(5a377a8ee) Unstable v0.9.1000.0
This commit is contained in:
@@ -1,7 +1,7 @@
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using System;
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using OpenAL;
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using Microsoft.Xna.Framework;
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using System.IO;
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using Barotrauma.IO;
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using System.Xml.Linq;
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namespace Barotrauma.Sounds
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@@ -205,7 +205,7 @@ namespace Barotrauma.Sounds
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get { return gain; }
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set
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{
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gain = Math.Max(Math.Min(value, 1.0f), 0.0f);
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gain = Math.Clamp(value, 0.0f, 1.0f);
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if (ALSourceIndex < 0) { return; }
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@@ -5,7 +5,7 @@ using System.Xml.Linq;
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using OpenAL;
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using Microsoft.Xna.Framework;
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using System.Linq;
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using System.IO;
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using Barotrauma.IO;
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namespace Barotrauma.Sounds
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{
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@@ -286,7 +286,7 @@ namespace Barotrauma.Sounds
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if (!File.Exists(filename))
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{
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throw new FileNotFoundException("Sound file \"" + filename + "\" doesn't exist!");
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throw new System.IO.FileNotFoundException("Sound file \"" + filename + "\" doesn't exist!");
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}
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Sound newSound = new OggSound(this, filename, stream, null);
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@@ -297,14 +297,14 @@ namespace Barotrauma.Sounds
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return newSound;
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}
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public Sound LoadSound(XElement element, bool stream = false)
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public Sound LoadSound(XElement element, bool stream = false, string overrideFilePath = null)
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{
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if (Disabled) { return null; }
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string filePath = element.GetAttributeString("file", "");
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string filePath = overrideFilePath ?? element.GetAttributeString("file", "");
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if (!File.Exists(filePath))
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{
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throw new FileNotFoundException("Sound file \"" + filePath + "\" doesn't exist!");
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throw new System.IO.FileNotFoundException("Sound file \"" + filePath + "\" doesn't exist!");
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}
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var newSound = new OggSound(this, filePath, stream, xElement: element);
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@@ -621,7 +621,10 @@ namespace Barotrauma.Sounds
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}
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if (streamingThread == null || streamingThread.ThreadState.HasFlag(ThreadState.Stopped) || isStreamThreadDying)
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{
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streamingThread?.Join();
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if (streamingThread != null && !streamingThread.Join(1000))
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{
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DebugConsole.ThrowError("Sound stream thread join timed out!");
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}
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areStreamsPlaying = true;
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streamingThread = new Thread(UpdateStreaming)
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{
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@@ -639,10 +642,7 @@ namespace Barotrauma.Sounds
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bool killThread = false;
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while (!killThread)
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{
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lock (threadDeathMutex)
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{
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areStreamsPlaying = false;
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}
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killThread = true;
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for (int i = 0; i < playingChannels.Length; i++)
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{
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lock (playingChannels[i])
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@@ -654,10 +654,7 @@ namespace Barotrauma.Sounds
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{
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if (playingChannels[i][j].IsPlaying)
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{
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lock (threadDeathMutex)
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{
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areStreamsPlaying = true;
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}
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killThread = false;
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playingChannels[i][j].UpdateStream();
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}
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else
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@@ -678,7 +675,7 @@ namespace Barotrauma.Sounds
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}
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lock (threadDeathMutex)
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{
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killThread = !areStreamsPlaying;
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areStreamsPlaying = !killThread;
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}
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Thread.Sleep(10); //TODO: use a separate thread for network audio?
