoundscapeManager();
/// Update the current soundscape mix.
void update();
/// Return the total number of soundscape instances currently on the stack.
/// Always >=1.
U32 getNumTotalSoundscapes() const { return mStack.size(); }
/// Insert a new soundscape instance associated with the given ambient space
/// at the given stack index.
SFXSoundscape* insertSoundscape( U32 index, SFXAmbience* ambience );
/// Remove the given soundscape from the stack.
void removeSoundscape( SFXSoundscape* soundscape );
/// Return the topmost soundscape. This soundscape is always defined and cannot
/// be removed.
SFXSoundscape* getGlobalSoundscape() const { return mStack[ 0 ]; }
};
#endif // !_SFXSOUNDSCAPE_H_