virtualx-engine/servers/spatial_sound/spatial_sound_server_sw.cpp

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2014-02-10 02:10:30 +01:00
/*************************************************/
/* spatial_sound_server_sw.cpp */
/*************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/*************************************************/
/* Source code within this file is: */
/* (c) 2007-2010 Juan Linietsky, Ariel Manzur */
/* All Rights Reserved. */
/*************************************************/
#include "spatial_sound_server_sw.h"
#include "os/os.h"
#include "servers/audio/audio_filter_sw.h"
int SpatialSoundServerSW::InternalAudioStream::get_channel_count() const {
return AudioServer::get_singleton()->get_default_channel_count();
}
void SpatialSoundServerSW::InternalAudioStream::set_mix_rate(int p_rate) {
}
void SpatialSoundServerSW::InternalAudioStream::update() {
owner->_update_sources();
}
bool SpatialSoundServerSW::InternalAudioStream::mix(int32_t *p_buffer,int p_frames) {
return owner->internal_buffer_mix(p_buffer,p_frames);
}
void SpatialSoundServerSW::_update_sources() {
_THREAD_SAFE_METHOD_
for (Set<Source*>::Element *E=streaming_sources.front();E;E=E->next()) {
Source *s=E->get();
ERR_CONTINUE(!s->stream);
s->stream->update();
}
}
SpatialSoundServerSW::Room::Room() {
// params[ROOM_PARAM_SPEED_OF_SOUND]=343.0;
params[ROOM_PARAM_SPEED_OF_SOUND_SCALE]=1;
params[ROOM_PARAM_DOPPLER_FACTOR]=1.0;
params[ROOM_PARAM_PITCH_SCALE]=1.0;
params[ROOM_PARAM_VOLUME_SCALE_DB]=0;
params[ROOM_PARAM_REVERB_SEND]=0;
params[ROOM_PARAM_CHORUS_SEND]=0;
params[ROOM_PARAM_ATTENUATION_SCALE]=1.0;
params[ROOM_PARAM_ATTENUATION_HF_CUTOFF]=5000;
params[ROOM_PARAM_ATTENUATION_HF_FLOOR_DB]=-24.0;
params[ROOM_PARAM_ATTENUATION_HF_RATIO_EXP]=1.0;
params[ROOM_PARAM_ATTENUATION_REVERB_SCALE]=0.0;
override_other_sources=false;
reverb=ROOM_REVERB_HALL;
octree_id=0;
level=-1;
}
SpatialSoundServerSW::Source::Source() {
params[SOURCE_PARAM_VOLUME_DB]=0.0;
params[SOURCE_PARAM_PITCH_SCALE]=1.0;
params[SOURCE_PARAM_ATTENUATION_MIN_DISTANCE]=1;
params[SOURCE_PARAM_ATTENUATION_MAX_DISTANCE]=100;
params[SOURCE_PARAM_ATTENUATION_DISTANCE_EXP]=1.0; //linear (and not really good)
params[SOURCE_PARAM_EMISSION_CONE_DEGREES]=180.0; //cone disabled
params[SOURCE_PARAM_EMISSION_CONE_ATTENUATION_DB]=-6.0; //minus 6 db attenuation
stream=NULL;
voices.resize(1);
last_voice=0;
}
SpatialSoundServerSW::Source::Voice::Voice() {
active=false;
restart=false;
pitch_scale=1.0;
volume_scale=0.0;
voice_rid=AudioServer::get_singleton()->voice_create();
}
SpatialSoundServerSW::Source::Voice::~Voice() {
AudioServer::get_singleton()->free(voice_rid);
}
SpatialSoundServerSW::Listener::Listener() {
params[LISTENER_PARAM_VOLUME_SCALE_DB]=0.0;
params[LISTENER_PARAM_PITCH_SCALE]=1.0;
params[LISTENER_PARAM_ATTENUATION_SCALE]=1.0;
params[LISTENER_PARAM_RECEPTION_CONE_DEGREES]=60.0;
params[LISTENER_PARAM_RECEPTION_CONE_ATTENUATION_DB]=-6; // minus six decibels
}
/* SPACE */
RID SpatialSoundServerSW::space_create() {
Space* space = memnew( Space );
RID space_rid = space_owner.make_rid(space);
space->default_room=room_create();
room_set_space(space->default_room,space_rid);
return space_rid;
}
/* ROOM */
RID SpatialSoundServerSW::room_create() {
Room *room = memnew( Room );
return room_owner.make_rid(room);
}
void SpatialSoundServerSW::room_set_space(RID p_room,RID p_space) {
Room *room = room_owner.get(p_room);
ERR_FAIL_COND(!room);
if (room->space.is_valid()) {