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}
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@@ -3,7 +3,7 @@ using Barotrauma.Sounds;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Barotrauma.IO;
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using System.Linq;
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using System.Xml.Linq;
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@@ -73,8 +73,8 @@ namespace Barotrauma
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private static float updateMusicTimer;
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//ambience
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private static List<Sound> waterAmbiences = new List<Sound>();
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private static SoundChannel[] waterAmbienceChannels = new SoundChannel[2];
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private static Sound waterAmbienceIn, waterAmbienceOut, waterAmbienceMoving;
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private static SoundChannel[] waterAmbienceChannels = new SoundChannel[3];
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private static float ambientSoundTimer;
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private static Vector2 ambientSoundInterval = new Vector2(20.0f, 40.0f); //x = min, y = max
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@@ -148,7 +148,7 @@ namespace Barotrauma
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}
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soundElements.AddRange(mainElement.Elements());
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}
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SoundCount = 1 + soundElements.Count();
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var startUpSoundElement = soundElements.Find(e => e.Name.ToString().Equals("startupsound", StringComparison.OrdinalIgnoreCase));
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@@ -159,11 +159,13 @@ namespace Barotrauma
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}
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yield return CoroutineStatus.Running;
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List<KeyValuePair<string, Sound>> miscSoundList = new List<KeyValuePair<string, Sound>>();
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damageSounds = damageSounds ?? new List<DamageSound>();
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musicClips = musicClips ?? new List<BackgroundMusic>();
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damageSounds ??= new List<DamageSound>();
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musicClips ??= new List<BackgroundMusic>();
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bool firstWaterAmbienceLoaded = false;
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foreach (XElement soundElement in soundElements)
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{
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yield return CoroutineStatus.Running;
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@@ -195,17 +197,57 @@ namespace Barotrauma
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FlowSounds.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
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break;
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case "waterambience":
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waterAmbiences.AddIfNotNull(GameMain.SoundManager.LoadSound(soundElement, false));
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//backwards compatibility (1st waterambience used to be played both inside and outside, 2nd when moving)
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if (!firstWaterAmbienceLoaded)
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{
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waterAmbienceIn?.Dispose();
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waterAmbienceOut?.Dispose();
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if (File.Exists(soundElement.GetAttributeString("file", "")))
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{
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waterAmbienceIn = GameMain.SoundManager.LoadSound(soundElement, false);
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waterAmbienceOut = GameMain.SoundManager.LoadSound(soundElement, false);
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}
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else
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{
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waterAmbienceIn = GameMain.SoundManager.LoadSound(soundElement, false, "Content/Sounds/Water/WaterAmbienceIn.ogg");
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waterAmbienceOut = GameMain.SoundManager.LoadSound(soundElement, false, "Content/Sounds/Water/WaterAmbienceOut.ogg");
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}
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firstWaterAmbienceLoaded = true;
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}
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else
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{
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waterAmbienceMoving?.Dispose();
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if (File.Exists(soundElement.GetAttributeString("file", "")))
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{
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waterAmbienceMoving = GameMain.SoundManager.LoadSound(soundElement, false);
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}
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else
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{
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waterAmbienceMoving = GameMain.SoundManager.LoadSound(soundElement, false, "Content/Sounds/Water/WaterAmbienceMoving.ogg");
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}
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}
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break;
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case "waterambiencein":
