thug/Code/Sk/Components/SkaterLoopingSoundComponent.cpp

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Sk/Components
//* FILENAME: SkaterLoopingSoundComponent.cpp
//* OWNERD: Dan
//* CREATION DATE: 2/26/3
//****************************************************************************
#include <sk/components/skaterloopingsoundcomponent.h>
#include <sk/components/skaterphysicscontrolcomponent.h>
#include <sk/modules/skate/skate.h>
#include <sk/objects/skater.h>
#include <sk/objects/skaterflags.h>
#include <gel/object/compositeobject.h>
#include <gel/scripting/checksum.h>
#include <gel/scripting/script.h>
#include <gel/scripting/struct.h>
#include <gel/scripting/utils.h>
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent* CSkaterLoopingSoundComponent::s_create()
{
return static_cast< CBaseComponent* >( new CSkaterLoopingSoundComponent );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CSkaterLoopingSoundComponent::CSkaterLoopingSoundComponent() : CBaseComponent()
{
SetType( CRC_SKATERLOOPINGSOUND );
m_is_bailing = m_is_rail_sliding = false;
m_have_sound_info = false;
m_update_sound_info = true;
m_StateType = AIR;
m_vol_mult = 1.0f;
m_active = true;
m_unpause = false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CSkaterLoopingSoundComponent::~CSkaterLoopingSoundComponent()
{
StopLoopingSound();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterLoopingSoundComponent::InitFromStructure( Script::CStruct* pParams )
{
m_wheelspin_pitch_step = (vSS_WHEELSPIN_MIN_PITCH - (vSS_WHEELSPIN_MIN_PITCH - vSS_WHEELSPIN_MAX_PITCH / 2.0f)) / vSS_MIN_WHEELSPIN_TIME;
m_wheelspin_end_pitch = vSS_WHEELSPIN_MIN_PITCH - vSS_WHEELSPIN_MAX_PITCH / 2.0f;
pParams->GetFloat( CRCD(0xf1a99b27,"volume_mult"), &m_vol_mult, Script::NO_ASSERT );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterLoopingSoundComponent::RefreshFromStructure( Script::CStruct* pParams )
{
InitFromStructure(pParams);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterLoopingSoundComponent::Finalize ( )
{
mp_physics_control_component = GetSkaterPhysicsControlComponentFromObject(GetObject());
// Dbg_Assert(mp_physics_control_component);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterLoopingSoundComponent::Update()
{
if (!m_active)
{
Suspend(true);
return;
}
// update looping sounds
Sfx::sVolume volume;
float pitch;
switch ( m_StateType )
{
case RAIL:
{
if ( m_is_bailing )
{
m_have_sound_info = false;
break;
}
Env::ETerrainActionType table;
if ( m_is_rail_sliding )
{
table = Env::vTABLE_SLIDE;
}
else
{
table = Env::vTABLE_GRIND;
}
if (m_update_sound_info)
{
m_have_sound_info = Env::CTerrainManager::sGetTerrainSoundInfo(&m_sound_info, m_terrain, table);
m_update_sound_info = false;
}
break;
}
case GROUND:
if (m_update_sound_info)
{
m_have_sound_info = Env::CTerrainManager::sGetTerrainSoundInfo(&m_sound_info, m_terrain, Env::vTABLE_WHEELROLL);
m_update_sound_info = false;
}
break;
case AIR:
if (m_update_sound_info)
{
m_have_sound_info = true;
m_sound_info = AIR_LOOPING_SOUND_INFO;
m_update_sound_info = false;
}
break;
default:
break;
} // END switch on skater state
// if the sound has changed, turn off the old one
if (m_looping_sound_id && (!m_have_sound_info || m_looping_sound_checksum != m_sound_info.m_soundChecksum))
{
Sfx::CSfxManager::Instance()->StopSound(m_looping_sound_id);
m_looping_sound_id = 0;
}
// we have no sound to play
if (!m_have_sound_info) return;
// setup the sound's pitch and volume based on the skater's state
Sfx::CSfxManager* p_sfx_manager = Sfx::CSfxManager::Instance();
// adjust volume based of skater's offset from the nearest camera
p_sfx_manager->SetVolumeFromPos(&volume, GetObject()->GetPos(), p_sfx_manager->GetDropoffDist(m_sound_info.m_soundChecksum));
// if the skater is in the air and this isn't the first frame we've been playing the air looping sound
if ( m_StateType == AIR && m_looping_sound_id )
{
// drop the pitch over time
if (m_wheelspin_pitch > m_wheelspin_end_pitch)
{
m_wheelspin_pitch -= m_wheelspin_pitch_step * Tmr::FrameLength();
}
// then kill the volume
else
{
volume.SetSilent();
}
pitch = m_wheelspin_pitch;
}
else
{
// adjust the volume and pitch based on the speed
if ( m_speed_fraction > 0.0f)
{
volume.PercentageAdjustment(Env::CTerrainManager::sGetVolPercent(&m_sound_info, 100.0f * m_speed_fraction * m_vol_mult));
pitch = m_speed_fraction * (m_sound_info.m_maxPitch - m_sound_info.m_minPitch) + m_sound_info.m_minPitch;
// save the current pitch incase we are in the air next frame
m_wheelspin_pitch = pitch;
}
else
{
volume.SetSilent();
m_wheelspin_pitch = pitch = 0.0f;
}
}
// if the volume is zero
if (volume.IsSilent())
{
// stop playing the sound
if (m_looping_sound_id)
{
Sfx::CSfxManager::Instance()->StopSound(m_looping_sound_id);
m_looping_sound_id = 0;
}
return;
}
// NOTE: removed until I can figure out what to do with this
// adjust the sound based on doppler effects
// if ( Nx::CViewportManager::sGetScreenMode( ) == 0 ) // that zero should be an enum or something...