Space *space = space_owner.get(room->space);
space->rooms.erase(p_room);
space->octree.erase(room->octree_id);
//room->octree_id=0;
}
room->space=RID();
if (p_space.is_valid()) {
Space *space = space_owner.get(p_space);
ERR_FAIL_COND(!space);
space->rooms.insert(p_room);
room->octree_id=space->octree.create(room,AABB());
//set bounds
AABB aabb = room->bounds.is_empty()?AABB():room->bounds.get_aabb();
space->octree.move(room->octree_id,room->transform.xform(aabb));
room->space=p_space;
}
}
RID SpatialSoundServerSW::room_get_space(RID p_room) const {
Room *room = room_owner.get(p_room);
ERR_FAIL_COND_V(!room,RID());
return room->space;
}
void SpatialSoundServerSW::room_set_bounds(RID p_room, const BSP_Tree& p_bounds) {
Room *room = room_owner.get(p_room);
ERR_FAIL_COND(!room);
room->bounds=p_bounds;
if (!room->space.is_valid())
return;
AABB aabb = room->bounds.is_empty()?AABB():room->bounds.get_aabb();
Space* space = space_owner.get(room->space);
ERR_FAIL_COND(!space);
space->octree.move(room->octree_id,room->transform.xform(aabb));
}
BSP_Tree SpatialSoundServerSW::room_get_bounds(RID p_room) const {
Room *room = room_owner.get(p_room);
ERR_FAIL_COND_V(!room,BSP_Tree());
return room->bounds;
}
void SpatialSoundServerSW::room_set_transform(RID p_room, const Transform& p_transform) {
if (space_owner.owns(p_room))
p_room=space_owner.get(p_room)->default_room;
Room *room = room_owner.get(p_room);
ERR_FAIL_COND(!room);
room->transform=p_transform;
room->inverse_transform=p_transform.affine_inverse(); // needs to be done to unscale BSP properly
if (!room->space.is_valid())
return;
if (!room->bounds.is_empty()) {
Space* space = space_owner.get(room->space);
ERR_FAIL_COND(!space);
space->octree.move(room->octree_id,room->transform.xform(room->bounds.get_aabb()));
}
}
Transform SpatialSoundServerSW::room_get_transform(RID p_room) const {
if (space_owner.owns(p_room))
p_room=space_owner.get(p_room)->default_room;
Room *room = room_owner.get(p_room);
ERR_FAIL_COND_V(!room,Transform());
return room->transform;
}
void SpatialSoundServerSW::room_set_param(RID p_room, RoomParam p_param, float p_value) {
if (space_owner.owns(p_room))
p_room=space_owner.get(p_room)->default_room;
ERR_FAIL_INDEX(p_param,ROOM_PARAM_MAX);
Room *room = room_owner.get(p_room);
ERR_FAIL_COND(!room);
room->params[p_param]=p_value;
}
float SpatialSoundServerSW::room_get_param(RID p_room, RoomParam p_param) const {
if (space_owner.owns(p_room))
p_room=space_owner.get(p_room)->default_room;
ERR_FAIL_INDEX_V(p_param,ROOM_PARAM_MAX,0);
Room *room = room_owner.get(p_room);
ERR_FAIL_COND_V(!room,0);
return room->params[p_param];
}
void SpatialSoundServerSW::room_set_level(RID p_room, int p_level) {
Room *room = room_owner.get(p_room);
ERR_FAIL_COND(!room);
room->level =p_level;
}
int SpatialSoundServerSW::room_get_level(RID p_room) const {
Room *room = room_owner.get(p_room);
ERR_FAIL_COND_V(!room,0);
return room->level;
}
void SpatialSoundServerSW::room_set_reverb(RID p_room, RoomReverb p_reverb) {
if (space_owner.owns(p_room))
p_room=space_owner.get(p_room)->default_room;
Room *room = room_owner.get(p_room);
ERR_FAIL_COND(!room);
room->reverb=p_reverb;
}
SpatialSoundServerSW::RoomReverb SpatialSoundServerSW::room_get_reverb(RID p_room) const {
if (space_owner.owns(p_room))
p_room=space_owner.get(p_room)->default_room;
Room *room = room_owner.get(p_room);
ERR_FAIL_COND_V(!room,ROOM_REVERB_SMALL);
return room->reverb;
}