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waterAmbienceIn?.Dispose();
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waterAmbienceIn = GameMain.SoundManager.LoadSound(soundElement, false);
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break;
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case "waterambienceout":
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waterAmbienceOut?.Dispose();
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waterAmbienceOut = GameMain.SoundManager.LoadSound(soundElement, false);
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break;
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case "waterambiencemoving":
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waterAmbienceMoving?.Dispose();
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waterAmbienceMoving = GameMain.SoundManager.LoadSound(soundElement, false);
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break;
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case "damagesound":
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Sound damageSound = GameMain.SoundManager.LoadSound(soundElement, false);
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if (damageSound == null) { continue; }
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string damageSoundType = soundElement.GetAttributeString("damagesoundtype", "None");
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damageSounds.Add(new DamageSound(
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damageSound,
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soundElement.GetAttributeVector2("damagerange", Vector2.Zero),
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damageSoundType,
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damageSound,
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soundElement.GetAttributeVector2("damagerange", Vector2.Zero),
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damageSoundType,
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soundElement.GetAttributeString("requiredtag", "")));
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break;
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@@ -218,15 +260,15 @@ namespace Barotrauma
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break;
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}
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}
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catch (FileNotFoundException e)
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catch (System.IO.FileNotFoundException e)
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{
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DebugConsole.ThrowError("Error while initializing SoundPlayer.", e);
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}
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}
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}
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musicClips.RemoveAll(mc => !soundElements.Any(e => SoundElementsEquivalent(mc.Element, e)));
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for (int i=0;i<currentMusic.Length;i++)
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for (int i = 0; i < currentMusic.Length; i++)
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{
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if (currentMusic[i] != null && !musicClips.Any(mc => mc.File == currentMusic[i].Filename))
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{
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@@ -246,12 +288,6 @@ namespace Barotrauma
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});
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FlowSounds.RemoveAll(s => s.Disposed);
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waterAmbiences.ForEach(s =>
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{
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if (!soundElements.Any(e => SoundElementsEquivalent(s.XElement, e))) { s.Dispose(); }
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});
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waterAmbiences.RemoveAll(s => s.Disposed);
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damageSounds.ForEach(s =>
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{
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if (!soundElements.Any(e => SoundElementsEquivalent(s.sound.XElement, e))) { s.sound.Dispose(); }
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@@ -273,7 +309,7 @@ namespace Barotrauma
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fireVolumeLeft = new float[2];
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fireVolumeRight = new float[2];
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miscSounds = miscSoundList.ToLookup(kvp => kvp.Key, kvp => kvp.Value);
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miscSounds = miscSoundList.ToLookup(kvp => kvp.Key, kvp => kvp.Value);
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Initialized = true;
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@@ -282,7 +318,7 @@ namespace Barotrauma
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yield return CoroutineStatus.Success;
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}
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public static void Update(float deltaTime)
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{
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@@ -293,27 +329,27 @@ namespace Barotrauma
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if (startUpSound != null && !GameMain.SoundManager.IsPlaying(startUpSound))
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{
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startUpSound.Dispose();
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startUpSound = null;
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startUpSound = null;
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}
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//stop water sounds if no sub is loaded
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if (Submarine.MainSub == null || Screen.Selected != GameMain.GameScreen)
