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// audio interface of the engine

#include "cube.h"

#define DEBUGCOND (audiodebug==1)

VARF(audio, 0, 1, 1, initwarning("sound configuration", INIT_RESET, CHANGE_SOUND));
VARP(audiodebug, 0, 0, 1);
char *musicdonecmd = NULL;

VARFP(musicvol, 0, 128, 255, audiomgr.setmusicvol(musicvol));

// audio manager

audiomanager::audiomanager()
: nosound(true), currentpitch(1.0f), device(NULL), context(NULL), gamemusic(NULL) {}

void audiomanager::initsound()
{
    if(!audio)
    {
        conoutf("audio is disabled");
        return;
    }

    nosound = true;
    device = NULL;
    context = NULL;

    // list available devices
    if(alcIsExtensionPresent(NULL, "ALC_ENUMERATION_EXT"))
    {
        const ALCchar *devices = alcGetString(NULL, ALC_DEVICE_SPECIFIER);
        if(devices)
        {
            string d;
            copystring(d, "Audio devices: ");

            // null separated device string
            for(const ALchar *c = devices; c[strlen(c)+1]; c += strlen(c)+1)
            {
                if(c!=devices) concatstring(d, ", ");
                concatstring(d, c);
            }
            conoutf("%s", d);
        }
    }

    // open device
    const char *devicename = getalias("openaldevice");
    device = alcOpenDevice(devicename && devicename[0] ? devicename : NULL);

    if(device)
    {
        context = alcCreateContext(device, NULL);
        if(context)
        {
            alcMakeContextCurrent(context);

            alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);

            // backend infos
            conoutf("Sound: %s / %s (%s)", alcGetString(device, ALC_DEVICE_SPECIFIER), alGetString(AL_RENDERER), alGetString(AL_VENDOR));
            conoutf("Driver: %s", alGetString(AL_VERSION));

            // allocate OpenAL resources
            sourcescheduler::instance().init(16);

            // let the stream get the first source from the scheduler
            gamemusic = new oggstream();
            if(!gamemusic->valid) DELETEP(gamemusic);
            setmusicvol(musicvol);

            nosound = false;
        }
    }

    if(nosound)
    {
        ALERR;
        if(context) alcDestroyContext(context);
        if(device) alcCloseDevice(device);
        conoutf("sound initialization failed!");
    }
}

void audiomanager::music(char *name, int millis, char *cmd)
{
    if(nosound) return;
    stopsound();
    if(musicvol && *name)
    {
        if(cmd && cmd[0]) musicdonecmd = newstring(cmd);

        if(gamemusic->open(name))
        {
            // fade
            if(millis > 0)
            {
                const int fadetime = 1000;
                gamemusic->fadein(lastmillis, fadetime);
                gamemusic->fadeout(lastmillis+millis, fadetime);
            }

            // play
            bool loop = cmd && cmd[0];
            if(!gamemusic->playback(loop))
            {
                conoutf("could not play music: %s", name);
                return;
            }
            setmusicvol(musicvol);
        }
        else conoutf("could not open music: %s", name);
    }
}

void audiomanager::musicpreload(int id)
{
    if(nosound) return;
    stopsound();
    if(musicvol && (id>=M_FLAGGRAB && id<=M_LASTMINUTE2))
    {
        char *name = musics[id];
        conoutf("preloading music #%d : %s", id, name);
        if(gamemusic->open(name))
        {
            defformatstring(whendone)("musicvol %d", musicvol);
            musicdonecmd = newstring(whendone);
            //conoutf("when done: %s", musicdonecmd);
            const int preloadfadetime = 3;
            gamemusic->fadein(lastmillis, preloadfadetime);
            gamemusic->fadeout(lastmillis+2*preloadfadetime, preloadfadetime);
            if(!gamemusic->playback(false))
            {
                conoutf("could not play music: %s", name);
                return;
            }
            setmusicvol(1); // not 0 !
        }
        else conoutf("could not open music: %s", name);
    }
    else setmusicvol(musicvol); // call "musicpreload -1" to ensure musicdonecmd runs - but it should w/o that
}

