[Add] Sound base support.
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529ca21644
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@ -8,6 +8,7 @@
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</general>
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<specific type="1">
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<gfx>lasergreen</gfx>
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<sound>laser</sound>
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<delay>500</delay>
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<speed>550</speed>
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<range>300</range>
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@ -104,7 +104,7 @@ int main(int argc, char** argv) {
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// OpenAL sound.
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if(sound_init()) WARN("Problem setting up sound!");
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music_load("Machina");
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music_play();
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//music_play();
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// Input.
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if((indjoystick >= 0) || (namjoystick != NULL)) {
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@ -170,6 +170,8 @@ int main(int argc, char** argv) {
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input_handle(&event); // handles all the events the player keybinds.
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}
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sound_update(); // Do the sound stuff.
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glClear(GL_COLOR_BUFFER_BIT);
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fps_control(); // Who doesn't love FPS control?
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@ -105,6 +105,8 @@ static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent) {
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snprintf(str, strlen(xml_get(node))+sizeof(OUTFIT_GFX)+4, OUTFIT_GFX"%s.png", xml_get(node));
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tmp->gfx_space = gl_newSprite(str, 6, 6);
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}
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else if(xml_isNode(node, "sound"))
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tmp->sound = sound_get(xml_get(node));
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else if(xml_isNode(node, "damage")) {
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cur = node->children;
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do {
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@ -116,6 +118,7 @@ static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent) {
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#define MELEMENT(o,s) if((o) == 0) WARN("Outfit '%s' missing '"s"' element", tmp->name)
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if(tmp->gfx_space == NULL)
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WARN("Outfit '%s' missing 'gfx' element", tmp->name);
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MELEMENT(tmp->sound, "sound");
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MELEMENT(tmp->delay, "delay");
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MELEMENT(tmp->speed, "speed");
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MELEMENT(tmp->range, "range");
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@ -252,12 +252,12 @@ static void pilot_update(Pilot* pilot, const double dt) {
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if(!pilot_isFlag(pilot, PILOT_HYPERSPACE) && VMOD(pilot->solid->vel) >
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pilot->ship->speed)
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// Should not go faster.
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vect_pset(&pilot->solid->vel, VMOD(pilot->solid->vel) - 0.3*pilot->ship->thrust*dt,
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vect_pset(&pilot->solid->vel, pilot->ship->speed,
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VANGLE(pilot->solid->vel));
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// Update the source.
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alSource3f(pilot->source, AL_POSITION, pilot->solid->pos.x, pilot->solid->pos.y, 0.);
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alSource3f(pilot->source, AL_VELOCITY, pilot->solid->vel.x, pilot->solid->vel.y, 0.);
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//alSource3f(pilot->source, AL_POSITION, pilot->solid->pos.x, pilot->solid->pos.y, 0.);
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//alSource3f(pilot->source, AL_VELOCITY, pilot->solid->vel.x, pilot->solid->vel.y, 0.);
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}
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// Pilot is getting ready or is in, hyperspace.
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@ -365,7 +365,7 @@ void pilot_init(Pilot* pilot, Ship* ship, char* name, Faction* faction, AI_Profi
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// Set flags and functions.
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if(flags & PILOT_PLAYER) {
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alSourcef(pilot->source, AL_GAIN, 0.);
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//alSourcef(pilot->source, AL_GAIN, 0.);
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pilot->think = player_think; // Players don't need to thing! :P
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pilot->render = NULL; // Render will be called from player_think
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pilot_setFlag(pilot, PILOT_PLAYER); // It's a player!
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@ -174,7 +174,6 @@ void player_new(void) {
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d = RNG(0, 359)/180.*M_PI;
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pilot_create(ship, "Player", faction_get("Player"), NULL, d, &v, NULL, PILOT_PLAYER);
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alSourcef(player->source, AL_GAIN, 0.5);
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gl_bindCamera(&player->solid->pos); // Set opengl camers.
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space_init(system);
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124
src/sound.c
124
src/sound.c
@ -12,11 +12,17 @@
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#define SOUND_PREFIX "snd/sounds/"
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#define SOUND_SUFFIX ".wav"
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// Give the buffers a name.
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typedef struct {
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char* name;
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ALuint buffer;
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char* name; // Buffers name.
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ALuint buffer; // Associated OpenAL buffer.
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} alSound;
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#define VOICE_PLAYING (1<<0) // Voice is playing.
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#define VOICE_LOOPING (1<<1) // Voice is looping.
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#define voice_set(v,f) ((v)->flags |= f)
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#define voice_is(v,f) ((v)->flags & f)
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// Gobal device and context.