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if (Submarine.MainSub == null || Screen.Selected != GameMain.GameScreen)
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{
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for (int i = 0; i < waterAmbienceChannels.Length; i++)
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{
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if (waterAmbienceChannels[i] == null) continue;
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if (waterAmbienceChannels[i] == null) { continue; }
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waterAmbienceChannels[i].FadeOutAndDispose();
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waterAmbienceChannels[i] = null;
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}
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for (int i = 0; i < FlowSounds.Count; i++)
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{
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if (flowSoundChannels[i] == null) continue;
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if (flowSoundChannels[i] == null) { continue; }
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flowSoundChannels[i].FadeOutAndDispose();
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flowSoundChannels[i] = null;
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}
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for (int i = 0; i < fireSoundChannels.Length; i++)
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{
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if (fireSoundChannels[i] == null) continue;
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if (fireSoundChannels[i] == null) { continue; }
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fireSoundChannels[i].FadeOutAndDispose();
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fireSoundChannels[i] = null;
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}
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@@ -333,17 +369,20 @@ namespace Barotrauma
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}
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}
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UpdateWaterAmbience(ambienceVolume);
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UpdateWaterAmbience(ambienceVolume, deltaTime);
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UpdateWaterFlowSounds(deltaTime);
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UpdateRandomAmbience(deltaTime);
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UpdateFireSounds(deltaTime);
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UpdateFireSounds(deltaTime);
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}
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private static void UpdateWaterAmbience(float ambienceVolume)
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private static void UpdateWaterAmbience(float ambienceVolume, float deltaTime)
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{
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if (GameMain.SoundManager.Disabled) { return; }
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//how fast the sub is moving, scaled to 0.0 -> 1.0
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float movementSoundVolume = 0.0f;
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float insideSubFactor = 0.0f;
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foreach (Submarine sub in Submarine.Loaded)
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{
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float movementFactor = (sub.Velocity == Vector2.Zero) ? 0.0f : sub.Velocity.Length() / 10.0f;
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@@ -352,7 +391,12 @@ namespace Barotrauma
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if (Character.Controlled == null || Character.Controlled.Submarine != sub)
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{
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float dist = Vector2.Distance(GameMain.GameScreen.Cam.WorldViewCenter, sub.WorldPosition);
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movementFactor = movementFactor / Math.Max(dist / 1000.0f, 1.0f);
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movementFactor /= Math.Max(dist / 1000.0f, 1.0f);
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insideSubFactor = Math.Max(1.0f / Math.Max(dist / 1000.0f, 1.0f), insideSubFactor);
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}
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else
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{
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insideSubFactor = 1.0f;
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}
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movementSoundVolume = Math.Max(movementSoundVolume, movementFactor);
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@@ -365,28 +409,38 @@ namespace Barotrauma
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}
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}
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if (waterAmbiences.Count > 1)
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for (int i = 0; i < 3; i++)
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{
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if (waterAmbienceChannels[0] == null || !waterAmbienceChannels[0].IsPlaying)
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float volume = 0.0f;
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Sound sound = null;
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switch (i)
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{
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waterAmbienceChannels[0] = waterAmbiences[0].Play(ambienceVolume * (1.0f - movementSoundVolume),"waterambience");
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//waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f - movementSoundVolume));
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waterAmbienceChannels[0].Looping = true;