// {
// sfx_manager->AdjustPitchForDoppler( &pitch, mp_physics->m_pos, mp_physics->m_old_pos, mp_physics->m_time, Nx::CViewportManager::sGetActiveCamera( 0 ) );
// }
// NOTE: removing all replay code for now
// save pitch information for the replay code
// m_pitch_min = sound_info.m_minPitch;
// m_pitch_max = sound_info.m_maxPitch;
// if we're not already playing a sound
if (!m_looping_sound_id)
{
m_last_volume = volume;
m_last_pitch = pitch;
// start the sound
m_looping_sound_id = p_sfx_manager->PlaySound(m_sound_info.m_soundChecksum, &volume, pitch, 0, NULL, m_sound_info.mp_soundName);
if (!m_looping_sound_id)
{
return;
}
// save the checksum of the currently playing sound
m_looping_sound_checksum = m_sound_info.m_soundChecksum;
}
// if we need to update the sound already playing; since we scale all channels equally, we can get away with only checking the first volume
else if (m_unpause || Mth::Abs(volume.m_channels[0] - m_last_volume.m_channels[0]) > vSS_MAX_PERCENTAGE_VOLUME_CHANGE_WITHOUT_UPDATE
|| Mth::Abs(pitch - m_last_pitch) > vSS_MAX_PITCH_CHANGE_WITHOUT_UPDATE)
{
m_last_volume = volume;
m_last_pitch = pitch;
m_unpause = false;
p_sfx_manager->UpdateLoopingSound(m_looping_sound_id, &volume, pitch);
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent::EMemberFunctionResult CSkaterLoopingSoundComponent::CallMemberFunction ( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
{
switch ( Checksum )
{
case CRCC(0xede3935f, "SkaterLoopingSound_TurnOn"):
SetActive(true);
break;
case CRCC(0x9731e193, "SkaterLoopingSound_TurnOff"):
SetActive(false);
break;
case CRCC(0xb1e7291, "PlayAnim"):
// if a transition anim is interrupted, we must turn the looping sounds on here
Dbg_MsgAssert( mp_physics_control_component, ( "Don't call PlayAnim on a non-skater" ) );
Script::CStruct* p_anim_tags_struct;
if (GetObject()->GetTags()
&& mp_physics_control_component->IsSkating()
&& GetObject()->GetTags()->GetStructure(CRCD(0x5db4115f, "AnimTags"), &p_anim_tags_struct)
&& p_anim_tags_struct->ContainsFlag(CRCD(0x910d77c1, "WalkToSkateTransition")))
{
Suspend(false);
m_active = true;
}
return CBaseComponent::MF_NOT_EXECUTED;
default:
return CBaseComponent::MF_NOT_EXECUTED;
}
return CBaseComponent::MF_TRUE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterLoopingSoundComponent::GetDebugInfo ( Script::CStruct *p_info )
{
#ifdef __DEBUG_CODE__
Dbg_MsgAssert(p_info,("NULL p_info sent to CSkaterLoopingSoundComponent::GetDebugInfo"));
p_info->AddInteger("m_looping_sound_id", m_looping_sound_id);
p_info->AddChecksum("m_looping_sound_checksum", m_looping_sound_checksum);
CBaseComponent::GetDebugInfo(p_info);
#endif
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterLoopingSoundComponent::Suspend ( bool suspend )
{
CBaseComponent::Suspend(suspend);
if (suspend)
{
StopLoopingSound();
}
else
{
m_update_sound_info = true;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterLoopingSoundComponent::StopLoopingSound ( )
{
if (m_looping_sound_id)
{
Sfx::CSfxManager::Instance()->StopSound(m_looping_sound_id);
m_looping_sound_id = 0;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterLoopingSoundComponent::SetSpeedFraction( float speed_fraction )
{
m_speed_fraction = speed_fraction;
if ( m_speed_fraction > 1.0f )
{
m_speed_fraction = 1.0f;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CSkaterLoopingSoundComponent::SetVolumeMultiplier( float mult )
{
Dbg_MsgAssert( mult >= 0.0f && mult <= 1.0f, ( "SetVolumeMultiplier called with bad mult value: %f", mult ) );
m_vol_mult = mult;
}
}