[Add] Audio engine is now working, it It's fully tuned enough yet however.

[Change] Refactored ship.c to comply with xml.* standards.
This commit is contained in:
Allanis 2013-02-22 04:06:47 +00:00
parent afd612ef17
commit 529ca21644
12 changed files with 224 additions and 80 deletions

View File

@ -153,6 +153,8 @@ void music_exit(void) {
for(i = 0; i < nmusic_selection; i++)
free(music_selection[i]);
free(music_selection);
SDL_DestroyMutex(music_vorbis_lock);
}
// Internal music loading ruitines.
@ -220,6 +222,10 @@ static void music_free(void) {
SDL_mutexV(music_vorbis_lock);
}
void music_volume(const double vol) {
alSourcef(music_source, AL_GAIN, (ALfloat)vol);
}
// Music control functions.
void music_load(const char* name) {
int i;

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@ -9,6 +9,7 @@ int music_init(void);
void music_exit(void);
// Music control.
void music_volume(const double vol);
void music_load(const char* name);
void music_play(void);
void music_stop(void);

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@ -159,6 +159,8 @@ static void outfit_parseSAmmo(Outfit* tmp, const xmlNodePtr parent) {
OUTFIT_GFX"%s.png", xml_get(node));
tmp->gfx_space = gl_newSprite(str, 6, 6);
}
else if(xml_isNode(node, "sound"))
tmp->sound = sound_get(xml_get(node));
else if(xml_isNode(node, "damage")) {
cur = node->children;
do {
@ -170,7 +172,8 @@ static void outfit_parseSAmmo(Outfit* tmp, const xmlNodePtr parent) {
#define MELEMENT(o,s) if((o) == 0) WARN("Outfit '%s' missing '"s"' element", tmp->name)
if(tmp->gfx_space == NULL)
WARN("Outfit '%s' missing 'gfx' element", tmp->name);
MELEMENT(tmp->thrust, " thrust");
MELEMENT(tmp->sound, "sound");
MELEMENT(tmp->thrust, "thrust");
MELEMENT(tmp->turn, "turn");
MELEMENT(tmp->speed, "speed");
MELEMENT(tmp->range, "duration");

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@ -1,5 +1,6 @@
#pragma once
#include "opengl.h"
#include "sound.h"
#define outfit_isProp(o,p) ((o)->properties & p)
// Property flags.
@ -46,6 +47,7 @@ typedef struct {
double damage_armour, damage_shield; // Damage.
glTexture* gfx_space;
ALuint sound; // Sound to play.
};
struct { // Launcher.
//unsigned int delay; // Delay between shots.

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@ -254,6 +254,10 @@ static void pilot_update(Pilot* pilot, const double dt) {
// Should not go faster.
vect_pset(&pilot->solid->vel, VMOD(pilot->solid->vel) - 0.3*pilot->ship->thrust*dt,
VANGLE(pilot->solid->vel));
// Update the source.
alSource3f(pilot->source, AL_POSITION, pilot->solid->pos.x, pilot->solid->pos.y, 0.);
alSource3f(pilot->source, AL_VELOCITY, pilot->solid->vel.x, pilot->solid->vel.y, 0.);
}
// Pilot is getting ready or is in, hyperspace.
@ -356,7 +360,12 @@ void pilot_init(Pilot* pilot, Ship* ship, char* name, Faction* faction, AI_Profi
}
}
// Sound source.
// Eh....
// Set flags and functions.
if(flags & PILOT_PLAYER) {
alSourcef(pilot->source, AL_GAIN, 0.);
pilot->think = player_think; // Players don't need to thing! :P
pilot->render = NULL; // Render will be called from player_think
pilot_setFlag(pilot, PILOT_PLAYER); // It's a player!

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@ -4,6 +4,7 @@
#include "ai.h"
#include "outfit.h"
#include "faction.h"
#include "sound.h"
#include "ship.h"
#define PLAYER_ID 1
@ -66,7 +67,11 @@ typedef struct Pilot {
PilotOutfit* secondary; // Secondary weapon.
PilotOutfit* ammo; // Secondary ammo (if needed).
unsigned int flags; // Used for AI etc.
// Sound source.
ALuint source;
// Misc.
unsigned int flags; // Used for AI etc.
unsigned int ptimer; // Generic timer for internal pilot use.
// AI.