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static ALCcontext* al_context = NULL;
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static ALCdevice* al_device = NULL;
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@ -28,11 +34,18 @@ static SDL_Thread* music_player = NULL;
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static alSound* sound_list = NULL;
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static int nsound_list = 0;
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// Current sources playing.
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static alVoice** voice_stack = NULL;
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static int nvoice_stack = 0;
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static int mvoice_stack = 0;
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static int sound_makeList(void);
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static int sound_load(ALuint* buffer, char* filename);
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static void sound_free(alSound* snd);
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int sound_init(void) {
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const ALchar* device = alcGetString(NULL, ALC_DEFAULT_DEVICE_SPECIFIER);
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DEBUG("OpenAL using device '%s'", device);
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// Open the default device.
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al_device = alcOpenDevice(NULL);
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if(al_device == NULL) {
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@ -47,6 +60,9 @@ int sound_init(void) {
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return -2;
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}
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// Clear the errors.
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alGetError();
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// Set active context.
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if(alcMakeContextCurrent(al_context)==AL_FALSE) {
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WARN("Failure to set default context");
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@ -166,17 +182,103 @@ static void sound_free(alSound* snd) {
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alDeleteBuffers(1, &snd->buffer);
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}
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ALuint sound_dynSource(double px, double py, double vx, double vy, int looping) {
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ALuint tmp;
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// Update the sounds and prioritize them.
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void sound_update(void) {
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int i;
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alGenSources(1, &tmp);
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// TODO: Prioritize the things.
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alSourcei(tmp, AL_SOURCE_RELATIVE, AL_TRUE);
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alSource3f(tmp, AL_POSITION, px, py, 0.);
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alSource3f(tmp, AL_VELOCITY, vx, vy, 0.);
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for(i = 0; i < nvoice_stack; i++) {
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if(voice_is(voice_stack[i], VOICE_PLAYING)) {
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// Update position.
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alSource3f(voice_stack[i]->source, AL_POSITION,
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voice_stack[i]->px, voice_stack[i]->py, 0.);
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alSource3f(voice_stack[i]->source, AL_VELOCITY,
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voice_stack[i]->vx, voice_stack[i]->vy, 0.);
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if(looping) alSourcei(tmp, AL_LOOPING, AL_TRUE);
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return tmp;
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}
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}
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}
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// Create a dynamic moving voice.
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alVoice* sound_addVoice(int priority, double px, double py, double vx, double vy,
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const ALuint buffer, const int looping) {
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alVoice* voc;
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ALenum err;
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nvoice_stack++;
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if(nvoice_stack > mvoice_stack)
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voice_stack = realloc(voice_stack, ++mvoice_stack*sizeof(alVoice*));
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voc = malloc(sizeof(alVoice));
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voice_stack[nvoice_stack-1] = voc;
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// Try and grab a source.
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voc->source = 0;
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alGenSources(1, &voc->source);
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err = alGetError();
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if(err != AL_NO_ERROR) voc->source = 0;
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// Set the data.
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voc->priority = priority;
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voc->start = SDL_GetTicks();
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voc->buffer = buffer;
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if(looping) voice_set(voc, VOICE_LOOPING);
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voc->px = px;
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voc->py = py;
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voc->vx = vx;
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voc->vy = vy;
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// Set the source.
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if(voc->source) {
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alSourcei(voc->source, AL_SOURCE_RELATIVE, AL_TRUE);
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alSourcef(voc->source, AL_GAIN, 1.);
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alSourcei(voc->source, AL_BUFFER, buffer);
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alSource3f(voc->source, AL_POSITION, voc->px, voc->py, 0.);
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alSource3f(voc->source, AL_VELOCITY, voc->vx, voc->vy, 0.);
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if(voice_is(voc, VOICE_LOOPING))
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alSourcei(voc->source, AL_LOOPING, AL_TRUE);
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// Try to play the source.
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alSourcePlay(voc->source);
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err = alGetError();
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if(err == AL_NO_ERROR) voice_set(voc, VOICE_PLAYING);
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else DEBUG("Source player failure");
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}
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return voc;
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}
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void sound_delVoice(alVoice* voice) {
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ALint stat;
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int i;
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for(i = 0; i < nvoice_stack; i++)
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if(voice == voice_stack[i])
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break;
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// No match found.