//useful for underwater or rooms with very strange conditions
void SpatialSoundServerSW::room_set_force_params_to_all_sources(RID p_room, bool p_force) {
if (space_owner.owns(p_room))
p_room=space_owner.get(p_room)->default_room;
Room *room = room_owner.get(p_room);
ERR_FAIL_COND(!room);
room->override_other_sources=p_force;
}
bool SpatialSoundServerSW::room_is_forcing_params_to_all_sources(RID p_room) const {
if (space_owner.owns(p_room))
p_room=space_owner.get(p_room)->default_room;
Room *room = room_owner.get(p_room);
ERR_FAIL_COND_V(!room,false);
return room->override_other_sources;
}
/* SOURCE */
RID SpatialSoundServerSW::source_create(RID p_space) {
Space *space = space_owner.get(p_space);
ERR_FAIL_COND_V(!space,RID());
Source *source = memnew( Source );
source->space=p_space;
RID source_rid = source_owner.make_rid(source);
space->sources.insert(source_rid);
return source_rid;
}
void SpatialSoundServerSW::source_set_polyphony(RID p_source,int p_voice_count) {
ERR_FAIL_COND(p_voice_count<=0); // more than 32 is too much, change this if you really need more
if (p_voice_count>32) {
ERR_PRINT("Voices will be clipped to 32");
p_voice_count=32;
}
Source *source = source_owner.get(p_source);
ERR_FAIL_COND(!source);
if (p_voice_count<source->voices.size()) {
for(int i=p_voice_count;i<source->voices.size();i++) {
active_voices.erase(ActiveVoice(source,i)); //erase from active voices
}
}
source->voices.resize(p_voice_count);
}
int SpatialSoundServerSW::source_get_polyphony(RID p_source) const {
Source *source = source_owner.get(p_source);
ERR_FAIL_COND_V(!source,-1);
return source->voices.size();
}
void SpatialSoundServerSW::source_set_transform(RID p_source, const Transform& p_transform) {
Source *source = source_owner.get(p_source);
ERR_FAIL_COND(!source);
source->transform=p_transform;
source->transform.orthonormalize();
}
Transform SpatialSoundServerSW::source_get_transform(RID p_source) const {
Source *source = source_owner.get(p_source);
ERR_FAIL_COND_V(!source,Transform());
return source->transform;
}
void SpatialSoundServerSW::source_set_param(RID p_source, SourceParam p_param, float p_value) {
ERR_FAIL_INDEX(p_param,SOURCE_PARAM_MAX);
Source *source = source_owner.get(p_source);
ERR_FAIL_COND(!source);
source->params[p_param]=p_value;
}
float SpatialSoundServerSW::source_get_param(RID p_source, SourceParam p_param) const {
ERR_FAIL_INDEX_V(p_param,SOURCE_PARAM_MAX,0);
Source *source = source_owner.get(p_source);
ERR_FAIL_COND_V(!source,0);
return source->params[p_param];
}
void SpatialSoundServerSW::source_set_audio_stream(RID p_source, AudioServer::AudioStream *p_stream) {
Source *source = source_owner.get(p_source);
ERR_FAIL_COND(!source);
AudioServer::get_singleton()->lock();
source->stream=p_stream;
_THREAD_SAFE_METHOD_
if (!p_stream) {
streaming_sources.erase(source);
active_voices.erase(ActiveVoice(source,VOICE_IS_STREAM));
} else {
streaming_sources.insert(source);
active_voices.insert(ActiveVoice(source,VOICE_IS_STREAM));
zeromem(source->stream_data.filter_state,sizeof(Source::StreamData::FilterState)*4); //reset filter for safetyness
p_stream->set_mix_rate(AudioServer::get_singleton()->get_default_mix_rate());
}
AudioServer::get_singleton()->unlock();
} //null to unset
SpatialSoundServer::SourceVoiceID SpatialSoundServerSW::source_play_sample(RID p_source, RID p_sample, int p_mix_rate, int p_voice) {
Source *source = source_owner.get(p_source);
ERR_FAIL_COND_V(!source,SOURCE_INVALID_VOICE);
int to_play=0;
