Audio channel states visible in debug view + some sound fixes:

- a short "cooldown" after each footstep sound (prevents the sound playing multiple times during one footstep)
- water flow sounds are only played by one of the hulls a gap is between
- flow rate affects the range of the flow sound
This commit is contained in:
Regalis
2016-10-09 19:25:14 +03:00
parent ef9dce9a0d
commit d4e9116b0f
4 changed files with 77 additions and 132 deletions
@@ -422,7 +422,11 @@ namespace Barotrauma
float volume = stairs == null ? impact / 5.0f : impact;
volume = Math.Min(impact, 1.0f);
if (impact > 0.8f && l.HitSound != null && l.soundTimer <= 0.0f) l.HitSound.Play(volume, impact * 100.0f, l.WorldPosition);
if (impact > 0.5f && l.HitSound != null && l.soundTimer <= 0.0f)
{
l.soundTimer = Limb.SoundInterval;
l.HitSound.Play(volume, impact * 250.0f, l.WorldPosition);
}
if (impact > l.impactTolerance)
{
+27
View File
@@ -449,6 +449,33 @@ namespace Barotrauma
"Sub pos: " + Submarine.MainSub.Position.ToPoint(),
new Vector2(10, 50), Color.White);
}
for (int i = 1; i < Sounds.SoundManager.DefaultSourceCount; i++)
{
Color clr = Color.White;
string soundStr = i+": ";
var playingSound = Sounds.SoundManager.GetPlayingSound(i);
if (playingSound == null)
{
soundStr+= "none";
clr *= 0.5f;
}
else
{
soundStr += System.IO.Path.GetFileNameWithoutExtension(playingSound.FilePath);
if (Sounds.SoundManager.IsLooping(i))
{
soundStr += " (looping)";
clr = Color.Yellow;
}
}
GUI.DrawString(spriteBatch, new Vector2(200, i * 15), soundStr, clr, Color.Black * 0.5f, 0, GUI.SmallFont);
}
}
if (GameMain.NetworkMember != null) GameMain.NetworkMember.Draw(spriteBatch);
+17 -6
View File
@@ -102,6 +102,7 @@ namespace Barotrauma
}
surface = rect.Y - rect.Height + Volume / rect.Width;
Pressure = surface;
}
}
@@ -259,7 +260,7 @@ namespace Barotrauma
return rect;
}
public static EntityGrid GenerateEntityGrid(Submarine submarine)
{
var newGrid = new EntityGrid(submarine, 200.0f);
@@ -318,6 +319,9 @@ namespace Barotrauma
Item.UpdateHulls();
Gap.UpdateHulls();
}
surface = rect.Y - rect.Height + Volume / rect.Width;
Pressure = surface;
}
public override void Remove()
@@ -404,6 +408,12 @@ namespace Barotrauma
float strongestFlow = 0.0f;
foreach (Gap gap in ConnectedGaps)
{
if (gap.IsRoomToRoom)
{
//only the first linked hull plays the flow sound
if (gap.linkedTo[1] == this) continue;
}
float gapFlow = gap.LerpedFlowForce.Length();
if (gapFlow > strongestFlow)
@@ -411,9 +421,8 @@ namespace Barotrauma
strongestFlow = gapFlow;
}
}
if (strongestFlow>0.1f)
if (strongestFlow > 1.0f)
{
soundVolume = soundVolume + ((strongestFlow < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f);
soundVolume = MathHelper.Clamp(soundVolume, 0.0f, 1.0f);
@@ -430,8 +439,7 @@ namespace Barotrauma
}
currentFlowSound = flowSound;
soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, 2000.0f);
soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, Math.Min(strongestFlow*5.0f, 2000.0f));
}
else
{
@@ -515,10 +523,13 @@ namespace Barotrauma
LethalPressure -= 10.0f * deltaTime;
if (Volume == 0.0f)
{
//wait for the surface to be lerped back to bottom and the waves to settle until disabling update
if (surface > rect.Y - rect.Height + 1) return;
for (int i = 1; i < waveY.Length - 1; i++)
{
if (waveY[i] > 0.1f) return;
}
update = false;
}
}
+28 -125
View File
@@ -14,6 +14,8 @@ namespace Barotrauma.Sounds