void audiomanager::musicsuggest(int id, int millis, bool rndofs) // play bg music if nothing else is playing
{
    if(nosound || !gamemusic) return;
    if(gamemusic->playing()) return;
    if(!musicvol) return;
    if(!musics.inrange(id))
    {
        conoutf("\f3music %d not registered", id);
        return;
    }
    char *name = musics[id];
    if(gamemusic->open(name))
    {
        gamemusic->fadein(lastmillis, 1000);
        gamemusic->fadeout(millis ? lastmillis+millis : 0, 1000);
        if(rndofs) gamemusic->seek(millis ? (double)rnd(millis)/2.0f : (double)lastmillis);
        if(!gamemusic->playback(rndofs)) conoutf("could not play music: %s", name);
    }
    else conoutf("could not open music: %s", name);
}

void audiomanager::musicfadeout(int id)
{
    if(nosound || !gamemusic) return;
    if(!gamemusic->playing() || !musics.inrange(id)) return;
    if(!strcmp(musics[id], gamemusic->name)) gamemusic->fadeout(lastmillis+1000, 1000);
}

void audiomanager::setmusicvol(int musicvol)
{
    if(gamemusic) gamemusic->setvolume(musicvol > 0 ? musicvol/255.0f : 0);
}

void audiomanager::setlistenervol(int vol)
{
    if(!nosound) alListenerf(AL_GAIN, vol/255.0f);
}

void audiomanager::registermusic(char *name)
{
    if(nosound||!musicvol) return;
    if(!name || !name[0]) return;
    musics.add(newstring(name));
}

int audiomanager::findsound(char *name, int vol, vector<soundconfig> &sounds)
{
    loopv(sounds)
    {
        if(!strcmp(sounds[i].buf->name, name) && (!vol || sounds[i].vol==vol)) return i;
    }
    return -1;
}

int audiomanager::addsound(char *name, int vol, int maxuses, bool loop, vector<soundconfig> &sounds, bool load, int audibleradius)
{
    if(nosound) return -1;
    if(!soundvol) return -1;

    /*
    // check if the sound was already registered
    int index = findsound(name, vol, sounds);
    if(index > -1) return index;
    */

    sbuffer *b = bufferpool.find(name);
    if(!b)
    {
        conoutf("\f3failed to allocate sample %s", name);
        return -1;
    }

    if(load && !b->load()) conoutf("\f3failed to load sample %s", name);

    soundconfig s(b, vol, maxuses, loop, audibleradius);
    sounds.add(s);
    return sounds.length()-1;
}

void audiomanager::preloadmapsound(entity &e, bool trydl)
{
    if(e.type!=SOUND || !mapsounds.inrange(e.attr1)) return;
    sbuffer *buf = mapsounds[e.attr1].buf;
    if(!buf->load(trydl) && !trydl) conoutf("\f3failed to load sample %s", buf->name);
}

void audiomanager::preloadmapsounds(bool trydl)
{
    loopv(ents)
    {
        entity &e = ents[i];
        if(e.type==SOUND) preloadmapsound(e, trydl);
    }
}

void audiomanager::applymapsoundchanges() // during map editing, drop all mapsounds so they can be re-added
{
    loopv(locations)
    {
        location *l = locations[i];
        if(l && l->ref && l->ref->type==worldobjreference::WR_ENTITY) l->drop();
    }
}

void audiomanager::setchannels(int num)
{
    if(!nosound) sourcescheduler::instance().init(num);
};



// called at game exit
void audiomanager::soundcleanup()
{
    if(nosound) return;

    // destroy consuming code
    stopsound();
    DELETEP(gamemusic);
    mapsounds.shrink(0);
    locations.deletecontents();
    gamesounds.shrink(0);
    bufferpool.clear();

