mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
595 lines
19 KiB
C++
595 lines
19 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 _SFXCOMMON_H_
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#define _SFXCOMMON_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _MMATHFN_H_
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#include "math/mMathFn.h"
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#endif
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#ifndef _MRANDOM_H_
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#include "math/mRandom.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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#ifndef _TYPETRAITS_H_
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#include "platform/typetraits.h"
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#endif
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#ifndef _DYNAMIC_CONSOLETYPES_H_
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#include "console/dynamicTypes.h"
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#endif
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class SFXEnvironment;
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class SFXPlayList;
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//-----------------------------------------------------------------------------
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// SFXStatus.
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//-----------------------------------------------------------------------------
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/// The sound playback state.
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enum SFXStatus
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{
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/// Initial state; no operation yet performed on sound.
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SFXStatusNull,
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/// Sound is playing.
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SFXStatusPlaying,
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/// Sound has been stopped.
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SFXStatusStopped,
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/// Sound is paused.
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SFXStatusPaused,
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/// Sound stream is starved and playback blocked.
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SFXStatusBlocked,
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/// Temporary state while transitioning to another state. This is used when multiple
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/// threads concurrently maintain a status and need to perform a sequence of actions before
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/// being able to fully go from a previous to a new current state. In this case, the
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/// transition state marks the status as being under update on another thread.
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///
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/// @note Not all places that use SFXStatus actually use this state.
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SFXStatusTransition,
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};
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DefineEnumType( SFXStatus );
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inline const char* SFXStatusToString( SFXStatus status )
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{
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switch ( status )
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{
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case SFXStatusPlaying: return "playing";
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case SFXStatusStopped: return "stopped";
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case SFXStatusPaused: return "paused";
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case SFXStatusBlocked: return "blocked";
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case SFXStatusTransition: return "transition";
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case SFXStatusNull:
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default: ;
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}
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return "null";
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}
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//-----------------------------------------------------------------------------
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// SFXChannel.
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//-----------------------------------------------------------------------------
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/// Animatable channels in the SFX system.
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enum SFXChannel
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{
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SFXChannelVolume,
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SFXChannelPitch,
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SFXChannelPriority,
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SFXChannelPositionX,
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SFXChannelPositionY,
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SFXChannelPositionZ,
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SFXChannelRotationX,
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SFXChannelRotationY,
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SFXChannelRotationZ,
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SFXChannelVelocityX,
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SFXChannelVelocityY,
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SFXChannelVelocityZ,
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SFXChannelMinDistance,
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SFXChannelMaxDistance,
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SFXChannelConeInsideAngle,
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SFXChannelConeOutsideAngle,
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SFXChannelConeOutsideVolume,
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SFXChannelCursor,
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SFXChannelStatus,
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SFXChannelUser0,
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SFXChannelUser1,
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SFXChannelUser2,
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SFXChannelUser3,
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/// Total number of animatable channels.
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SFX_NUM_CHANNELS
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};
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DefineEnumType( SFXChannel );
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//-----------------------------------------------------------------------------
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// SFXDistanceModel.
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//-----------------------------------------------------------------------------
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/// Rolloff curve used for distance volume attenuation of 3D sounds.
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enum SFXDistanceModel
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{
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SFXDistanceModelLinear, ///< Volume decreases linearly from min to max where it reaches zero.
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SFXDistanceModelLogarithmic, ///< Volume halves every min distance steps starting from min distance; attenuation stops at max distance.
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};
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DefineEnumType( SFXDistanceModel );
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/// Compute the distance attenuation based on the given distance model.
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///
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/// @param minDistance Reference distance; attenuation starts here.
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/// @param maxDistance
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/// @param distance Actual distance of sound from listener.
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/// @param volume Unattenuated volume.
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/// @param rolloffFactor Rolloff curve scale factor.
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///
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/// @return The attenuated volume.
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inline F32 SFXDistanceAttenuation( SFXDistanceModel model, F32 minDistance, F32 maxDistance, F32 distance, F32 volume, F32 rolloffFactor )
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{
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F32 gain = 1.0f;
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switch( model )
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{
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case SFXDistanceModelLinear:
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distance = getMax( distance, minDistance );
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distance = getMin( distance, maxDistance );
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gain = ( 1 - ( distance - minDistance ) / ( maxDistance - minDistance ) );
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break;
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case SFXDistanceModelLogarithmic:
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distance = getMax( distance, minDistance );
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distance = getMin( distance, maxDistance );
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gain = minDistance / ( minDistance + rolloffFactor * ( distance - minDistance ) );
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break;
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}
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return ( volume * gain );
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}
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//-----------------------------------------------------------------------------
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// SFXFormat.
