(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-04-16 17:12:09 +03:00
parent bd07acf26d
commit 6262b3ea54
96 changed files with 1972 additions and 825 deletions
@@ -372,167 +372,6 @@ namespace Barotrauma
}
}
private static void UpdateFireSounds(float deltaTime)
{
for (int i = 0; i < fireVolumeLeft.Length; i++)
{
fireVolumeLeft[i] = 0.0f;
fireVolumeRight[i] = 0.0f;
}
Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
foreach (Hull hull in Hull.hullList)
{
foreach (FireSource fs in hull.FireSources)
{
Vector2 diff = fs.WorldPosition + fs.Size / 2 - listenerPos;
if (Math.Abs(diff.X) < FireSoundRange && Math.Abs(diff.Y) < FireSoundRange)
{
Vector2 diffLeft = (fs.WorldPosition + new Vector2(fs.Size.X, fs.Size.Y / 2)) - listenerPos;
if (diff.X < fs.Size.X / 2.0f) diff.X = 0.0f;
if (diffLeft.X <= 0)
{
float distFallOffLeft = diffLeft.Length() / FireSoundRange;
if (distFallOffLeft < 0.99f)
{
fireVolumeLeft[0] += (1.0f - distFallOffLeft) * (fs.Size.X / FireSoundLargeLimit);
if (fs.Size.X > FireSoundLargeLimit) fireVolumeLeft[1] += (1.0f - distFallOffLeft) * ((fs.Size.X - FireSoundLargeLimit) / FireSoundLargeLimit);
}
}
Vector2 diffRight = (fs.WorldPosition + new Vector2(0.0f, fs.Size.Y / 2)) - listenerPos;
if (diff.X < fs.Size.X / 2.0f) diff.X = 0.0f;
if (diffRight.X >= 0)
{
float distFallOffRight = diffRight.Length() / FireSoundRange;
if (distFallOffRight < 0.99f)
{
fireVolumeRight[0] += 1.0f - distFallOffRight;
if (fs.Size.X > FireSoundLargeLimit) fireVolumeRight[1] += (1.0f - distFallOffRight) * ((fs.Size.X - FireSoundLargeLimit) / FireSoundLargeLimit);
}
}
}
}
}
for (int i = 0; i < fireVolumeLeft.Length; i++)
{
if (fireVolumeLeft[i] < 0.05f && fireVolumeRight[i] < 0.05f)
{
if (fireSoundChannels[i] != null)
{
fireSoundChannels[i].FadeOutAndDispose();
fireSoundChannels[i] = null;
}
}
else
{
Vector2 soundPos = new Vector2(GameMain.SoundManager.ListenerPosition.X + (fireVolumeRight[i] - fireVolumeLeft[i]) * 100, GameMain.SoundManager.ListenerPosition.Y);
if (fireSoundChannels[i] == null || !fireSoundChannels[i].IsPlaying)
{
fireSoundChannels[i] = GetSound(i == 0 ? "fire" : "firelarge").Play(1.0f, FlowSoundRange, soundPos);
fireSoundChannels[i].Looping = true;
}
fireSoundChannels[i].Gain = Math.Max(fireVolumeRight[i], fireVolumeLeft[i]);
fireSoundChannels[i].Position = new Vector3(soundPos, 0.0f);
}
}
}
if (waterAmbiences.Count > 1)
{
if (waterAmbienceChannels[0] == null || !waterAmbienceChannels[0].IsPlaying)
{
waterAmbienceChannels[0] = waterAmbiences[0].Play(ambienceVolume * (1.0f - movementSoundVolume),"waterambience");
//waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f - movementSoundVolume));
waterAmbienceChannels[0].Looping = true;
}
else
{
waterAmbienceChannels[0].Gain = ambienceVolume * (1.0f - movementSoundVolume);
}
if (waterAmbienceChannels[1] == null || !waterAmbienceChannels[1].IsPlaying)
{
waterAmbienceChannels[1] = waterAmbiences[1].Play(ambienceVolume * movementSoundVolume, "waterambience");
//waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementSoundVolume);
waterAmbienceChannels[1].Looping = true;
}
else
{
waterAmbienceChannels[1].Gain = ambienceVolume * movementSoundVolume;