    // kill scheduler
    sourcescheduler::instance().reset();

    // shutdown openal
    alcMakeContextCurrent(NULL);
    if(context) alcDestroyContext(context);
    if(device) alcCloseDevice(device);
}

// clear world-related sounds, called on mapchange
void audiomanager::clearworldsounds(bool fullclean)
{
    stopsound();
    if(fullclean) mapsounds.shrink(0);
    locations.deleteworldobjsounds();
}

void audiomanager::mapsoundreset()
{
    mapsounds.shrink(0);
    locations.deleteworldobjsounds();
}

VARP(footsteps, 0, 1, 1);
VARP(localfootsteps, 0, 1, 1);

void audiomanager::updateplayerfootsteps(playerent *p)
{
    if(!p) return;

    const int footstepradius = 20;

    // find existing footstep sounds
    physentreference ref(p);
    location *locs[] =
    {
        locations.find(S_FOOTSTEPS, &ref, gamesounds),
        locations.find(S_FOOTSTEPSCROUCH, &ref, gamesounds),
        locations.find(S_WATERFOOTSTEPS, &ref, gamesounds),
        locations.find(S_WATERFOOTSTEPSCROUCH, &ref, gamesounds)
    };

    bool local = (p == camera1 || p == focus);
    bool inrange = footsteps && (local || (camera1->o.dist(p->o) < footstepradius));

    if(!footsteps || (local && !localfootsteps) || !inrange || p->state != CS_ALIVE || lastmillis-p->lastpain < 300 || (!p->onfloor && p->timeinair>50) || (!p->move && !p->strafe) || p->inwater)
    {
        const int minplaytime = 200;
        loopi(sizeof(locs)/sizeof(locs[0]))
        {
            location *l = locs[i];
            if(!l) continue;
            if(l->playmillis+minplaytime>totalmillis) continue; // tolerate short interruptions by enforcing a minimal playtime
            l->drop();
        }
    }
    else
    {
        // play footsteps

        int grounddist;
        if( ((int)p->o.x) >= 0 && ((int)p->o.y) >= 0 && ((int)p->o.x) < ssize && ((int)p->o.y) < ssize) { // sam's fix to the sound crash
            grounddist = hdr.waterlevel-S((int)p->o.x, (int)p->o.y)->floor;
        }else{
            grounddist = 0;
        }
//        int grounddist = hdr.waterlevel-S((int)p->o.x, (int)p->o.y)->floor;
        bool water = p->o.z-p->eyeheight+0.25f<hdr.waterlevel;
        if(water && grounddist>p->eyeheight) return; // don't play step sound when jumping into water

        int stepsound;
        if(p->crouching) stepsound = water ? S_WATERFOOTSTEPSCROUCH : S_FOOTSTEPSCROUCH; // crouch
        else stepsound = water ? S_WATERFOOTSTEPS : S_FOOTSTEPS; // normal

        // proc existing sounds
        bool isplaying = false;
        loopi(sizeof(locs)/sizeof(locs[0]))
        {
            location *l = locs[i];
            if(!l) continue;
            if(i+S_FOOTSTEPS==stepsound) isplaying = true; // already playing
            else l->drop(); // different footstep sound, drop it
        }

        if(!isplaying)
        {
            // play
            float rndoffset = float(rnd(500))/500.0f;
            audiomgr._playsound(stepsound, ref, local ? SP_HIGH : SP_LOW, rndoffset);
        }
    }
}

// manage looping sounds
location *audiomanager::updateloopsound(int sound, bool active, float vol)
{
    location *l = locations.find(sound, NULL, gamesounds);
    if(!l && active) l = _playsound(sound, camerareference(), SP_HIGH, 0.0f, true);
    else if(l && !active) l->drop();
    if(l && vol != 1.0f) l->src->gain(vol);
    return l;
}