private static readonly List<int> alSources = new List<int>();
private static readonly int[] alBuffers = new int[DefaultSourceCount];
private static int lowpassFilterId;
private static readonly Sound[] soundsPlaying = new Sound[DefaultSourceCount];
private static AudioContext AC;
@@ -47,112 +49,33 @@ namespace Barotrauma.Sounds
LowPassHFGain = 1.0f;
}
}
//public SoundManager(int bufferCount = DefaultSourceCount)
//{
// Stopwatch sw = new Stopwatch();
// sw.Start();
// alSourceId = AL.GenSource();
// //AL.Source(alSourceId, ALSourcei.Buffer, alBufferId);
// Volume = 1;
// if (ALHelper.Efx.IsInitialized)
// {
// alFilterId = ALHelper.Efx.GenFilter();
// ALHelper.Efx.Filter(alFilterId, EfxFilteri.FilterType, (int)EfxFilterType.Lowpass);
// ALHelper.Efx.Filter(alFilterId, EfxFilterf.LowpassGain, 1);
// LowPassHFGain = 1;
// }
// sw.Stop();
// System.Diagnostics.Debug.WriteLine("oggsource: "+sw.ElapsedMilliseconds);
//}
// public static int Play(Sound sound, float volume = 1.0f)
// {
// return Play(sound, volume, new Vector2(0.0f, 0.0f));
//}
public static int Play(Sound sound, float volume = 1.0f)
{
return Play(sound, Vector2.Zero, volume, 0.0f);
//for (int i = 2; i < DefaultSourceCount; i++)
//{
// AL.SourceStop(alSources[i]);
// AL.Source(alSources[i], ALSourceb.Looping, false);
// System.Diagnostics.Debug.WriteLine(i + ": " + AL.GetSourceState(alSources[i]));
// System.Diagnostics.Debug.WriteLine(AL.GetSourceType(alSources[i]));
//}
//for (int i = 1; i < DefaultSourceCount; i++)
//{
// //find a source that's free to use (not playing or paused)
// if (AL.GetSourceState(alSources[i]) == ALSourceState.Playing
// || AL.GetSourceState(alSources[i]) == ALSourceState.Paused) continue;
// //if (position!=Vector2.Zero)
// // position /= 1000.0f;
// alBuffers[i]=sound.AlBufferId;
// AL.Source(alSources[i], ALSourceb.Looping, false);
// AL.Source(alSources[i], ALSource3f.Position, 0.0f, 0.0f, 0.0f);
// AL.Source(alSources[i], ALSourcei.Buffer, sound.AlBufferId);
// AL.Source(alSources[i], ALSourcef.Gain, volume);
// //AL.Source(alSources[i], ALSource3f.Position, position.X, position.Y, 0.0f);
// AL.SourcePlay(alSources[i]);
// //sound.sourceIndex = i;
// return i;
//}
//return -1;
}
public static int Play(Sound sound, Vector2 position, float volume = 1.0f, float lowPassGain = 0.0f, bool loop=false)
{
//for (int i = 2; i < DefaultSourceCount; i++)
//{
// AL.SourceStop(alSources[i]);
// AL.Source(alSources[i], ALSourceb.Looping, false);
// System.Diagnostics.Debug.WriteLine(i + ": " + AL.GetSourceState(alSources[i]));
// System.Diagnostics.Debug.WriteLine(AL.GetSourceType(alSources[i]));
//}
for (int i = 1; i < DefaultSourceCount; i++)
{
//find a source that's free to use (not playing or paused)
if (OpenTK.Audio.OpenAL.AL.GetSourceState(alSources[i]) == OpenTK.Audio.OpenAL.ALSourceState.Playing
|| OpenTK.Audio.OpenAL.AL.GetSourceState(alSources[i]) == OpenTK.Audio.OpenAL.ALSourceState.Paused) continue;
//if (position!=Vector2.Zero)
// position /= 1000.0f;
soundsPlaying[i] = sound;
alBuffers[i] = sound.AlBufferId;
OpenTK.Audio.OpenAL.AL.Source(alSources[i], OpenTK.Audio.OpenAL.ALSourceb.Looping, loop);
OpenTK.Audio.OpenAL.AL.Source(alSources[i], OpenTK.Audio.OpenAL.ALSourcei.Buffer, sound.AlBufferId);
UpdateSoundPosition(i, position, volume);
//AL.Source(alSources[i], ALSource3f.Position, position.X, position.Y, 0.0f);
OpenTK.Audio.OpenAL.AL.SourcePlay(alSources[i]);