if (p_voice==SOURCE_NEXT_VOICE) {
to_play=source->last_voice+1;
if (to_play>=source->voices.size())
to_play=0;
} else
to_play=p_voice;
ERR_FAIL_INDEX_V(to_play,source->voices.size(),SOURCE_INVALID_VOICE);
source->voices[to_play].restart=true;
source->voices[to_play].sample_rid=p_sample;
source->voices[to_play].sample_mix_rate=p_mix_rate;
source->voices[to_play].pitch_scale=1;
source->voices[to_play].volume_scale=0;
source->last_voice=to_play;
active_voices.insert(ActiveVoice(source,to_play));
return to_play;
}
/* VOICES */
void SpatialSoundServerSW::source_voice_set_pitch_scale(RID p_source, SourceVoiceID p_voice, float p_pitch_scale) {
Source *source = source_owner.get(p_source);
ERR_FAIL_COND(!source);
ERR_FAIL_INDEX(p_voice,source->voices.size());
source->voices[p_voice].pitch_scale=p_pitch_scale;
}
void SpatialSoundServerSW::source_voice_set_volume_scale_db(RID p_source, SourceVoiceID p_voice, float p_db) {
Source *source = source_owner.get(p_source);
ERR_FAIL_COND(!source);
ERR_FAIL_INDEX(p_voice,source->voices.size());
source->voices[p_voice].volume_scale=p_db;
}
bool SpatialSoundServerSW::source_is_voice_active(RID p_source, SourceVoiceID p_voice) const {
Source *source = source_owner.get(p_source);
ERR_FAIL_COND_V(!source,false);
ERR_FAIL_INDEX_V(p_voice,source->voices.size(),false);
return source->voices[p_voice].active || source->voices[p_voice].restart;
}
void SpatialSoundServerSW::source_stop_voice(RID p_source, SourceVoiceID p_voice) {
Source *source = source_owner.get(p_source);
ERR_FAIL_COND(!source);
ERR_FAIL_INDEX(p_voice,source->voices.size());
if (source->voices[p_voice].active) {
AudioServer::get_singleton()->voice_stop(source->voices[p_voice].voice_rid);
}
source->voices[p_voice].active=false;
source->voices[p_voice].restart=false;
active_voices.erase(ActiveVoice(source,p_voice));
}
/* LISTENER */
RID SpatialSoundServerSW::listener_create() {
Listener *listener = memnew( Listener );
RID listener_rid = listener_owner.make_rid(listener);
return listener_rid;
}
void SpatialSoundServerSW::listener_set_space(RID p_listener,RID p_space) {
Listener *listener = listener_owner.get(p_listener);
ERR_FAIL_COND(!listener);
if (listener->space.is_valid()) {
Space *lspace = space_owner.get(listener->space);
ERR_FAIL_COND(!lspace);
lspace->listeners.erase(p_listener);
}
listener->space=RID();
if (p_space.is_valid()) {
Space *space = space_owner.get(p_space);
ERR_FAIL_COND(!space);
listener->space=p_space;
space->listeners.insert(p_listener);
}
}
void SpatialSoundServerSW::listener_set_transform(RID p_listener, const Transform& p_transform) {
Listener *listener = listener_owner.get(p_listener);
ERR_FAIL_COND(!listener);
listener->transform=p_transform;
listener->transform.orthonormalize(); //must be done..
}
Transform SpatialSoundServerSW::listener_get_transform(RID p_listener) const {
Listener *listener = listener_owner.get(p_listener);
ERR_FAIL_COND_V(!listener,Transform());
return listener->transform;
}
void SpatialSoundServerSW::listener_set_param(RID p_listener, ListenerParam p_param, float p_value) {
ERR_FAIL_INDEX(p_param,LISTENER_PARAM_MAX);
Listener *listener = listener_owner.get(p_listener);
ERR_FAIL_COND(!listener);
listener->params[p_param]=p_value;
}
float SpatialSoundServerSW::listener_get_param(RID p_listener, ListenerParam p_param) const {
ERR_FAIL_INDEX_V(p_param,LISTENER_PARAM_MAX,0);
Listener *listener = listener_owner.get(p_listener);
ERR_FAIL_COND_V(!listener,0);