VARP(mapsoundrefresh, 0, 10, 1000);

void audiomanager::mutesound(int n, int off)
{
    bool mute = (off == 0);
    if(!gamesounds.inrange(n))
    {
        conoutf("\f3could not %s sound #%d", mute ? "silence" : "unmute", n);
        return;
    }
    gamesounds[n].muted = mute;
}

void audiomanager::unmuteallsounds()
{
    loopv(gamesounds) gamesounds[i].muted = false;
}

int audiomanager::soundmuted(int n)
{
    return gamesounds.inrange(n) && !gamesounds[n].muted ? 0 : 1;
}

void audiomanager::writesoundconfig(stream *f)
{
    bool wrotesound = false;
    loopv(gamesounds)
    {
        if(gamesounds[i].muted)
        {
            if(!wrotesound)
            {
                f->printf("// sound settings\n\n");
                wrotesound = true;
            }
            f->printf("mutesound %d\n", i);
        }
    }
}

SVAR(nextvoicecom, "");
int findvoice()
{
    defformatstring(soundpath)("voicecom/%s", nextvoicecom);
    if(!nextvoicecom[0])
        return S_NULL;
    int s = audiomgr.findsound(soundpath, 0, gamesounds);
    nextvoicecom[0] = '\0'; // reset for next text message
    return s;
}

void soundtest()
{
    loopi(S_NULL) audiomgr.playsound(i, rnd(SP_HIGH+1));
}

COMMAND(soundtest, "");

// sound configuration

soundconfig::soundconfig(sbuffer *b, int vol, int maxuses, bool loop, int audibleradius)
{
    buf = b;
    this->vol = vol > 0 ? vol : 100;
    this->maxuses = maxuses;
    this->loop = loop;
    this->audibleradius = audibleradius;
    this->model = audibleradius > 0 ? DM_LINEAR : DM_DEFAULT; // use linear model when radius is configured
    uses = 0;
    muted = false;
}

void soundconfig::onattach()
{
    uses++;
}

void soundconfig::ondetach()
{
    uses--;
}

vector<soundconfig> gamesounds, mapsounds;

void audiomanager::detachsounds(playerent *owner)
{
    if(nosound) return;
    // make all dependent locations static
    locations.replaceworldobjreference(physentreference(owner), staticreference(owner->o));
}


VARP(maxsoundsatonce, 0, 32, 100);

location *audiomanager::_playsound(int n, const worldobjreference &r, int priority, float offset, bool loop)
{
    if(nosound || !soundvol) return NULL;
    if(soundmuted(n)) return NULL;
    DEBUGVAR(n);
    DEBUGVAR(priority);

    if(r.type!=worldobjreference::WR_ENTITY)
    {
        // avoid bursts of sounds with heavy packetloss and in sp
        static int soundsatonce = 0, lastsoundmillis = 0;
        if(totalmillis==lastsoundmillis) soundsatonce++; else soundsatonce = 1;
        lastsoundmillis = totalmillis;
        if(maxsoundsatonce && soundsatonce>maxsoundsatonce)
        {
            DEBUGVAR(soundsatonce);
            return NULL;
        }
    }

    location *loc = new location(n, r, priority);
    locations.add(loc);
    if(!loc->stale)
    {
        if(offset>0) loc->offset(offset);
        if(currentpitch!=1.0f) loc->pitch(currentpitch);
        loc->play(loop);
    }

    return loc;
}

void audiomanager::playsound(int n, int priority) { _playsound(n, camerareference(), priority); }
void audiomanager::playsound(int n, physent *p, int priority) { if(p) _playsound(n, physentreference(p), priority); }
void audiomanager::playsound(int n, entity *e, int priority) { if(e) _playsound(n, entityreference(e), priority); }
void audiomanager::playsound(int n, const vec *v, int priority) { if(v) _playsound(n, staticreference(*v), priority); }