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//-----------------------------------------------------------------------------
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/// This class defines the various types of sound data that may be
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/// used in the sound system.
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///
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/// Unlike with most sound APIs, we consider each sample point to comprise
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/// all channels in a sound stream rather than only one value for a single
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/// channel.
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class SFXFormat
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{
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protected:
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/// The number of sound channels in the data.
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U8 mChannels;
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/// The number of bits per sound sample.
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U8 mBitsPerSample;
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/// The frequency in samples per second.
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U32 mSamplesPerSecond;
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public:
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SFXFormat( U8 channels = 0,
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U8 bitsPerSample = 0,
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U32 samplesPerSecond = 0 )
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: mChannels( channels ),
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mSamplesPerSecond( samplesPerSecond ),
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mBitsPerSample( bitsPerSample )
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{}
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/// Copy constructor.
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SFXFormat( const SFXFormat &format )
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: mChannels( format.mChannels ),
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mBitsPerSample( format.mBitsPerSample ),
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mSamplesPerSecond( format.mSamplesPerSecond )
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{}
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public:
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/// Sets the format.
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void set( U8 channels,
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U8 bitsPerSample,
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U32 samplesPerSecond )
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{
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mChannels = channels;
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mBitsPerSample = bitsPerSample;
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mSamplesPerSecond = samplesPerSecond;
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}
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/// Comparision between formats.
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bool operator == ( const SFXFormat& format ) const
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{
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return mChannels == format.mChannels &&
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mBitsPerSample == format.mBitsPerSample &&
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mSamplesPerSecond == format.mSamplesPerSecond;
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}
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/// Returns the number of sound channels.
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U8 getChannels() const { return mChannels; }
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/// Returns true if there is a single sound channel.
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bool isMono() const { return mChannels == 1; }
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/// Is true if there are two sound channels.
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bool isStereo() const { return mChannels == 2; }
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/// Is true if there are more than two sound channels.
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bool isMultiChannel() const { return mChannels > 2; }
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///
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U32 getSamplesPerSecond() const { return mSamplesPerSecond; }
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/// The bits of data per channel.
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U8 getBitsPerChannel() const { return mBitsPerSample / mChannels; }
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/// The number of bytes of data per channel.
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U8 getBytesPerChannel() const { return getBitsPerChannel() / 8; }
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/// The number of bits per sound sample.
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U8 getBitsPerSample() const { return mBitsPerSample; }
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/// The number of bytes of data per sample.
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/// @note Be aware that this comprises all channels.
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U8 getBytesPerSample() const { return mBitsPerSample / 8; }
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/// Returns the duration from the sample count.
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U32 getDuration( U32 samples ) const
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{
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// Use 64bit types to avoid overflow during division.
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return ( (U64)samples * (U64)1000 ) / (U64)mSamplesPerSecond;
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}
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///
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U32 getSampleCount( U32 ms ) const
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{
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return U64( mSamplesPerSecond ) * U64( ms ) / U64( 1000 );
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}
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/// Returns the data length in bytes.
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U32 getDataLength( U32 ms ) const
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{
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U32 bytes = ( ( (U64)ms * (U64)mSamplesPerSecond ) * (U64)getBytesPerSample() ) / (U64)1000;
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return bytes;
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}
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};
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//-----------------------------------------------------------------------------
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// SFXReverb.
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//-----------------------------------------------------------------------------
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/// Reverb environment properties.
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///
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/// @note A given device may not implement all properties.