return listener->params[p_param];
}
/* MISC */
void SpatialSoundServerSW::free(RID p_id) {
if (space_owner.owns(p_id)) {
Space *space = space_owner.get(p_id);
free(space->default_room);
while(space->listeners.size()) {
listener_set_space(space->listeners.front()->get(),RID());
}
while(space->sources.size()) {
free(space->sources.front()->get());
}
while(space->rooms.size()) {
room_set_space(space->rooms.front()->get(),RID());
}
space_owner.free(p_id);
memdelete(space);
} else if (source_owner.owns(p_id)) {
Source *source = source_owner.get(p_id);
if (source->stream)
source_set_audio_stream(p_id,NULL);
Space *space = space_owner.get(source->space);
ERR_FAIL_COND(!space);
space->sources.erase(p_id);
for(int i=0;i<source->voices.size();i++) {
active_voices.erase(ActiveVoice(source,i));
}
source_owner.free(p_id);
memdelete(source);
} else if (listener_owner.owns(p_id)) {
Listener *listener = listener_owner.get(p_id);
if (listener->space.is_valid()) {
Space *space = space_owner.get(listener->space);
ERR_FAIL_COND(!space);
space->listeners.erase(p_id);
}
listener_owner.free(p_id);
memdelete(listener);
} else if (room_owner.owns(p_id)) {
Room *room = room_owner.get(p_id);
if (room->space.is_valid()) {
Space *space = space_owner.get(room->space);
ERR_FAIL_COND(!space);
space->octree.erase(room->octree_id);
space->rooms.erase(p_id);
}
room_owner.free(p_id);
memdelete(room);
} else {
ERR_PRINT("Attempt to free invalid ID") ;
}
}
void SpatialSoundServerSW::_clean_up_owner(RID_OwnerBase *p_owner, const char *p_area) {
List<RID> rids;
p_owner->get_owned_list(&rids);
for(List<RID>::Element *I=rids.front();I;I=I->next()) {
if (OS::get_singleton()->is_stdout_verbose()) {
print_line("Leaked RID ("+itos(I->get().get_id())+") of type "+String(p_area));
}
free(I->get());
}
}
void SpatialSoundServerSW::init() {
internal_buffer = memnew_arr(int32_t, INTERNAL_BUFFER_SIZE*INTERNAL_BUFFER_MAX_CHANNELS);
internal_buffer_channels=AudioServer::get_singleton()->get_default_channel_count();
internal_audio_stream = memnew( InternalAudioStream );
internal_audio_stream->owner=this;
internal_audio_stream_rid = AudioServer::get_singleton()->audio_stream_create(internal_audio_stream);
AudioServer::get_singleton()->stream_set_active(internal_audio_stream_rid,true);
}
static float _get_attenuation(float cosine, float angle, float attenuation) {
float listener_ang = Math::rad2deg(Math::acos(cosine))-angle;
if (listener_ang>0 && angle<180.0) {
listener_ang/=(180.0-angle);
return Math::db2linear(Math::sin(listener_ang*(Math_PI/2.0))*attenuation);
}
return 1.0;
}
bool SpatialSoundServerSW::internal_buffer_mix(int32_t *p_buffer,int p_frames) {
if (streaming_sources.size()==0)
return false; //nothing to mix
for (Set<Source*>::Element *E=streaming_sources.front();E;E=E->next()) {
Source *s=E->get();
ERR_CONTINUE(!s->stream);
int channels = s->stream->get_channel_count();
Source::StreamData &sd=s->stream_data;
int todo=p_frames;
AudioFilterSW filter;
filter.set_sampling_rate(AudioServer::get_singleton()->get_default_mix_rate());
filter.set_cutoff(sd.filter_cutoff);
filter.set_gain(sd.filter_gain);
filter.set_resonance(1);
filter.set_mode(AudioFilterSW::HIGHSHELF);
filter.set_stages(1);
AudioFilterSW::Coeffs coefs;
filter.prepare_coefficients(&coefs);
int32_t in[4];
#ifndef SPATIAL_SOUND_SERVER_NO_FILTER
#define DO_FILTER(m_c)\
{\
float val = in[m_c];\
float pre=val;\