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@ -174,7 +174,8 @@ void player_new(void) {
d = RNG(0, 359)/180.*M_PI;
pilot_create(ship, "Player", faction_get("Player"), NULL, d, &v, NULL, PILOT_PLAYER);
gl_bindCamera(&player->solid->pos);
alSourcef(player->source, AL_GAIN, 0.5);
gl_bindCamera(&player->solid->pos); // Set opengl camers.
space_init(system);
// Welcome message.
@ -796,6 +797,14 @@ void player_think(Pilot* player) {
pilot_shoot(player, player_target, 1);
vect_pset(&player->solid->force, player->ship->thrust * player_acc, player->solid->dir);
// Set the listener stuff.
ALfloat ori[] = { 0., 0., 0., 0., 0., 1. };
ori[0] = cos(player->solid->dir);
ori[1] = sin(player->solid->dir);
alListenerfv(AL_ORIENTATION, ori);
alListener3f(AL_POSITION, player->solid->pos.x, player->solid->pos.y, 0.);
alListener3f(AL_VELOCITY, player->solid->vel.x, player->solid->vel.y, 0.);
}
// Modify the radar resolution.

View File

@ -38,81 +38,83 @@ static Ship* ship_parse(xmlNodePtr parent) {
ShipOutfit* otmp, *ocur;
char str[PATH_MAX] = "\0";
xmlChar* xstr;
char* stmp;
tmp->name = (char*)xmlGetProp(parent, (xmlChar*)"name");
tmp->name = xml_nodeProp(parent, "name");
if(tmp->name == NULL) WARN("Ship in "SHIP_DATA" has invalid or no name");
node = parent->xmlChildrenNode;
do {
// Load all the data.
if(strcmp((char*)node->name, "GFX")==0) {
snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX)+sizeof(SHIP_EXT),
SHIP_GFX"%s"SHIP_EXT, (char*)node->children->content);
if(xml_isNode(node,"GFX")) {
snprintf(str, strlen(xml_get(node)) + sizeof(SHIP_GFX) + sizeof(SHIP_EXT),
SHIP_GFX"%s"SHIP_EXT, xml_get(node));
tmp->gfx_space = gl_newSprite(str, 6, 6);
// Target.
snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX)+sizeof(SHIP_TARGET)+sizeof(SHIP_EXT),
SHIP_GFX"%s"SHIP_TARGET SHIP_EXT, (char*)node->children->content);
snprintf(str, strlen(xml_get(node)) + sizeof(SHIP_GFX)+sizeof(SHIP_TARGET)+sizeof(SHIP_EXT),
SHIP_GFX"%s"SHIP_TARGET SHIP_EXT, xml_get(node));
tmp->gfx_target = gl_newImage(str);
}
else if(strcmp((char*)node->name, "GUI")==0)
tmp->gui = strdup((char*)node->children->content);
else if(strcmp((char*)node->name, "class")==0)
tmp->class = atoi((char*)node->children->content);
else if(strcmp((char*)node->name, "movement")==0) {
else if(xml_isNode(node, "GUI"))
tmp->gui = strdup(xml_get(node));
else if(xml_isNode(node, "sound"))
tmp->sound = sound_get(xml_get(node));
else if(xml_isNode(node, "class"))
tmp->class = atoi(xml_get(node));
else if(xml_isNode(node, "movement")) {
cur = node->children;
do {
if(strcmp((char*)cur->name, "thrust")==0)
tmp->thrust = atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "turn")==0)
tmp->turn = atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "speed")==0)
tmp->speed = atoi((char*)cur->children->content);
if(xml_isNode(cur, "thrust"))
tmp->thrust = xml_getInt(cur);
else if(xml_isNode(cur, "turn"))
tmp->turn = xml_getInt(cur);
else if(xml_isNode(cur, "speed"))
tmp->speed = xml_getInt(cur);
} while((cur = cur->next));
}
else if(strcmp((char*)node->name, "health")==0) {
else if(xml_isNode(node, "health")) {
cur = node->children;
do {
if(strcmp((char*)cur->name, "armour")==0)
tmp->armour = (double)atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "shield")==0)
tmp->shield = (double)atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "energy")==0)