}
}
}
private static void UpdateWaterFlowSounds(float deltaTime)
{
if (FlowSounds.Count == 0) { return; }
float[] targetFlowLeft = new float[FlowSounds.Count];
float[] targetFlowRight = new float[FlowSounds.Count];
Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
foreach (Gap gap in Gap.GapList)
{
if (gap.Open < 0.01f) continue;
float gapFlow = Math.Abs(gap.LerpedFlowForce.X) + Math.Abs(gap.LerpedFlowForce.Y) * 2.5f;
if (gapFlow < 10.0f) continue;
int flowSoundIndex = (int)Math.Floor(MathHelper.Clamp(gapFlow / MaxFlowStrength, 0, FlowSounds.Count));
flowSoundIndex = Math.Min(flowSoundIndex, FlowSounds.Count - 1);
Vector2 diff = gap.WorldPosition - listenerPos;
if (Math.Abs(diff.X) < FlowSoundRange && Math.Abs(diff.Y) < FlowSoundRange)
{
float dist = diff.Length();
float distFallOff = dist / FlowSoundRange;
if (distFallOff >= 0.99f) continue;
//flow at the left side
if (diff.X < 0)
{
targetFlowLeft[flowSoundIndex] = 1.0f - distFallOff;
}
else
{
targetFlowRight[flowSoundIndex] = 1.0f - distFallOff;
}
}
}
for (int i = 0; i < FlowSounds.Count; i++)
{
flowVolumeLeft[i] = (targetFlowLeft[i] < flowVolumeLeft[i]) ?
Math.Max(targetFlowLeft[i], flowVolumeLeft[i] - deltaTime) :
Math.Min(targetFlowLeft[i], flowVolumeLeft[i] + deltaTime);
flowVolumeRight[i] = (targetFlowRight[i] < flowVolumeRight[i]) ?
Math.Max(targetFlowRight[i], flowVolumeRight[i] - deltaTime) :
Math.Min(targetFlowRight[i], flowVolumeRight[i] + deltaTime);
if (flowVolumeLeft[i] < 0.05f && flowVolumeRight[i] < 0.05f)
{
if (flowSoundChannels[i] != null)
{
flowSoundChannels[i].Dispose();
flowSoundChannels[i] = null;
}
}
else
{
Vector2 soundPos = new Vector2(GameMain.SoundManager.ListenerPosition.X + (flowVolumeRight[i] - flowVolumeLeft[i]) * 100, GameMain.SoundManager.ListenerPosition.Y);
if (flowSoundChannels[i] == null || !flowSoundChannels[i].IsPlaying)
{
flowSoundChannels[i] = FlowSounds[i].Play(1.0f, FlowSoundRange, soundPos);
flowSoundChannels[i].Looping = true;
}
flowSoundChannels[i].Gain = Math.Max(flowVolumeRight[i], flowVolumeLeft[i]);
flowSoundChannels[i].Position = new Vector3(soundPos, 0.0f);
}
}
}
private static void UpdateFireSounds(float deltaTime)
{
for (int i = 0; i < fireVolumeLeft.Length; i++)
@@ -32,6 +32,9 @@ namespace Barotrauma.Sounds
public bool UseRadioFilter;
public bool UseMuffleFilter;
public float Near { get; private set; }
public float Far { get; private set; }
private static BiQuad[] muffleFilters = new BiQuad[]
{
new LowpassFilter(VoipConfig.FREQUENCY, 800)
@@ -41,6 +44,16 @@ namespace Barotrauma.Sounds
new BandpassFilter(VoipConfig.FREQUENCY, 2000)
};
public float Gain
{
get { return soundChannel == null ? 0.0f : soundChannel.Gain; }
set
{
if (soundChannel == null) { return; }
soundChannel.Gain = value;
}
}
public VoipSound(SoundManager owner, VoipQueue q) : base(owner, "voip", true, true)
{
VoipConfig.SetupEncoding();
@@ -64,8 +77,8 @@ namespace Barotrauma.Sounds
public void SetRange(float near, float far)
{
soundChannel.Near = near;
soundChannel.Far = far;
soundChannel.Near = Near = near;
soundChannel.Far = Far = far;
}
public void ApplyFilters(short[] buffer, int readSamples)