val = val*coefs.b0 + sd.filter_state[m_c].hb[0]*coefs.b1 + sd.filter_state[m_c].hb[1]*coefs.b2 + sd.filter_state[m_c].ha[0]*coefs.a1 + sd.filter_state[m_c].ha[1]*coefs.a2;\
sd.filter_state[m_c].ha[1]=sd.filter_state[m_c].ha[0];\
sd.filter_state[m_c].hb[1]=sd.filter_state[m_c].hb[0]; \
sd.filter_state[m_c].hb[0]=pre;\
sd.filter_state[m_c].ha[0]=val;\
in[m_c]=Math::fast_ftoi(val);\
}
#else
#define DO_FILTER(m_c)
#endif
while(todo) {
int to_mix=MIN(todo,INTERNAL_BUFFER_SIZE);
s->stream->mix(internal_buffer,to_mix);
switch(internal_buffer_channels) {
case 2: {
float p = sd.panning.x*0.5+0.5;
float panf[2]={ (1.0-p),p };
panf[0]*=sd.volume;
panf[1]*=sd.volume;
int32_t pan[2]={Math::fast_ftoi(panf[0]*(1<<16)),Math::fast_ftoi(panf[1]*(1<<16))};
switch(channels) {
case 1: {
for(int i=0;i<to_mix;i++) {
in[0]=internal_buffer[i];
in[1]=internal_buffer[i];
DO_FILTER(0);
DO_FILTER(1);
p_buffer[(i<<1)+0]=((in[0]>>16)*pan[0]);
p_buffer[(i<<1)+1]=((in[1]>>16)*pan[1]);
}
} break;
case 2: {
for(int i=0;i<to_mix;i++) {
in[0]=internal_buffer[(i<<1)+0];
in[1]=internal_buffer[(i<<1)+1];
DO_FILTER(0);
DO_FILTER(1);
p_buffer[(i<<1)+0]=((in[0]>>16)*pan[0]);
p_buffer[(i<<1)+1]=((in[1]>>16)*pan[1]);
}
} break;
case 4: {
for(int i=0;i<to_mix;i++) {
in[0]=(internal_buffer[(i<<2)+0]+internal_buffer[(i<<2)+2])>>1;
in[1]=(internal_buffer[(i<<2)+1]+internal_buffer[(i<<2)+3])>>1;
DO_FILTER(0);
DO_FILTER(1);
p_buffer[(i<<1)+0]=((in[0]>>16)*pan[0]);
p_buffer[(i<<1)+1]=((in[1]>>16)*pan[1]);
}
} break;
} break;
} break;
case 4: {
float xp = sd.panning.x*0.5+0.5;
float yp = sd.panning.y*0.5+0.5;
float panf[4]={ (1.0-xp)*(1.0-yp),(xp)*(1.0-yp),(1.0-xp)*(yp),(xp)*(yp) };
panf[0]*=sd.volume;
panf[1]*=sd.volume;
panf[2]*=sd.volume;
panf[3]*=sd.volume;
int32_t pan[4]={
Math::fast_ftoi(panf[0]*(1<<16)),
Math::fast_ftoi(panf[1]*(1<<16)),
Math::fast_ftoi(panf[2]*(1<<16)),
Math::fast_ftoi(panf[3]*(1<<16))};
switch(channels) {
case 1: {
for(int i=0;i<to_mix;i++) {
in[0]=internal_buffer[i];
in[1]=internal_buffer[i];
in[2]=internal_buffer[i];
in[3]=internal_buffer[i];
DO_FILTER(0);
DO_FILTER(1);
DO_FILTER(2);
DO_FILTER(3);
p_buffer[(i<<2)+0]=((in[0]>>16)*pan[0]);
p_buffer[(i<<2)+1]=((in[1]>>16)*pan[1]);
p_buffer[(i<<2)+2]=((in[2]>>16)*pan[2]);
p_buffer[(i<<2)+3]=((in[3]>>16)*pan[3]);
}
} break;
case 2: {
for(int i=0;i<to_mix;i++) {
in[0]=internal_buffer[(i<<1)+0];
in[1]=internal_buffer[(i<<1)+1];
in[2]=internal_buffer[(i<<1)+0];
in[3]=internal_buffer[(i<<1)+1];
DO_FILTER(0);
DO_FILTER(1);
DO_FILTER(2);
DO_FILTER(3);
p_buffer[(i<<2)+0]=((in[0]>>16)*pan[0]);
p_buffer[(i<<2)+1]=((in[1]>>16)*pan[1]);
p_buffer[(i<<2)+2]=((in[2]>>16)*pan[2]);
p_buffer[(i<<2)+3]=((in[3]>>16)*pan[3]);
}
} break;
case 4: {
for(int i=0;i<to_mix;i++) {
in[0]=internal_buffer[(i<<2)+0];
in[1]=internal_buffer[(i<<2)+1];
in[2]=internal_buffer[(i<<2)+2];
in[3]=internal_buffer[(i<<2)+3];
DO_FILTER(0);
DO_FILTER(1);
DO_FILTER(2);
DO_FILTER(3);
p_buffer[(i<<2)+0]=((in[0]>>16)*pan[0]);
p_buffer[(i<<2)+1]=((in[1]>>16)*pan[1]);
p_buffer[(i<<2)+2]=((in[2]>>16)*pan[2]);
p_buffer[(i<<2)+3]=((in[3]>>16)*pan[3]);
}
} break;
} break;
} break;
case 6: {
} break;
}
p_buffer+=to_mix*internal_buffer_channels;
todo-=to_mix;
}
}
return true;
}
void SpatialSoundServerSW::update(float p_delta) {
List<ActiveVoice> to_disable;
for(Set<ActiveVoice>::Element *E=active_voices.front();E;E=E->next()) {
Source *source = E->get().source;
int voice = E->get().voice;
if (voice!=VOICE_IS_STREAM) {
Source::Voice &v=source->voices[voice];
ERR_CONTINUE(!v.active && !v.restart); // likely a bug...