tmp->energy = (double)atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "armour_regen")==0)
tmp->armour_regen = (double)(atoi((char*)cur->children->content))/60.0;
else if(strcmp((char*)cur->name, "shield_regen")==0)
tmp->shield_regen = (double)(atoi((char*)cur->children->content))/60.0;
else if(strcmp((char*)cur->name, "energy_regen")==0)
tmp->energy_regen = (double)(atoi((char*)cur->children->content))/60.0;
if(xml_isNode(cur, "armour"))
tmp->armour = (double)xml_getInt(cur);
else if(xml_isNode(cur, "shield"))
tmp->shield = (double)xml_getInt(cur);
else if(xml_isNode(cur, "energy"))
tmp->energy = (double)xml_getInt(cur);
else if(xml_isNode(cur, "armour_regen"))
tmp->armour_regen = (double)(xml_getInt(cur))/60.0;
else if(xml_isNode(cur, "shield_regen"))
tmp->shield_regen = (double)(xml_getInt(cur))/60.0;
else if(xml_isNode(cur, "energy_regen"))
tmp->energy_regen = (double)(xml_getInt(cur))/60.0;
} while((cur = cur->next));
}
else if(strcmp((char*)node->name, "characteristics")==0) {
else if(xml_isNode(node, "characteristics")) {
cur = node->children;
do {
if(strcmp((char*)cur->name, "crew")==0)
tmp->crew = atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "mass")==0)
tmp->mass = (double)atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "cap_weapon")==0)
tmp->cap_weapon = atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "cap_cargo")==0)
tmp->cap_cargo = atoi((char*)cur->children->content);
if(xml_isNode(cur, "crew"))
tmp->crew = xml_getInt(cur);
else if(xml_isNode(cur, "mass"))
tmp->mass = (double)xml_getInt(cur);
else if(xml_isNode(cur, "cap_weapon"))
tmp->cap_weapon = xml_getInt(cur);
else if(xml_isNode(cur, "cap_cargo"))
tmp->cap_cargo = xml_getInt(cur);
} while((cur = cur->next));
}
else if(strcmp((char*)node->name, "outfits")==0) {
else if(xml_isNode(node, "outfits")) {
cur = node->children;
do {
if(strcmp((char*)cur->name, "outfit")==0) {
if(xml_isNode(cur, "outfit")) {
otmp = MALLOC_L(ShipOutfit);
otmp->data = outfit_get((char*)cur->children->content);
xstr = xmlGetProp(cur, (xmlChar*)"quantity");
if(!xstr)
otmp->data = outfit_get(xml_get(cur));
stmp = xml_nodeProp(cur, "quantity");
if(!stmp)
WARN("Ship '%s' is missing tag 'quantity for outfit '%s'", tmp->name, otmp->data->name);
otmp->quantity = atoi((char*)xstr);
free(xstr);
otmp->quantity = atoi(stmp);
free(stmp);
otmp->next = NULL;
if((ocur = tmp->outfit) == NULL) tmp->outfit = otmp;
@ -130,17 +132,18 @@ static Ship* ship_parse(xmlNodePtr parent) {
#define MELEMENT(o,s) if(o == 0) WARN("Ship '%s' missing '"s"' element", tmp->name)
if(tmp->name == NULL) WARN("Ship '%s' missing 'name' tag", tmp->name);
if(tmp->gfx_space == NULL) WARN("Ship '%s' missing 'GFX' element", tmp->name);
if(tmp->gui == NULL) WARN("Ship '%s' missing 'GUI' element", tmp->name);
MELEMENT(tmp->thrust, "thrust");
MELEMENT(tmp->turn, "turn");
MELEMENT(tmp->speed, "speed");
MELEMENT(tmp->crew, "crew");
MELEMENT(tmp->mass, "mass");
MELEMENT(tmp->armour, "armour");
MELEMENT(tmp->armour_regen, "armour_regen");
MELEMENT(tmp->shield, "shield");
MELEMENT(tmp->shield_regen, "shield_regen");
MELEMENT(tmp->energy, "energy");
MELEMENT(tmp->energy_regen, "energt_regen");
MELEMENT(tmp->crew, "crew");
MELEMENT(tmp->mass, "mass");
MELEMENT(tmp->cap_cargo, "cap_cargo");
MELEMENT(tmp->cap_weapon, "cap_weapon");
#undef MELEMENT

View File

@ -36,6 +36,9 @@ typedef struct {
// GUI interface.
char* gui;
// Sound.
ALuint sound;
// Characteristics.
int crew;