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class SFXReverbProperties
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{
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public:
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typedef void Parent;
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F32 mEnvSize;
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F32 mEnvDiffusion;
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S32 mRoom;
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S32 mRoomHF;
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S32 mRoomLF;
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F32 mDecayTime;
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F32 mDecayHFRatio;
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F32 mDecayLFRatio;
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S32 mReflections;
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F32 mReflectionsDelay;
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F32 mReflectionsPan[ 3 ];
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S32 mReverb;
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F32 mReverbDelay;
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F32 mReverbPan[ 3 ];
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F32 mEchoTime;
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F32 mEchoDepth;
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F32 mModulationTime;
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F32 mModulationDepth;
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F32 mAirAbsorptionHF;
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F32 mHFReference;
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F32 mLFReference;
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F32 mRoomRolloffFactor;
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F32 mDiffusion;
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F32 mDensity;
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S32 mFlags;
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SFXReverbProperties()
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: mEnvSize( 7.5f ),
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mEnvDiffusion( 1.0f ),
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mRoom( -1000 ),
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mRoomHF( -100 ),
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mRoomLF( 0 ),
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mDecayTime( 1.49f ),
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mDecayHFRatio( 0.83f ),
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mDecayLFRatio( 1.0f ),
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mReflections( -2602 ),
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mReflectionsDelay( 0.007f ),
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mReverb( 200 ),
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mReverbDelay( 0.011f ),
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mEchoTime( 0.25f ),
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mEchoDepth( 0.0f ),
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mModulationTime( 0.25f ),
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mModulationDepth( 0.0f ),
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mAirAbsorptionHF( -5.0f ),
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mHFReference( 5000.0f ),
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mLFReference( 250.0f ),
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mRoomRolloffFactor( 0.0f ),
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mDiffusion( 100.0f ),
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mDensity( 100.0f ),
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mFlags( 0 )
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{
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mReflectionsPan[ 0 ] = 0.0f;
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mReflectionsPan[ 1 ] = 0.0f;
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mReflectionsPan[ 2 ] = 0.0f;
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mReverbPan[ 0 ] = 0.0f;
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mReverbPan[ 1 ] = 0.0f;
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mReverbPan[ 2 ] = 0.0f;
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}
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void validate()
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{
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mEnvSize = mClampF( mEnvSize, 1.0f, 100.0f );
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mEnvDiffusion = mClampF( mEnvDiffusion, 0.0f, 1.0f );
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mRoom = mClamp( mRoom, -10000, 0 );
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mRoomHF = mClamp( mRoomHF, -10000, 0 );
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mRoomLF = mClamp( mRoomLF, -10000, 0 );
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mDecayTime = mClampF( mDecayTime, 0.1f, 20.0f );
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mDecayHFRatio = mClampF( mDecayHFRatio, 0.1f, 2.0f );
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mDecayLFRatio = mClampF( mDecayLFRatio, 0.1f, 2.0f );
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mReflections = mClamp( mReflections, -10000, 1000 );
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mReflectionsDelay = mClampF( mReflectionsDelay, 0.0f, 0.3f );
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mReverb = mClamp( mReverb, -10000, 2000 );
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mReverbDelay = mClampF( mReverbDelay, 0.0f, 0.1f );
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mEchoTime = mClampF( mEchoTime, 0.075f, 0.25f );
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mEchoDepth = mClampF( mEchoDepth, 0.0f, 1.0f );
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mModulationTime = mClampF( mModulationTime, 0.04f, 4.0f );
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mModulationDepth = mClampF( mModulationDepth, 0.0f, 1.0f );
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mAirAbsorptionHF = mClampF( mAirAbsorptionHF, -100.0f, 0.0f );
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mHFReference = mClampF( mHFReference, 1000.0f, 20000.0f );
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mLFReference = mClampF( mLFReference, 20.0f, 1000.0f );
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mRoomRolloffFactor = mClampF( mRoomRolloffFactor, 0.0f, 10.0f );
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mDiffusion = mClampF( mDiffusion, 0.0f, 100.0f );
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mDensity = mClampF( mDensity, 0.0f, 100.0f );
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}
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};
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//-----------------------------------------------------------------------------
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// SFXSoundReverbProperties.
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//-----------------------------------------------------------------------------
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/// Sound reverb properties.
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///
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/// @note A given SFX device may not implement all properties.
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class SFXSoundReverbProperties
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{
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public:
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typedef void Parent;
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S32 mDirect;
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S32 mDirectHF;
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S32 mRoom;
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S32 mRoomHF;
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S32 mObstruction;
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F32 mObstructionLFRatio;
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S32 mOcclusion;
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F32 mOcclusionLFRatio;
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F32 mOcclusionRoomRatio;
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F32 mOcclusionDirectRatio;
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S32 mExclusion;
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F32 mExclusionLFRatio;
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S32 mOutsideVolumeHF;
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F32 mDopplerFactor;
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F32 mRolloffFactor;
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F32 mRoomRolloffFactor;
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F32 mAirAbsorptionFactor;
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S32 mFlags;
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SFXSoundReverbProperties()
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: mDirect( 0 ),
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mDirectHF( 0 ),
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mRoom( 0 ),
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mRoomHF( 0 ),
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mObstruction( 0 ),
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mObstructionLFRatio( 0.0f ),
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mOcclusion( 0 ),