}
//this could be optimized at some point... am not sure
Space *space=space_owner.get(source->space);
Room *room=room_owner.get(space->default_room);
int max_level=-0x80000000;
int rooms_culled = space->octree.cull_point(source->transform.origin,cull_rooms,MAX_CULL_ROOMS);
for(int i=0;i<rooms_culled;i++) {
Room *r=cull_rooms[i];
ERR_CONTINUE( r->bounds.is_empty() ); // how did this happen??
if (r->level<=max_level) //ignore optimization (level too low)
continue;
Vector3 local_point = r->inverse_transform.xform(source->transform.origin);
if (!r->bounds.point_is_inside(local_point))
continue;
room=r;
max_level=r->level;
}
//compute mixing weights (support for multiple listeners in the same output)
float total_distance=0;
for(Set<RID>::Element *L=space->listeners.front();L;L=L->next()) {
Listener *listener=listener_owner.get(L->get());
total_distance+=listener->transform.origin.distance_to(source->transform.origin);
}
//compute spatialization variables, weighted according to distance
float volume_attenuation = 0.0;
float air_absorption_hf_cutoff = 0.0;
float air_absorption = 0.0;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
float pitch_scale=1.0;
2014-02-10 02:10:30 +01:00
Vector3 panning;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
//print_line("listeners: "+itos(space->listeners.size()));
2014-02-10 02:10:30 +01:00
for(Set<RID>::Element *L=space->listeners.front();L;L=L->next()) {
Listener *listener=listener_owner.get(L->get());
Vector3 rel_vector = listener->transform.xform_inv(source->transform.origin);
Vector3 source_rel_vector = source->transform.xform_inv(listener->transform.origin).normalized();
float distance=rel_vector.length();
float weight = distance/total_distance;
float pscale=1.0;
float distance_scale=listener->params[LISTENER_PARAM_ATTENUATION_SCALE]*room->params[ROOM_PARAM_ATTENUATION_SCALE];
float distance_min=source->params[SOURCE_PARAM_ATTENUATION_MIN_DISTANCE]*distance_scale;
float distance_max=source->params[SOURCE_PARAM_ATTENUATION_MAX_DISTANCE]*distance_scale;
float attenuation_exp=source->params[SOURCE_PARAM_ATTENUATION_DISTANCE_EXP];
float attenuation=1;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
//print_line("DIST MIN: "+rtos(distance_min));
//print_line("DIST MAX: "+rtos(distance_max));
2014-02-10 02:10:30 +01:00
if (distance_max>0) {
distance = CLAMP(distance,distance_min,distance_max);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
attenuation = Math::pow(1.0 - ((distance - distance_min)/(distance_max-distance_min)),CLAMP(attenuation_exp,0.001,16));
2014-02-10 02:10:30 +01:00
}
float hf_attenuation_cutoff = room->params[ROOM_PARAM_ATTENUATION_HF_CUTOFF];
float hf_attenuation_exp = room->params[ROOM_PARAM_ATTENUATION_HF_RATIO_EXP];
float hf_attenuation_floor = room->params[ROOM_PARAM_ATTENUATION_HF_FLOOR_DB];
float absorption=Math::db2linear(Math::lerp(hf_attenuation_floor,0,Math::pow(attenuation,hf_attenuation_exp)));
// source emission cone
float emission_deg=source->params[SOURCE_PARAM_EMISSION_CONE_DEGREES];
float emission_attdb=source->params[SOURCE_PARAM_EMISSION_CONE_ATTENUATION_DB];
absorption*=_get_attenuation(source_rel_vector.dot(Vector3(0,0,-1)),emission_deg,emission_attdb);
Vector3 vpanning=rel_vector.normalized();
//listener stuff
{
// head cone
float reception_deg=listener->params[LISTENER_PARAM_RECEPTION_CONE_DEGREES];
float reception_attdb=listener->params[LISTENER_PARAM_RECEPTION_CONE_ATTENUATION_DB];
absorption*=_get_attenuation(vpanning.dot(Vector3(0,0,-1)),reception_deg,reception_attdb);
// scale
attenuation*=Math::db2linear(listener->params[LISTENER_PARAM_VOLUME_SCALE_DB]);
pscale*=Math::db2linear(listener->params[LISTENER_PARAM_PITCH_SCALE]);
}
//add values
volume_attenuation+=weight*attenuation; // plus other stuff i guess
air_absorption+=weight*absorption;
air_absorption_hf_cutoff+=weight*hf_attenuation_cutoff;
panning+=vpanning*weight;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
//pitch_scale+=pscale*weight;
2014-02-10 02:10:30 +01:00
}
RoomReverb reverb_room;
float reverb_send;
/* APPLY ROOM SETTINGS */
{
pitch_scale*=room->params[ROOM_PARAM_PITCH_SCALE];
volume_attenuation*=Math::db2linear(room->params[ROOM_PARAM_VOLUME_SCALE_DB]);
reverb_room=room->reverb;
reverb_send=Math::lerp(1.0,volume_attenuation,room->params[ROOM_PARAM_ATTENUATION_REVERB_SCALE])*room->params[ROOM_PARAM_REVERB_SEND];
}
/* UPDATE VOICE & STREAM */
if (voice==VOICE_IS_STREAM) {
//update voice!!