void audiomanager::playsoundname(char *s, const vec *loc, int vol)
{
    if(!nosound) return;

    if(vol <= 0) vol = 100;
    int id = findsound(s, vol, gamesounds);
    if(id < 0) id = addsound(s, vol, 0, false, gamesounds, true, 0);
    playsound(id, loc, SP_NORMAL);
}

void audiomanager::playsoundc(int n, playerent *p, int priority)
{
    if(p && p!=player1 && p!=focus) playsound(n, p, priority);
    else
        playsound(n, priority);
    addmsg(SV_SOUND, "i2", p ? p->clientnum : getclientnum(), n);
}

void audiomanager::stopsound()
{
    if(nosound) return;
    DELETEA(musicdonecmd);
    if(gamemusic) gamemusic->reset();
}

VARP(heartbeat, 0, 0, 99);

// main audio update routine

void audiomanager::updateaudio()
{
    if(nosound) return;

    alcSuspendContext(context); // don't process sounds while we mess around

    bool alive = player1->state!=CS_DEAD;
    bool firstperson = camera1==player1 || (player1->isspectating() && player1->spectatemode==SM_DEATHCAM);

    // footsteps
    updateplayerfootsteps(player1);
    loopv(players)
    {
        playerent *p = players[i];
        if(!p) continue;
        updateplayerfootsteps(p);
    }

    // water
    bool underwater = /*alive &&*/ firstperson && hdr.waterlevel>player1->o.z+player1->aboveeye;
    updateloopsound(S_UNDERWATER, underwater);

    // tinnitus
    bool tinnitus = alive && firstperson && player1->eardamagemillis>0 && lastmillis<=player1->eardamagemillis;
    location *tinnitusloc = updateloopsound(S_TINNITUS, tinnitus);

    // heartbeat
    bool heartbeatsound = heartbeat && alive && firstperson && !m_sniper(gamemode, mutators) && player1->health <= heartbeat * HEALTHSCALE;
    updateloopsound(S_HEARTBEAT, heartbeatsound);

    // pitch fx
    const float lowpitch = 0.65f;
    bool pitchfx = underwater || tinnitus;
    if(pitchfx && currentpitch!=lowpitch)
    {
        currentpitch = lowpitch;
        locations.forcepitch(currentpitch);
        if(tinnitusloc) tinnitusloc->pitch(1.9f); // super high pitched tinnitus
    }
    else if(!pitchfx && currentpitch==lowpitch)
    {
        currentpitch = 1.0f;
        locations.forcepitch(currentpitch);
    }

    // update map sounds
    static int lastmapsound = 0;
    if(!lastmapsound || totalmillis-lastmapsound>mapsoundrefresh || !mapsoundrefresh)
    {
        loopv(ents)
        {
            entity &e = ents[i];
            vec o(e.x, e.y, e.z);
            if(e.type!=SOUND) continue;

            int sound = e.attr1;
            int radius = e.attr2;
            bool hearable = (radius==0 || camera1->o.dist(o)<radius);
            entityreference entref(&e);

            // search existing sound loc
            location *loc = locations.find(sound, &entref, mapsounds);

            if(hearable && !loc) // play
            {
                _playsound(sound, entref, SP_HIGH, 0.0f, true);
            }
            else if(!hearable && loc) // stop
            {
                loc->drop();
            }
        }
        lastmapsound = totalmillis;
    }

    // update all sound locations
    locations.updatelocations();

    // update background music
    if(gamemusic)
    {
        if(!gamemusic->update())
        {
            // music ended, exec command
            if(musicdonecmd)
            {
                char *cmd = musicdonecmd;
                musicdonecmd = NULL;
                execute(cmd);
                delete[] cmd;
            }
        }
    }