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if(i >= nvoice_stack) {
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WARN("Unable to find voice to free from stack");
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return;
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}
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if(voice->source) {
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alGetSourcei(voice->source, AL_SOURCE_STATE, &stat);
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if(stat == AL_PLAYING) alSourceStop(voice->source);
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alDeleteSources(1, &voice->source);
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voice->source = 0;
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}
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nvoice_stack--;
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for(; i < nvoice_stack; i++)
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voice_stack[i] = voice_stack[i+1];
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}
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void voice_update(alVoice* voice, double px, double py, double vx, double vy) {
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voice->px = px;
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voice->py = py;
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voice->vx = vx;
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voice->vy = vy;
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}
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23
src/sound.h
23
src/sound.h
@ -5,13 +5,32 @@
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#define SOUND_REFERENCE_DIST 500.
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#define SOUND_MAX_DIST 1000.
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// Virtual voice.
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typedef struct {
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ALuint source; // Source itself, 0 if not set.
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ALuint buffer; // Buffer.
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int priority; // Base priority.
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double px, py; // Position.
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double vx, vy; // Velocity.
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unsigned int start; // Time started in ms.
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unsigned int flags; // Flags to set properties.
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} alVoice;
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// Sound subsystem.
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int sound_init(void);
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void sound_exit(void);
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void sound_update(void);
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// Sound manupulation functions.
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ALuint sound_get(char* name);
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// Source manipulation function.
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ALuint sound_dynSource(double px, double py, double vx, double vy, int looping);
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// Voice manipulation function.
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alVoice* sound_addVoice(int priority, double px, double py, double vx, double vy,
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const ALuint buffer, const int looping);
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void sound_delVoice(alVoice* voice);
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void voice_update(alVoice* voice, double px, double py, double vx, double vy);
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27
src/weapon.c
27
src/weapon.c
@ -14,6 +14,9 @@
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#define weapon_isSmart(w) (w->think)
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#define VOICE_PRIORITY_BOLD 10 // Default.
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#define VOICE_PRIORITY_AMMP 8 // Higher.
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// Some stuff from pilot.
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extern Pilot** pilot_stack;
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extern int pilots;
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@ -29,7 +32,7 @@ typedef struct Weapon {
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const Outfit* outfit; // Related outfit that fired.
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unsigned int timer; // Mainly used to see when the weapon was fired.
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ALuint source; // Source for sound.
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//alVoice voice; // Virtual voise.
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// Update position and render.
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void(*update)(struct Weapon*, const double, WeaponLayer); // Position update and render.
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@ -45,8 +48,6 @@ static Weapon** wfrontLayer = NULL; // Behind pilots.
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static int nwfrontLayer = 0; // Number of elements.
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static int mwfrontLayer = 0; // Allocated memory size.
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static void weapon_sound(Weapon* w);
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static Weapon* weapon_create(const Outfit* outfit, const double dir,
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const Vec2* pos, const Vec2* vel, const unsigned int parent,
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const unsigned int target);
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@ -128,14 +129,6 @@ void weapons_update(const double dt) {
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weapons_updateLayer(dt, WEAPON_LAYER_FG);
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}
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// Play the weapon sound.
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static void weapon_sound(Weapon* w) {
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w->source = sound_dynSource(w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y, 0);
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alSourcei(w->source, AL_BUFFER, w->outfit->sound);
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alSourcePlay(w->source);
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}
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// Update all weapons in the layer.
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static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
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Weapon** wlayer;
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@ -235,8 +228,9 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
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(*w->solid->update)(w->solid, dt);
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// Update the sound.
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alSource3f(w->source, AL_POSITION, w->solid->pos.x, w->solid->pos.y, 0.);
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alSource3f(w->source, AL_VELOCITY, w->solid->vel.x, w->solid->vel.y, 0.);
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/*if(w->voise)
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voice_update(w->voice, w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y);*/
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}
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// Good shot.
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@ -275,17 +269,14 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
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vectcpy(&v, vel);
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vect_cadd(&v, outfit->speed*cos(rdir), outfit->speed*sin(rdir));
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w->solid = solid_create(mass, rdir, pos, &v);
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weapon_sound(w);
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break;
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case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
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mass = w->outfit->mass;
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w->solid = solid_create(mass, dir, pos, vel);
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w->think = think_seeker; // Eeek!!!
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weapon_sound(w);
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break;
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default:
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// Just dump it where the player is.
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w->source = 0;
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w->solid = solid_create(mass, dir, pos, vel);
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break;
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}
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@ -354,10 +345,6 @@ static void weapon_destroy(Weapon* w, WeaponLayer layer) {
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break;
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}
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for(i = 0; wlayer[i] != w; i++); // Get us to the current posision.
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if(w->source) {
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alSourceStop(wlayer[i]->source);
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alDeleteSources(1, &wlayer[i]->source);
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}
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weapon_free(wlayer[i]);
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wlayer[i] = NULL;
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(*nlayer)--;
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