source->stream_data.panning=panning;
source->stream_data.volume=volume_attenuation*Math::db2linear(source->params[SOURCE_PARAM_VOLUME_DB]);
source->stream_data.reverb=reverb_room;
source->stream_data.reverb_send=reverb_send;
source->stream_data.filter_gain=air_absorption;
source->stream_data.filter_cutoff=air_absorption_hf_cutoff;
if (!source->stream) //stream is gone bye bye
to_disable.push_back(ActiveVoice(source,voice)); // oh well..
} else if (voice>=0) {
//update stream!!
Source::Voice &v=source->voices[voice];
if (v.restart)
AudioServer::get_singleton()->voice_play(v.voice_rid,v.sample_rid);
float volume_scale = Math::db2linear(v.volume_scale)*Math::db2linear(source->params[SOURCE_PARAM_VOLUME_DB]);
float volume = volume_attenuation*volume_scale;
reverb_send*=volume_scale;
int mix_rate = v.sample_mix_rate*v.pitch_scale*pitch_scale*source->params[SOURCE_PARAM_PITCH_SCALE];
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
if (mix_rate<=0) {
2014-02-10 02:10:30 +01:00
ERR_PRINT("Invalid mix rate for voice (0) check for invalid pitch_scale param.");
to_disable.push_back(ActiveVoice(source,voice)); // oh well..
continue; //invalid mix rate, disabling
}
if (v.restart || v.last_volume!=volume)
AudioServer::get_singleton()->voice_set_volume(v.voice_rid,volume);
if (v.restart || v.last_mix_rate!=mix_rate)
AudioServer::get_singleton()->voice_set_mix_rate(v.voice_rid,mix_rate);
if (v.restart || v.last_filter_gain!=air_absorption || v.last_filter_cutoff!=air_absorption_hf_cutoff)
AudioServer::get_singleton()->voice_set_filter(v.voice_rid,AudioServer::FILTER_HIGH_SHELF,air_absorption_hf_cutoff,1.0,air_absorption);
if (v.restart || v.last_panning!=panning)
AudioServer::get_singleton()->voice_set_pan(v.voice_rid,panning.x,panning.y,panning.z);
if (v.restart || v.last_reverb_room!=reverb_room || v.last_reverb_send!=reverb_send)
AudioServer::get_singleton()->voice_set_reverb(v.voice_rid,AudioServer::ReverbRoomType(reverb_room),reverb_send);
v.last_volume=volume;
v.last_mix_rate=mix_rate;
v.last_filter_gain=air_absorption;
v.last_filter_cutoff=air_absorption_hf_cutoff;
v.last_panning=panning;
v.restart=false;
v.active=true;
if (!AudioServer::get_singleton()->voice_is_active(v.voice_rid))
to_disable.push_back(ActiveVoice(source,voice)); // oh well..
}
}
while(to_disable.size()) {
ActiveVoice av = to_disable.front()->get();
av.source->voices[av.voice].active=false;
av.source->voices[av.voice].restart=false;
active_voices.erase(av);
to_disable.pop_front();
}
}
void SpatialSoundServerSW::finish() {
AudioServer::get_singleton()->free(internal_audio_stream_rid);
memdelete(internal_audio_stream);
_clean_up_owner(&source_owner,"Source");
_clean_up_owner(&listener_owner,"Listener");
_clean_up_owner(&room_owner,"Room");
_clean_up_owner(&space_owner,"Space");
memdelete_arr(internal_buffer);
}
SpatialSoundServerSW::SpatialSoundServerSW() {
}