mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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199 lines
6.5 KiB
C++
199 lines
6.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SFXSOUNDSCAPE_H_
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#define _SFXSOUNDSCAPE_H_
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#ifndef _SFXCOMMON_H_
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#include "sfx/sfxCommon.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _DATACHUNKER_H_
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#include "core/dataChunker.h"
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#endif
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#ifndef _BITSET_H_
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#include "core/bitSet.h"
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#endif
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#ifndef _TRESPONSECURVE_H_
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#include "math/util/tResponseCurve.h"
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#endif
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#ifndef _SFXAMBIENCE_H_
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#include "sfx/sfxAmbience.h"
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#endif
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/// @file
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/// The soundscape system is responsible for controlling ambient audio.
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/// It is largely driven by SFXWorld's listener tracking.
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class SFXSource;
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/// An instance of an SFXAmbience on the soundscape mixer stack.
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///
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class SFXSoundscape
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{
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public:
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typedef void Parent;
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friend class SFXSoundscapeManager;
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enum Flags
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{
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FlagOverridden = BIT( 0 ), ///< Same ambience is pushed lower down onto the stack.
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FlagUnique = BIT( 1 ), ///< No other instance of this ambience on stack.
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};
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enum DirtyBits : U32
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{
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AmbienceDirty = BIT( 0 ), ///< Associated ambience has changed.
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AllDirty = 0xFFFFFFFF
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};
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protected:
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///
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BitSet32 mFlags;
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///
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BitSet32 mDirtyBits;
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/// The current soundtrack playing in this soundscape. This is either the
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/// ambient track or the surround sound track depending on whether
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SimObjectPtr< SFXSource > mSource;
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/// The ambient space assigned to this soundscape.
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SFXAmbience* mAmbience;
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/// States activated by this soundscape.
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SFXState* mStates[ SFXAmbience::MaxStates ];
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/// Return true if another soundscape lower down the stack is using the same
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/// ambient space as this soundscape.
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bool _isOverridden() const { return mFlags.test( FlagOverridden ); }
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/// Return true if this soundscape is the only soundscape using the assigned
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/// ambient space.
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bool _isUnique() const { return mFlags.test( FlagUnique ); }
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public:
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/// Defaault constructor for allocator
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SFXSoundscape();
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/// Create a soundscape associated with the given ambient space.
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SFXSoundscape( SFXAmbience* ambience );
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/// Return the ambient space associated with this soundscape.
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SFXAmbience* getAmbience() const { return mAmbience; }
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/// Set the ambient space associated with this soundscape. Triggers corresponding
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/// recomputations on the next soundscape manager update.
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void setAmbience( SFXAmbience* ambience );
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};
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/// The soundscape manager produces a dynamic mix between multiple active soundscapes.
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///
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/// @note The more layered soundscapes there are, the costlier ambient sound updates will get.
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///
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class SFXSoundscapeManager
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{
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public:
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typedef void Parent;
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protected:
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/// Linear stack of soundscapes. Evaluated bottom to top. Scapes
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/// being faded out are always last on the stack.
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Vector< SFXSoundscape* > mStack;
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/// Stack of soundscape that are currently being faded out. These are
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/// kept around so that when their ambient spaces are activated again,
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/// they can be brought back with their fades simply being reversed.
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///
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/// All soundscapes on this stack are unique.
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Vector< SFXSoundscape* > mFadeStack;
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/// Index into #mStack for the soundscape that defines the current
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/// reverb settings. -1 if no current ambience has reverb settings.
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S32 mCurrentReverbIndex;
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/// Memory manager of soundscape instances.
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FreeListChunker< SFXSoundscape > mChunker;
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/// Default global SFXAmbience. Not a registered object.
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SFXAmbience* mDefaultGlobalAmbience;
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/// Found the topmost instance on the given stack associated with the given
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/// ambient space.
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S32 _findOnStack( SFXAmbience* ambience, const Vector< SFXSoundscape* >& stack );
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/// Find the topmost soundscape on the given stack that has a reverb environment
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/// defined on its ambient space.
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S32 _findTopmostReverbOnStack( const Vector< SFXSoundscape* >& stack );
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/// Method hooked up to the SFXAmbience change signal to automatically
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/// make soundscapes using the given ambience as dirty and trigger
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/// a recomputation of their properties.
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void _notifyAmbienceChanged( SFXAmbience* ambience );
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public:
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///
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SFXSoundscapeManager();
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///
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~SFXSoundscapeManager();
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/// Update the current soundscape mix.
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void update();
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/// Return the total number of soundscape instances currently on the stack.
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/// Always >=1.
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U32 getNumTotalSoundscapes() const { return mStack.size(); }
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/// Insert a new soundscape instance associated with the given ambient space
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/// at the given stack index.
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SFXSoundscape* insertSoundscape( U32 index, SFXAmbience* ambience );
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/// Remove the given soundscape from the stack.
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void removeSoundscape( SFXSoundscape* soundscape );
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/// Return the topmost soundscape. This soundscape is always defined and cannot
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/// be removed.
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SFXSoundscape* getGlobalSoundscape() const { return mStack[ 0 ]; }
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};
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#endif // !_SFXSOUNDSCAPE_H_
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