- Polyobject sounds now play from their lines, similar to the way sector

sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
  s_sound.cpp so that the near sound limiting will use the correct sound
  location for deciding on neighbors.


SVN r1061 (trunk)
This commit is contained in:
Randy Heit 2008-07-02 03:50:17 +00:00
commit 7ed0311221
8 changed files with 185 additions and 151 deletions

View file

@ -104,7 +104,9 @@ static bool S_CheckSoundLimit(sfxinfo_t *sfx, const FVector3 &pos, int near_limi
static void S_ActivatePlayList(bool goBack);
static void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel);
static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, const FPolyObj *poly,
const FVector3 *pt, int constz, FVector3 *pos, FVector3 *vel);
const float pt[3], int channel, int chanflags, FVector3 *pos, FVector3 *vel);
static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z);
static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z);
static FSoundChan *S_StartSound(AActor *mover, const sector_t *sec, const FPolyObj *poly,
const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation);
static sfxinfo_t *S_LoadSound(sfxinfo_t *sfx);
@ -212,7 +214,6 @@ void S_NoiseDebug (void)
// Distance
if (chan->DistanceScale > 0)
{
origin /= FRACUNIT;
sprintf (temp, "%.0f", (origin - listener).Length());
screen->DrawText (color, 260, y, temp, TAG_DONE);
}
@ -606,78 +607,10 @@ void S_LinkChannel(FSoundChan *chan, FSoundChan **head)
//
//=========================================================================
void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel)
static void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel)
{
if (pos != NULL)
{
fixed_t x, y, z;
switch (chan->SourceType)
{
case SOURCE_None:
default:
if (players[consoleplayer].camera != NULL)
{
x = players[consoleplayer].camera->x;
y = players[consoleplayer].camera->z;
z = players[consoleplayer].camera->y;
}
else
{
z = y = x = 0;
}
break;
case SOURCE_Actor:
x = chan->Actor->x;
y = chan->Actor->z;
z = chan->Actor->y;
break;
case SOURCE_Sector:
x = chan->Sector->soundorg[0];
y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
z = chan->Sector->soundorg[1];
break;
case SOURCE_Polyobj:
x = chan->Poly->startSpot[0];
y = chan->Poly->startSpot[2];
z = chan->Poly->startSpot[1];
break;
case SOURCE_Unattached:
pos->X = chan->Point[0];
pos->Y = !(chan->ChanFlags & CHAN_LISTENERZ) ? chan->Point[1]
: FIXED2FLOAT(players[consoleplayer].camera->z);
pos->Z = chan->Point[2];
break;
}
if (chan->SourceType != SOURCE_Unattached)
{
if (chan->ChanFlags & CHAN_LISTENERZ)
{
y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
}
pos->X = FIXED2FLOAT(x);
pos->Y = FIXED2FLOAT(y);
pos->Z = FIXED2FLOAT(z);
}
}
if (vel != NULL)
{
// Only actors maintain velocity information.
if (chan->SourceType == SOURCE_Actor)
{
vel->X = FIXED2FLOAT(chan->Actor->momx) * TICRATE;
vel->Y = FIXED2FLOAT(chan->Actor->momz) * TICRATE;
vel->Z = FIXED2FLOAT(chan->Actor->momy) * TICRATE;
}
else
{
vel->Zero();
}
}
CalcPosVel(chan->SourceType, chan->Actor, chan->Sector, chan->Poly, chan->Point,
chan->EntChannel, chan->ChanFlags, pos, vel);
}
//=========================================================================
@ -689,26 +622,27 @@ void CalcPosVel(const FSoundChan *chan, FVector3 *pos, FVector3 *vel)
//=========================================================================
static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
const FPolyObj *poly, const FVector3 *pt, int constz, FVector3 *pos, FVector3 *vel)
const FPolyObj *poly, const float pt[3], int channum, int chanflags, FVector3 *pos, FVector3 *vel)
{
if (pos != NULL)
{
fixed_t x, y, z;
if (players[consoleplayer].camera != NULL)
{
x = players[consoleplayer].camera->x;
y = players[consoleplayer].camera->z;
z = players[consoleplayer].camera->y;
}
else
{
z = y = x = 0;
}
switch (type)
{
case SOURCE_None:
default:
if (players[consoleplayer].camera != NULL)
{
x = players[consoleplayer].camera->x;
y = players[consoleplayer].camera->z;
z = players[consoleplayer].camera->y;
}
else
{
z = y = x = 0;
}
break;
case SOURCE_Actor:
@ -718,26 +652,31 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
break;
case SOURCE_Sector:
x = sector->soundorg[0];
y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
z = sector->soundorg[1];
if (chanflags & CHAN_AREA)
{
CalcSectorSoundOrg(sector, channum, &x, &z, &y);
}
else
{
x = sector->soundorg[0];
z = sector->soundorg[1];
chanflags |= CHAN_LISTENERZ;
}
break;
case SOURCE_Polyobj:
x = poly->startSpot[0];
y = poly->startSpot[2];
z = poly->startSpot[1];
CalcPolyobjSoundOrg(poly, &x, &z, &y);
break;
case SOURCE_Unattached:
pos->X = pt->X;
pos->Y = !constz ? pt->Y : FIXED2FLOAT(players[consoleplayer].camera->z);
pos->Z = pt->Z;
pos->X = pt[0];
pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : FIXED2FLOAT(players[consoleplayer].camera->z);
pos->Z = pt[2];
break;
}
if (type != SOURCE_Unattached)
{
if (constz)
if (chanflags & CHAN_LISTENERZ)
{
y = players[consoleplayer].camera != NULL ? players[consoleplayer].camera->z : 0;
}
@ -762,6 +701,67 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
}
}
//==========================================================================
//
// CalcSectorSoundOrg
//
// Returns the perceived sound origin for a sector. If the listener is
// inside the sector, then the origin is their location. Otherwise, the
// origin is from the nearest wall on the sector.
//
//==========================================================================
static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z)
{
// Are we inside the sector? If yes, the closest point is the one we're on.
if (P_PointInSector(*x, *y) == sec)
{
*x = players[consoleplayer].camera->x;
*y = players[consoleplayer].camera->y;
}
else
{
// Find the closest point on the sector's boundary lines and use
// that as the perceived origin of the sound.
sec->ClosestPoint(*x, *y, *x, *y);
}
// Set sound vertical position based on channel.
if (channum == CHAN_FLOOR)
{
*z = MIN(sec->floorplane.ZatPoint(*x, *y), *z);
}
else if (channum == CHAN_CEILING)
{
*z = MAX(sec->ceilingplane.ZatPoint(*x, *y), *z);
}
else if (channum == CHAN_INTERIOR)
{
*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
}
}
//==========================================================================
//
// CalcPolySoundOrg
//
// Returns the perceived sound origin for a polyobject. This is similar to
// CalcSectorSoundOrg, except there is no special case for being "inside"
// a polyobject, so the sound literally comes from the polyobject's walls.
// Vertical position of the sound always comes from the visible wall.
//
//==========================================================================
static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z)
{
seg_t *seg;
sector_t *sec;
PO_ClosestPoint(poly, *x, *y, *x, *y, &seg);
sec = seg->frontsector;
*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
}
//==========================================================================
//
// S_StartSound
@ -811,23 +811,20 @@ static FSoundChan *S_StartSound(AActor *actor, const sector_t *sec, const FPolyO
org_id = sound_id;
chanflags = channel & ~7;
channel &= 7;
CalcPosVel(type, actor, sec, poly, pt, chanflags & CHAN_LISTENERZ, &pos, &vel);
CalcPosVel(type, actor, sec, poly, &pt->X, channel, chanflags, &pos, &vel);
if (i_compatflags & COMPATF_MAGICSILENCE)
{ // For people who just can't play without a silent BFG.
channel = CHAN_WEAPON;
}
else
else if ((chanflags & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
{
if ((channel & CHAN_MAYBE_LOCAL) && (i_compatflags & COMPATF_SILENTPICKUP))
if (actor != NULL && actor != players[consoleplayer].camera)
{
if (actor != NULL && actor != players[consoleplayer].camera)
{
return NULL;
}
return NULL;
}
channel &= 7;
}
sfx = &S_sfx[sound_id];