[Fix] Mkay. Sound seems to be working without any problems now.
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b074bce927
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fccd9dcc22
23
src/music.c
23
src/music.c
@ -19,6 +19,9 @@
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#define BUFFER_SIZE (4096 * 8)
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// Gobal sound mutex.
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extern SDL_mutex* sound_lock;
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// Saves the music to ram in this structure.
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typedef struct {
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char name[32]; // Name.
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@ -67,6 +70,7 @@ int music_thread(void* unused) {
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while(!music_is(MUSIC_KILL)) {
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if(music_is(MUSIC_PLAYING)) {
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SDL_mutexP(music_vorbis_lock); // Lock the mutex.
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SDL_mutexP(sound_lock);
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// Start playing current song.
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active = 0; // Load first buffer.
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@ -80,8 +84,12 @@ int music_thread(void* unused) {
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if(stream_loadBuffer(music_buffer[active])) music_rm(MUSIC_PLAYING);
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alSourceQueueBuffers(music_source, 1, &music_buffer[active]);
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SDL_mutexV(sound_lock);
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active = 0; // dive into the loop.
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while(music_is(MUSIC_PLAYING)) {
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SDL_mutexP(sound_lock);
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alGetSourcei(music_source, AL_BUFFERS_PROCESSED, &stat);
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if(stat > 0) {
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// Refill active buffer.
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@ -91,11 +99,16 @@ int music_thread(void* unused) {
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active = 1 - active;
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}
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SDL_mutexV(sound_lock);
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SDL_Delay(0);
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}
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SDL_mutexP(sound_lock);
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alSourceStop(music_source);
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alSourceUnqueueBuffers(music_source, 2, music_buffer);
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SDL_mutexV(sound_lock);
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SDL_mutexV(music_vorbis_lock);
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}
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SDL_Delay(0); // We must not kill resources.
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@ -134,10 +147,16 @@ int music_init(void) {
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music_vorbis_lock = SDL_CreateMutex();
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music_find();
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music_vorbis.file.fd = 0; // Indication that it's not loaded..
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SDL_mutexP(sound_lock);
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alGenBuffers(2, music_buffer);
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alGenSources(1, &music_source);
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alSourcef(music_source, AL_ROLLOFF_FACTOR, 0.);
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alSourcei(music_source, AL_SOURCE_RELATIVE, AL_TRUE);
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SDL_mutexV(sound_lock);
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return 0;
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}
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@ -223,7 +242,11 @@ static void music_free(void) {
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}
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void music_volume(const double vol) {
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SDL_mutexP(sound_lock);
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alSourcef(music_source, AL_GAIN, (ALfloat)vol);
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SDL_mutexV(sound_lock);
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}
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// Music control functions.
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@ -254,10 +254,6 @@ static void pilot_update(Pilot* pilot, const double dt) {
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// Should not go faster.
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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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}
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// Pilot is getting ready or is in, hyperspace.
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@ -365,7 +361,6 @@ 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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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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@ -67,9 +67,6 @@ typedef struct Pilot {
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PilotOutfit* secondary; // Secondary weapon.
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PilotOutfit* ammo; // Secondary ammo (if needed).
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// Sound source.
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ALuint source;
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// Misc.
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unsigned int flags; // Used for AI etc.
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unsigned int ptimer; // Generic timer for internal pilot use.
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@ -798,12 +798,9 @@ void player_think(Pilot* player) {
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vect_pset(&player->solid->force, player->ship->thrust * player_acc, player->solid->dir);
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// Set the listener stuff.
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ALfloat ori[] = { 0., 0., 0., 0., 0., 1. };
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ori[0] = cos(player->solid->dir);
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ori[1] = sin(player->solid->dir);
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alListenerfv(AL_ORIENTATION, ori);
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alListener3f(AL_POSITION, player->solid->pos.x, player->solid->pos.y, 0.);
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alListener3f(AL_VELOCITY, player->solid->vel.x, player->solid->vel.y, 0.);
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sound_listener(player->solid->dir,
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player->solid->pos.x, player->solid->pos.y,
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player->solid->vel.x, player->solid->vel.y);
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}
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// Modify the radar resolution.
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77
src/sound.c
77
src/sound.c
@ -23,6 +23,9 @@ typedef struct {
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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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// Global sound lock.
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SDL_mutex* sound_lock;
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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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@ -44,6 +47,9 @@ 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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sound_lock = SDL_CreateMutex();
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SDL_mutexP(sound_lock);
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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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@ -69,6 +75,15 @@ int sound_init(void) {
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return -4;
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}
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// Set the master gain.
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alListenerf(AL_GAIN, .5);
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alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
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ALenum err = alGetError();
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DEBUG("%d", err);
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SDL_mutexV(sound_lock);
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// Load up all the sounds.