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mOcclusionLFRatio( 0.25f ),
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mOcclusionRoomRatio( 1.5f ),
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mOcclusionDirectRatio( 1.0f ),
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mExclusion( 0 ),
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mExclusionLFRatio( 1.0f ),
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mOutsideVolumeHF( 0 ),
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mDopplerFactor( 0.0f ),
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mRolloffFactor( 0.0f ),
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mRoomRolloffFactor( 0.0f ),
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mAirAbsorptionFactor( 1.0f ),
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mFlags( 0 )
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{
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}
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void validate()
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{
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mDirect = mClamp( mDirect, -10000, 1000 );
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mDirectHF = mClamp( mDirectHF, -10000, 0 );
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mRoom = mClamp( mRoom, -10000, 1000 );
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mRoomHF = mClamp( mRoomHF, -10000, 0 );
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mObstruction = mClamp( mObstruction, -10000, 0 );
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mObstructionLFRatio = mClampF( mObstructionLFRatio, 0.0f, 1.0f );
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mOcclusion = mClamp( mOcclusion, -10000, 0 );
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mOcclusionLFRatio = mClampF( mOcclusionLFRatio, 0.0f, 1.0f );
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mOcclusionRoomRatio = mClampF( mOcclusionRoomRatio, 0.0f, 10.0f );
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mOcclusionDirectRatio= mClampF( mOcclusionDirectRatio, 0.0f, 10.0f );
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mExclusion = mClamp( mExclusion, -10000, 0 );
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mExclusionLFRatio = mClampF( mExclusionLFRatio, 0.0f, 1.0f );
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mOutsideVolumeHF = mClamp( mOutsideVolumeHF, -10000, 0 );
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mDopplerFactor = mClampF( mDopplerFactor, 0.0f, 10.0f );
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mRolloffFactor = mClampF( mRolloffFactor, 0.0f, 10.0f );
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mRoomRolloffFactor = mClampF( mRoomRolloffFactor, 0.0f, 10.0f );
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mAirAbsorptionFactor = mClampF( mAirAbsorptionFactor, 0.0f, 10.0f );
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}
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};
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//-----------------------------------------------------------------------------
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// SFXListenerProperties.
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//-----------------------------------------------------------------------------
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///
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class SFXListenerProperties
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{
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public:
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typedef void Parent;
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/// Position and orientation of the listener.
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MatrixF mTransform;
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///
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Point3F mVelocity;
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SFXListenerProperties()
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: mTransform( true ),
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mVelocity( 0.0f, 0.0f, 0.0f ) {}
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SFXListenerProperties( const MatrixF& transform, const Point3F& velocity )
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: mTransform( transform ),
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mVelocity( velocity ) {}
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///
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const MatrixF& getTransform() const { return mTransform; }
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MatrixF& getTransform() { return mTransform; }
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///
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const Point3F& getVelocity() const { return mVelocity; }
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Point3F& getVelocity() { return mVelocity; }
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};
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//-----------------------------------------------------------------------------
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// SFXMaterialProperties.
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//-----------------------------------------------------------------------------
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///
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class SFXMaterialProperties
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{
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public:
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typedef void Parent;
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///
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bool mDoubleSided;
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///
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F32 mDirectOcclusion;
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///
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F32 mReverbOcclusion;
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SFXMaterialProperties()
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: mDoubleSided( false ),
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mDirectOcclusion( 0.5f ),
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mReverbOcclusion( 0.5f ) {}
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|
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void validate()
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{
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mDirectOcclusion = mClampF( mDirectOcclusion, 0.0f, 1.0f );
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mReverbOcclusion = mClampF( mReverbOcclusion, 0.0f, 1.0f );
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}
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};
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//-----------------------------------------------------------------------------
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// SFXVariantFloat.
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//-----------------------------------------------------------------------------
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|
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/// An array of float values with optional random variances.
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template< int NUM_VALUES >
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struct SFXVariantFloat
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|
{
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|
/// Base value.
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F32 mValue[ NUM_VALUES ];
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|
|
|
/// Variance of value. Final value will be
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|
///
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/// mClampF( randF( mValue + mVariance[ 0 ], mValue + mVariance[ 1 ] ), min, max )
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///
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/// with min and max being dependent on the context of the value.
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|
F32 mVariance[ NUM_VALUES ][ 2 ];
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|
|
|
F32 getValue( U32 index = 0, F32 min = TypeTraits< F32 >::MIN, F32 max = TypeTraits< F32 >::MAX ) const
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|
{
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AssertFatal( index < NUM_VALUES, "SFXVariantFloat::getValue() - index out of range!" );
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|
|
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return mClampF( gRandGen.randF( mValue[ index ] + mVariance[ index ][ 0 ],
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|
mValue[ index ] + mVariance[ index ][ 1 ] ),
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|
min, max );
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|
}
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|
|
|
void validate()
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|
{
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|
for( U32 i = 0; i < NUM_VALUES; ++ i )
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|
mVariance[ i ][ 0 ] = getMin( mVariance[ i ][ 0 ], mVariance[ i ][ 1 ] );
|
|
}
|
|
};
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#endif // _SFXCOMMON_H_
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