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@ -9,20 +9,29 @@
#include "music.h"
#include "sound.h"
// This isn't always set?
#ifndef AL_FORMAT_VORBIS_EXT
#define AL_FORMAT_VORBIS_EXT 0x10003
#endif
#define SOUND_PREFIX "snd/sounds/"
#define SOUND_SUFFIX ".wav"
typedef struct {
ALfloat x, y;
} alVector;
char* name;
ALuint buffer;
} alSound;
// Gobal device and context.
static ALCcontext* al_context = NULL;
static ALCdevice* al_device = NULL;
// Music player thread to assure streaming is perfect.
static SDL_Thread* music_player = NULL;
// List of sounds available (All preloaded into a buffer).
static alSound* sound_list = NULL;
static int nsound_list = 0;
static int sound_makeList(void);
static int sound_load(ALuint* buffer, char* filename);
static void sound_free(alSound* snd);
int sound_init(void) {
// Open the default device.
al_device = alcOpenDevice(NULL);
@ -38,18 +47,16 @@ int sound_init(void) {
return -2;
}
// We use the vorbis extension for AL to load it easily.
if(alIsExtensionPresent("AL_EXT_vorbis") == AL_FALSE) {
WARN("AL_EXT_vorbis not available in OpenAL context!");
return -3;
}
// Set active context.
if(alcMakeContextCurrent(al_context)==AL_FALSE) {
WARN("Failure to set default context");
return -4;
}
// Load up all the sounds.
sound_makeList();
// Start the music server.
music_init();
music_player = SDL_CreateThread(music_thread, NULL);
@ -59,6 +66,16 @@ int sound_init(void) {
// Clean up after the sound system.
void sound_exit(void) {
int i;
// Free the sounds.
for(i = 0; i < &nsound_list; i++)
sound_free(&sound_list[i]);
free(sound_list);
sound_list = NULL;
nsound_list = 0;
// Must stop the music before killing it,
// then thread should commit suicide.
music_stop();
music_kill();
SDL_WaitThread(music_player, NULL);
@ -71,19 +88,67 @@ void sound_exit(void) {
if(al_device) alcCloseDevice(al_device);
}
// Loads a vorbis file.
ALuint sound_sndCreate(char* filename) {
void* ovdata;
// Get the buffer to sound of [name].
ALuint sound_get(char* name) {
int i;
for(i = 0; i < nsound_list; i++)
if(strcmp(name, sound_list[i].name)==0)
return sound_list[i].buffer;
WARN("Sound '%s' not found in sound list", name);
return 0;
}
// Make list of available sounds.
static int sound_makeList(void) {
char** files;
uint32_t nfiles, i;
char tmp[64];
int len;
// Get the file list.
files = pack_listfiles(data, &nfiles);
// Load the profiles.
for(i = 0; i < nfiles; i++)
if((strncmp(files[i], SOUND_PREFIX, strlen(SOUND_PREFIX))==0) &&
(strncmp(files[i] + strlen(files[i]) - strlen(SOUND_SUFFIX),
SOUND_SUFFIX, strlen(SOUND_SUFFIX))==0)) {
// Expand the selection size.
sound_list = realloc(sound_list, ++nsound_list * sizeof(alSound));
// Remove the prefix and suffix.
len = strlen(files[i]) - strlen(SOUND_SUFFIX SOUND_SUFFIX);
strncpy(tmp, files[i] + strlen(SOUND_PREFIX), len);
tmp[len] = '\0';
// give it the new name.
sound_list[nsound_list-1].name = strdup(tmp);
sound_load(&sound_list[nsound_list-1].buffer, files[i]);
}
// Free the char* allocated by pack.
for(i = 0; i < nfiles; i++)
free(files[i]);
free(files);
DEBUG("Loaded %d sound%c", nsound_list, (nsound_list==1)?' ':'s');
return 0;
}
// Loads a sound into the sound_list.
static int sound_load(ALuint* buffer, char* filename) {
void* wavdata;
unsigned int size;
ALenum err;
ALuint buf;
// Get the file data buffer from the packfile.
ovdata = pack_readfile(DATA, filename, &size);
wavdata = pack_readfile(DATA, filename, &size);
// Bind to OpenAL buffer.
alGenBuffers(1, &buf);
alBufferData(buf, AL_FORMAT_VORBIS_EXT, ovdata, size, 44800);
alGenBuffers(1, buffer);
alBufferData(*buffer, AL_FORMAT_MONO16, wavdata, size, 22050);
// Errors?
if((err = alGetError()) != AL_NO_ERROR) {
@ -92,11 +157,26 @@ ALuint sound_sndCreate(char* filename) {
}
// Finish up.
free(ovdata);
return buf;
free(wavdata);
return 0;
}
void sound_sndFree(const ALuint snd) {
alDeleteBuffers(1, &snd);
static void sound_free(alSound* snd) {
if(snd->name) free(snd->name);
alDeleteBuffers(1, &snd->buffer);
}
ALuint sound_dynSource(double px, double py, double vx, double vy, int looping) {
ALuint tmp;
alGenSources(1, &tmp);
alSourcei(tmp, AL_SOURCE_RELATIVE, AL_TRUE);
alSource3f(tmp, AL_POSITION, px, py, 0.);
alSource3f(tmp, AL_VELOCITY, vx, vy, 0.);
if(looping) alSourcei(tmp, AL_LOOPING, AL_TRUE);
return tmp;
}