//sound.sourceIndex = i;
return i;
}
@@ -174,44 +97,17 @@ namespace Barotrauma.Sounds
if (sourceIndex<1)
{
sourceIndex = Play(sound, position, volume, 0.0f, true);
//if (sourceIndex>0)
//{
// AL.Source(alSources[sourceIndex], ALSourceb.Looping, true);
// AL.Source(alSources[sourceIndex], ALSourcef.Gain, volume);
//}
}
else
{
UpdateSoundPosition(sourceIndex, position, volume);
//position /= 1000.0f;
//OpenTK.Audio.OpenAL.AL.Source(alSources[sourceIndex], OpenTK.Audio.OpenAL.ALSource3f.Position, position.X, position.Y, 0.0f);
AL.Source(alSources[sourceIndex], ALSourceb.Looping, true);
//AL.Source(alSources[sourceIndex], ALSourcef.Gain, volume);
}
ALHelper.Check();
return sourceIndex;
}
//public static int Loop(int sourceIndex, float volume = 1.0f)
//{
// if (sourceIndex > 0 && alSources[sourceIndex]>0)
// {
// ALSourceState state = AL.GetSourceState(alSources[sourceIndex]);
// ALHelper.Check();
// if (state == ALSourceState.Playing) return sourceIndex;
// }
// int newSourceIndex = Play(sound, volume);
// AL.Source(alSources[sourceIndex], ALSourceb.Looping, true);
// return sourceIndex;
//}
public static void Pause(int sourceIndex)
{
if (AL.GetSourceState(alSources[sourceIndex]) != ALSourceState.Playing)
@@ -239,9 +135,21 @@ namespace Barotrauma.Sounds
{
AL.SourceStop(alSources[sourceIndex]);
AL.Source(alSources[sourceIndex], ALSourceb.Looping, false);
soundsPlaying[sourceIndex] = null;
}
}
public static Sound GetPlayingSound(int sourceIndex)
{
if (sourceIndex < 1 || sourceIndex>alSources.Count-1) return null;
if (AL.GetSourceState(alSources[sourceIndex]) != ALSourceState.Playing) return null;
return soundsPlaying[sourceIndex];
}
public static bool IsPlaying(int sourceIndex)
{
if (sourceIndex < 1 || sourceIndex>alSources.Count-1) return false;
@@ -249,14 +157,23 @@ namespace Barotrauma.Sounds
return (state == ALSourceState.Playing);
}
public static bool IsLooping(int sourceIndex)
{
if (sourceIndex < 1 || sourceIndex > alSources.Count - 1) return false;
bool isLooping;
OpenTK.Audio.OpenAL.AL.GetSource(alSources[sourceIndex], OpenTK.Audio.OpenAL.ALSourceb.Looping, out isLooping);
return isLooping;
}
public static void Volume(int sourceIndex, float volume)
{
AL.Source(alSources[sourceIndex], ALSourcef.Gain, volume * MasterVolume);
ALHelper.Check();
}
//int alFilterId;
static float lowPassHfGain;
public static float LowPassHFGain
{
@@ -281,16 +198,6 @@ namespace Barotrauma.Sounds
}
}
//float volume;
//public float Volume
//{
// get { return volume; }
// set
// {
// AL.Source(alSourceId, ALSourcef.Gain, volume = value);
// ALHelper.Check();
// }
//}
public static void UpdateSoundPosition(int sourceIndex, Vector2 position, float baseVolume = 1.0f)
{
@@ -301,9 +208,7 @@ namespace Barotrauma.Sounds
position = Vector2.Zero;
}
//Resume(sourceIndex);
position/= 1000.0f;
position /= 1000.0f;
OpenTK.Audio.OpenAL.AL.Source(alSources[sourceIndex], OpenTK.Audio.OpenAL.ALSourcef.Gain, baseVolume * MasterVolume);
OpenTK.Audio.OpenAL.AL.Source(alSources[sourceIndex], OpenTK.Audio.OpenAL.ALSource3f.Position, position.X, position.Y, 0.0f);
@@ -313,8 +218,6 @@ namespace Barotrauma.Sounds
ALHelper.Efx.Filter(lowpassFilterId, OpenTK.Audio.OpenAL.EfxFilterf.LowpassGainHF, lowPassGain);
ALHelper.Efx.BindFilterToSource(alSources[sourceIndex], lowpassFilterId);
ALHelper.Check();
}
public static OggStream StartStream(string file, float volume = 1.0f)