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sound_makeList();
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@ -97,11 +112,16 @@ void sound_exit(void) {
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SDL_WaitThread(music_player, NULL);
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music_exit();
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SDL_mutexP(sound_lock);
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if(al_context) {
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alcMakeContextCurrent(NULL);
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alcDestroyContext(al_context);
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}
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if(al_device) alcCloseDevice(al_device);
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SDL_mutexV(sound_lock);
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SDL_DestroyMutex(sound_lock);
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}
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// Get the buffer to sound of [name].
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@ -162,6 +182,8 @@ static int sound_load(ALuint* buffer, char* filename) {
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// Get the file data buffer from the packfile.
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wavdata = pack_readfile(DATA, filename, &size);
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SDL_mutexP(sound_lock);
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// Bind to OpenAL buffer.
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alGenBuffers(1, buffer);
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alBufferData(*buffer, AL_FORMAT_MONO16, wavdata, size, 22050);
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@ -172,14 +194,20 @@ static int sound_load(ALuint* buffer, char* filename) {
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return 0;
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}
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SDL_mutexV(sound_lock);
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// Finish up.
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free(wavdata);
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return 0;
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}
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static void sound_free(alSound* snd) {
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SDL_mutexP(sound_lock);
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if(snd->name) free(snd->name);
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alDeleteBuffers(1, &snd->buffer);
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SDL_mutexV(sound_lock);
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}
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// Update the sounds and prioritize them.
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@ -188,16 +216,19 @@ void sound_update(void) {
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// TODO: Prioritize the things.
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SDL_mutexP(sound_lock);
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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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//alSource3f(voice_stack[i]->source, AL_VELOCITY,
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//voice_stack[i]->vx, voice_stack[i]->vy, 0.);
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}
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}
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SDL_mutexV(sound_lock);
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}
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// Create a dynamic moving voice.
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@ -214,6 +245,8 @@ alVoice* sound_addVoice(int priority, double px, double py, double vx, double vy
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voc = malloc(sizeof(alVoice));
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voice_stack[nvoice_stack-1] = voc;
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SDL_mutexP(sound_lock);
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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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@ -227,18 +260,24 @@ alVoice* sound_addVoice(int priority, double px, double py, double vx, double vy
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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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//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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alSourcef(voc->source, AL_MAX_DISTANCE, 1000.);
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alSourcef(voc->source, AL_REFERENCE_DISTANCE, 250.);
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alSourcei(voc->source, AL_SOURCE_RELATIVE, AL_FALSE);
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alSourcef(voc->source, AL_GAIN, 0.5);
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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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//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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else
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alSourcei(voc->source, AL_LOOPING, AL_FALSE);
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// Try to play the source.
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alSourcePlay(voc->source);
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@ -246,6 +285,8 @@ alVoice* sound_addVoice(int priority, double px, double py, double vx, double vy
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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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SDL_mutexV(sound_lock);
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return voc;
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}
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@ -264,12 +305,17 @@ void sound_delVoice(alVoice* voice) {
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}
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if(voice->source) {
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SDL_mutexP(sound_lock);
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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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SDL_mutexV(sound_lock);
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}
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free(voice_stack[i]);
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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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@ -278,7 +324,20 @@ 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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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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//voice->vx = vx;
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//voice->vy = vy;
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}
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void sound_listener(double dir, double px, double py, double vx, double vy) {
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SDL_mutexP(sound_lock);
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ALfloat ori[] = { 0., 0., 0., 0., 0., 1. };
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ori[0] = cos(dir);
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ori[1] = sin(dir);
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alListenerfv(AL_ORIENTATION, ori);
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alListener3f(AL_POSITION, px, py, 0.);
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//alListener3f(AL_VELOCITY, vx, vy, 0.);
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SDL_mutexV(sound_lock);
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}
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@ -33,4 +33,5 @@ alVoice* sound_addVoice(int priority, double px, double py, double vx, double vy
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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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void sound_listener(double dir, double px, double py, double vx, double vy);
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19
src/weapon.c
19
src/weapon.c
@ -14,8 +14,8 @@
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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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#define VOICE_PRIORITY_BOLT 10 // Default.
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#define VOICE_PRIORITY_AMMO 8 // Higher.
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// Some stuff from pilot.
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extern Pilot** pilot_stack;
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@ -32,7 +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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//alVoice voice; // Virtual voise.
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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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@ -228,9 +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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/*if(w->voise)
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if(w->voice)
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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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w->solid->vel.x, w->solid->vel.y);
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}
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// Good shot.
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@ -269,14 +269,22 @@ 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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w->voice = sound_addVoice(VOICE_PRIORITY_BOLT,
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w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y, w->outfit->sound, 0);
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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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w->voice = sound_addVoice(VOICE_PRIORITY_AMMO,
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w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y, w->outfit->sound, 0);
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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->voice = NULL;
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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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@ -355,6 +363,7 @@ static void weapon_destroy(Weapon* w, WeaponLayer layer) {
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// Clear the weapon.
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static void weapon_free(Weapon* w) {
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sound_delVoice(w->voice);
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solid_free(w->solid);
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free(w);
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}
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