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}
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else
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{
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waterAmbienceChannels[0].Gain = ambienceVolume * (1.0f - movementSoundVolume);
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case 0:
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volume = ambienceVolume * (1.0f - movementSoundVolume) * insideSubFactor;
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sound = waterAmbienceIn;
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break;
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case 1:
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volume = ambienceVolume * movementSoundVolume * insideSubFactor;
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sound = waterAmbienceMoving;
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break;
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case 2:
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volume = 1.0f - insideSubFactor;
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sound = waterAmbienceOut;
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break;
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}
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if (waterAmbienceChannels[1] == null || !waterAmbienceChannels[1].IsPlaying)
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if ((waterAmbienceChannels[i] == null || !waterAmbienceChannels[i].IsPlaying) && volume > 0.01f)
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{
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waterAmbienceChannels[1] = waterAmbiences[1].Play(ambienceVolume * movementSoundVolume, "waterambience");
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//waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementSoundVolume);
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waterAmbienceChannels[1].Looping = true;
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waterAmbienceChannels[i] = sound.Play(volume, "waterambience");
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waterAmbienceChannels[i].Looping = true;
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}
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else
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else if (waterAmbienceChannels[i] != null)
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{
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waterAmbienceChannels[1].Gain = ambienceVolume * movementSoundVolume;
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waterAmbienceChannels[i].Gain += deltaTime * Math.Sign(volume - waterAmbienceChannels[i].Gain);
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if (waterAmbienceChannels[i].Gain < 0.01f)
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{
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waterAmbienceChannels[i].FadeOutAndDispose();
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}
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}
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}
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}
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@@ -401,17 +455,25 @@ namespace Barotrauma
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Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
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foreach (Gap gap in Gap.GapList)
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{
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if (gap.Open < 0.01f) continue;
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float gapFlow = Math.Abs(gap.LerpedFlowForce.X) + Math.Abs(gap.LerpedFlowForce.Y) * 2.5f;
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if (gapFlow < 10.0f) continue;
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int flowSoundIndex = (int)Math.Floor(MathHelper.Clamp(gapFlow / MaxFlowStrength, 0, FlowSounds.Count));
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flowSoundIndex = Math.Min(flowSoundIndex, FlowSounds.Count - 1);
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Vector2 diff = gap.WorldPosition - listenerPos;
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if (Math.Abs(diff.X) < FlowSoundRange && Math.Abs(diff.Y) < FlowSoundRange)
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{
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if (gap.Open < 0.01f) { continue; }
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float gapFlow = Math.Abs(gap.LerpedFlowForce.X) + Math.Abs(gap.LerpedFlowForce.Y) * 2.5f;
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if (!gap.IsRoomToRoom) { gapFlow *= 2.0f; }
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if (gapFlow < 10.0f) { continue; }
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if (gap.linkedTo.Count == 2 && gap.linkedTo[0] is Hull hull1 && gap.linkedTo[1] is Hull hull2)
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{
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//no flow sounds between linked hulls (= rooms consisting of multiple hulls)
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if (hull1.linkedTo.Contains(hull2)) { continue; }
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if (hull1.linkedTo.Any(h => h.linkedTo.Contains(hull1) && h.linkedTo.Contains(hull2))) { continue; }
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if (hull2.linkedTo.Any(h => h.linkedTo.Contains(hull1) && h.linkedTo.Contains(hull2))) { continue; }
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}
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int flowSoundIndex = (int)Math.Floor(MathHelper.Clamp(gapFlow / MaxFlowStrength, 0, FlowSounds.Count));
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flowSoundIndex = Math.Min(flowSoundIndex, FlowSounds.Count - 1);
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float dist = diff.Length();
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float distFallOff = dist / FlowSoundRange;
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if (distFallOff >= 0.99f) continue;