View File

@ -2,15 +2,16 @@
#include <AL/al.h>
#include "physics.h"
#define SOUND_REFERENCE_DIST 500.
#define SOUND_MAX_DIST 1000.
// Sound subsystem.
int sound_init(void);
void sound_exit(void);
// Sound manupulation functions.
ALuint sound_sndCreate(char* filename);
void sound_sndFree(const ALuint snd);
ALuint sound_get(char* name);
// Source manipulation function.
#define sound_initSource(s) (alGenSources(1, &(s)))
#define sound_delSource(s) (alDeleteSources(1, &(s))
ALuint sound_dynSource(double px, double py, double vx, double vy, int looping);

View File

@ -29,7 +29,9 @@ typedef struct Weapon {
const Outfit* outfit; // Related outfit that fired.
unsigned int timer; // Mainly used to see when the weapon was fired.
// Update position and render.
ALuint source; // Source for sound.
// Update position and render.
void(*update)(struct Weapon*, const double, WeaponLayer); // Position update and render.
void(*think)(struct Weapon*); // Some missiles need to be inteligent.
} Weapon;
@ -44,6 +46,7 @@ static int nwfrontLayer = 0; // Number of elements.
static int mwfrontLayer = 0; // Allocated memory size.
static void weapon_sound(Weapon* w);
static Weapon* weapon_create(const Outfit* outfit, const double dir,
const Vec2* pos, const Vec2* vel, const unsigned int parent,
const unsigned int target);
@ -125,6 +128,14 @@ void weapons_update(const double dt) {
weapons_updateLayer(dt, WEAPON_LAYER_FG);
}
// Play the weapon sound.
static void weapon_sound(Weapon* w) {
w->source = sound_dynSource(w->solid->pos.x, w->solid->pos.y,
w->solid->vel.x, w->solid->vel.y, 0);
alSourcei(w->source, AL_BUFFER, w->outfit->sound);
alSourcePlay(w->source);
}
// Update all weapons in the layer.
static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
Weapon** wlayer;
@ -222,6 +233,10 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
}
if(weapon_isSmart(w)) (*w->think)(w);
(*w->solid->update)(w->solid, dt);
// Update the sound.
alSource3f(w->source, AL_POSITION, w->solid->pos.x, w->solid->pos.y, 0.);
alSource3f(w->source, AL_VELOCITY, w->solid->vel.x, w->solid->vel.y, 0.);
}
// Good shot.
@ -260,14 +275,17 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
vectcpy(&v, vel);
vect_cadd(&v, outfit->speed*cos(rdir), outfit->speed*sin(rdir));
w->solid = solid_create(mass, rdir, pos, &v);
weapon_sound(w);
break;
case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
mass = w->outfit->mass;
w->solid = solid_create(mass, dir, pos, vel);
w->think = think_seeker; // Eeek!!!
weapon_sound(w);
break;
default:
// Just dump it where the player is.
w->source = 0;
w->solid = solid_create(mass, dir, pos, vel);
break;
}
@ -336,6 +354,10 @@ static void weapon_destroy(Weapon* w, WeaponLayer layer) {
break;
}
for(i = 0; wlayer[i] != w; i++); // Get us to the current posision.
if(w->source) {
alSourceStop(wlayer[i]->source);
alDeleteSources(1, &wlayer[i]->source);
}
weapon_free(wlayer[i]);
wlayer[i] = NULL;
(*nlayer)--;