    // listener
    vec o[2];
    o[0].x = (float)(cosf(RAD*(camera1->yaw-90)));
    o[0].y = (float)(sinf(RAD*(camera1->yaw-90)));
    o[0].z = 0.0f;
    o[1].x = o[1].y = 0.0f;
    o[1].z = -1.0f;
    alListenerfv(AL_ORIENTATION, (ALfloat *) &o);
    alListenerfv(AL_POSITION, (ALfloat *) &focus->o);

    alcProcessContext(context);
}

// binding of sounds to the 3D world

// camera

camerareference::camerareference() : worldobjreference(WR_CAMERA) {}

worldobjreference *camerareference::clone() const
{
    return new camerareference(*this);
}

const vec &camerareference::currentposition() const
{
    return camera1->o;
}

bool camerareference::nodistance()
{
    return true;
}

bool camerareference::operator==(const worldobjreference &other)
{
    return type==other.type;
}

// physent

physentreference::physentreference(physent *ref) : worldobjreference(WR_PHYSENT)
{
    ASSERT(ref);
    phys = ref;
}

worldobjreference *physentreference::clone() const
{
    return new physentreference(*this);
}

const vec &physentreference::currentposition() const
{
    return phys->o;
}

bool physentreference::nodistance()
{
    return phys==camera1 || phys==focus;
}

bool physentreference::operator==(const worldobjreference &other)
{
    return type==other.type && phys==((physentreference &)other).phys;
}

// entity

entityreference::entityreference(entity *ref) : worldobjreference(WR_ENTITY)
{
    ASSERT(ref);
    ent = ref;
}

worldobjreference *entityreference::clone() const
{
    return new entityreference(*this);
}
const vec &entityreference::currentposition() const
{
    static vec tmp;
    tmp = vec(ent->x, ent->y, ent->z);
    return tmp;
}
bool entityreference::nodistance() { return ent->attr3>0; }
bool entityreference::operator==(const worldobjreference &other) { return type==other.type && ent==((entityreference &)other).ent; }

// static

staticreference::staticreference(const vec &ref) : worldobjreference(WR_STATICPOS), pos(ref) {}

worldobjreference *staticreference::clone() const
{
    return new staticreference(*this);
}

const vec &staticreference::currentposition() const
{
    return pos;
}

bool staticreference::nodistance()
{
    return false;
}

bool staticreference::operator==(const worldobjreference &other)
{
    return type==other.type && pos==((staticreference &)other).pos;
}

// instance

audiomanager audiomgr;

COMMANDF(sound, "i", (int *n)
{
    audiomgr.playsound(*n);
});

COMMANDF(applymapsoundchanges, "", (){
    audiomgr.applymapsoundchanges();
});

COMMANDF(unmuteallsounds, "", () {
    audiomgr.unmuteallsounds();
});

COMMANDF(mutesound, "ii", (int *n, int *off)
{
    audiomgr.mutesound(*n, *off);
});

COMMANDF(soundmuted, "i", (int *n)
{
    intret(audiomgr.soundmuted(*n));
});

COMMANDF(mapsoundreset, "", ()
{
    audiomgr.mapsoundreset();
});

VARF(soundchannels, 4, 32, 1024, audiomgr.setchannels(soundchannels); );

VARFP(soundvol, 0, 128, 255, audiomgr.setlistenervol(soundvol); );

COMMANDF(registersound, "siii", (char *name, int *vol, int *loop, int *audibleradius)
{
    intret(audiomgr.addsound(name, *vol, -1, *loop != 0, gamesounds, true, *audibleradius));
});

COMMANDF(mapsound, "si", (char *name, int *maxuses)
{
    audiomgr.addsound(name, 255, *maxuses, true, mapsounds, false, 0);
});

COMMANDF(registermusic, "s", (char *name)
{
    audiomgr.registermusic(name);
});

COMMANDF(musicpreload, "i", (int *id)
{
    audiomgr.musicpreload(*id);
});

COMMANDF(music, "sis", (char *name, int *millis, char *cmd)
{
    audiomgr.music(name, *millis, cmd);
});
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