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@@ -419,11 +481,11 @@ namespace Barotrauma
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//flow at the left side
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if (diff.X < 0)
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{
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||||
targetFlowLeft[flowSoundIndex] = 1.0f - distFallOff;
|
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targetFlowLeft[flowSoundIndex] += 1.0f - distFallOff;
|
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}
|
||||
else
|
||||
{
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||||
targetFlowRight[flowSoundIndex] = 1.0f - distFallOff;
|
||||
targetFlowRight[flowSoundIndex] += 1.0f - distFallOff;
|
||||
}
|
||||
}
|
||||
}
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||||
@@ -432,10 +494,10 @@ namespace Barotrauma
|
||||
{
|
||||
flowVolumeLeft[i] = (targetFlowLeft[i] < flowVolumeLeft[i]) ?
|
||||
Math.Max(targetFlowLeft[i], flowVolumeLeft[i] - deltaTime) :
|
||||
Math.Min(targetFlowLeft[i], flowVolumeLeft[i] + deltaTime);
|
||||
Math.Min(targetFlowLeft[i], flowVolumeLeft[i] + deltaTime * 10.0f);
|
||||
flowVolumeRight[i] = (targetFlowRight[i] < flowVolumeRight[i]) ?
|
||||
Math.Max(targetFlowRight[i], flowVolumeRight[i] - deltaTime) :
|
||||
Math.Min(targetFlowRight[i], flowVolumeRight[i] + deltaTime);
|
||||
Math.Min(targetFlowRight[i], flowVolumeRight[i] + deltaTime * 10.0f);
|
||||
|
||||
if (flowVolumeLeft[i] < 0.05f && flowVolumeRight[i] < 0.05f)
|
||||
{
|
||||
@@ -869,20 +931,22 @@ namespace Barotrauma
|
||||
PlayDamageSound(damageType, damage, bodyPosition, 800.0f);
|
||||
}
|
||||
|
||||
private static readonly List<DamageSound> tempList = new List<DamageSound>();
|
||||
public static void PlayDamageSound(string damageType, float damage, Vector2 position, float range = 2000.0f, IEnumerable<string> tags = null)
|
||||
{
|
||||
damage = MathHelper.Clamp(damage + Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
|
||||
var sounds = damageSounds.FindAll(s =>
|
||||
(s.damageRange == Vector2.Zero ||
|
||||
(damage >= s.damageRange.X && damage <= s.damageRange.Y)) &&
|
||||
s.damageType == damageType &&
|
||||
(tags == null ? string.IsNullOrEmpty(s.requiredTag) : tags.Contains(s.requiredTag)));
|
||||
|
||||
if (!sounds.Any()) return;
|
||||
|
||||
int selectedSound = Rand.Int(sounds.Count);
|
||||
sounds[selectedSound].sound.Play(1.0f, range, position, muffle: ShouldMuffleSound(Character.Controlled, position, range, null));
|
||||
}
|
||||
|
||||
tempList.Clear();
|
||||
foreach (var s in damageSounds)
|
||||
{
|
||||
if ((s.damageRange == Vector2.Zero ||
|
||||
(damage >= s.damageRange.X && damage <= s.damageRange.Y)) &&
|
||||
string.Equals(s.damageType, damageType, StringComparison.OrdinalIgnoreCase) &&
|
||||
(tags == null ? string.IsNullOrEmpty(s.requiredTag) : tags.Contains(s.requiredTag)))
|
||||
{
|
||||
tempList.Add(s);
|
||||
}
|
||||
}
|
||||
tempList.GetRandom().sound?.Play(1.0f, range, position, muffle: ShouldMuffleSound(Character.Controlled, position, range, null));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,13 +44,15 @@ namespace Barotrauma.Sounds
|
||||
new BandpassFilter(VoipConfig.FREQUENCY, 2000)
|
||||
};
|
||||
|
||||
private float gain;
|
||||
public float Gain
|
||||
{
|
||||
get { return soundChannel == null ? 0.0f : soundChannel.Gain; }
|
||||
get { return soundChannel == null ? 0.0f : gain; }
|
||||
set
|
||||
{
|
||||
if (soundChannel == null) { return; }
|
||||
soundChannel.Gain = value;
|
||||
gain = value;
|
||||
soundChannel.Gain = value * GameMain.Config.VoiceChatVolume;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -75,6 +77,7 @@ namespace Barotrauma.Sounds
|
||||
|
||||
SoundChannel chn = new SoundChannel(this, 1.0f, null, 0.4f, 1.0f, "voip", false);
|
||||
soundChannel = chn;
|
||||
Gain = 1.0f;
|
||||
}
|
||||
|
||||
public override float GetAmplitudeAtPlaybackPos(int playbackPos)
|
||||
@@ -98,6 +101,12 @@ namespace Barotrauma.Sounds
|
||||
for (int i = 0; i < readSamples; i++)
|
||||
{
|
||||
float fVal = ShortToFloat(buffer[i]);
|
||||
|
||||
if (gain * GameMain.Config.VoiceChatVolume > 1.0f) //TODO: take distance into account?
|
||||
{
|
||||
fVal = Math.Clamp(fVal * gain * GameMain.Config.VoiceChatVolume, -1.0f, 1.0f);
|
||||
}
|
||||
|
||||
if (UseMuffleFilter)
|
||||
{
|
||||
foreach (var filter in muffleFilters)
|
||||
@@ -114,19 +123,6 @@ namespace Barotrauma.Sounds
|
||||
}
|
||||
buffer[i] = FloatToShort(fVal);
|
||||
}
|
||||
if (UseMuffleFilter)
|
||||
{
|
||||
ApplyFilters(muffleFilters, buffer, readSamples);
|
||||
}
|
||||
|
||||
if (UseRadioFilter)
|
||||
{
|
||||
ApplyFilters(radioFilters, buffer, readSamples);
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyFilters(IEnumerable<BiQuad> filters, short[] buffer, int readSamples)
|
||||
{
|
||||
}
|
||||
|
||||
public override SoundChannel Play(float gain, float range, Vector2 position, bool muffle = false)
|
||||
@@ -152,13 +148,21 @@ namespace Barotrauma.Sounds
|
||||
public override int FillStreamBuffer(int samplePos, short[] buffer)
|
||||
{
|
||||
queue.RetrieveBuffer(bufferID, out int compressedSize, out byte[] compressedBuffer);
|
||||
if (compressedSize > 0)
|
||||
try
|
||||
{
|
||||
VoipConfig.Decoder.Decode(compressedBuffer, 0, compressedSize, buffer, 0, VoipConfig.BUFFER_SIZE);
|
||||
bufferID++;
|
||||
return VoipConfig.BUFFER_SIZE * 2;
|
||||
if (compressedSize > 0)
|
||||
{
|
||||
VoipConfig.Decoder.Decode(compressedBuffer, 0, compressedSize, buffer, 0, VoipConfig.BUFFER_SIZE);
|
||||
bufferID++;
|
||||
return VoipConfig.BUFFER_SIZE * 2;
|
||||
}
|
||||
if (bufferID < queue.LatestBufferID - (VoipQueue.BUFFER_COUNT - 1)) bufferID = queue.LatestBufferID - (VoipQueue.BUFFER_COUNT - 1);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError($"Failed to decode Opus buffer (buffer size {compressedBuffer.Length}, packet size {compressedSize})", e);
|
||||
bufferID = queue.LatestBufferID - (VoipQueue.BUFFER_COUNT - 1);
|
||||
}
|
||||
if (bufferID < queue.LatestBufferID - (VoipQueue.BUFFER_COUNT - 1)) bufferID = queue.LatestBufferID - (VoipQueue.BUFFER_COUNT - 1);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user