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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef _SFXSOUNDSCAPE_H_
- #define _SFXSOUNDSCAPE_H_
- #ifndef _SFXCOMMON_H_
- #include "sfx/sfxCommon.h"
- #endif
- #ifndef _TVECTOR_H_
- #include "core/util/tVector.h"
- #endif
- #ifndef _DATACHUNKER_H_
- #include "core/dataChunker.h"
- #endif
- #ifndef _BITSET_H_
- #include "core/bitSet.h"
- #endif
- #ifndef _TRESPONSECURVE_H_
- #include "math/util/tResponseCurve.h"
- #endif
- #ifndef _SFXAMBIENCE_H_
- #include "sfx/sfxAmbience.h"
- #endif
- /// @file
- /// The soundscape system is responsible for controlling ambient audio.
- /// It is largely driven by SFXWorld's listener tracking.
- class SFXSource;
- /// An instance of an SFXAmbience on the soundscape mixer stack.
- ///
- class SFXSoundscape
- {
- public:
-
- typedef void Parent;
- friend class SFXSoundscapeManager;
-
- enum Flags
- {
- FlagOverridden = BIT( 0 ), ///< Same ambience is pushed lower down onto the stack.
- FlagUnique = BIT( 1 ), ///< No other instance of this ambience on stack.
- };
-
- enum DirtyBits : U32
- {
- AmbienceDirty = BIT( 0 ), ///< Associated ambience has changed.
- AllDirty = 0xFFFFFFFF
- };
-
- protected:
-
- ///
- BitSet32 mFlags;
-
- ///
- BitSet32 mDirtyBits;
- /// The current soundtrack playing in this soundscape. This is either the
- /// ambient track or the surround sound track depending on whether
- SimObjectPtr< SFXSource > mSource;
-
- /// The ambient space assigned to this soundscape.
- SFXAmbience* mAmbience;
-
- /// States activated by this soundscape.
- SFXState* mStates[ SFXAmbience::MaxStates ];
-
- /// Return true if another soundscape lower down the stack is using the same
- /// ambient space as this soundscape.
- bool _isOverridden() const { return mFlags.test( FlagOverridden ); }
-
- /// Return true if this soundscape is the only soundscape using the assigned
- /// ambient space.
- bool _isUnique() const { return mFlags.test( FlagUnique ); }
- public:
-
- /// Create a soundscape associated with the given ambient space.
- SFXSoundscape( SFXAmbience* ambience );
- /// Return the ambient space associated with this soundscape.
- SFXAmbience* getAmbience() const { return mAmbience; }
-
- /// Set the ambient space associated with this soundscape. Triggers corresponding
- /// recomputations on the next soundscape manager update.
- void setAmbience( SFXAmbience* ambience );
- };
- /// The soundscape manager produces a dynamic mix between multiple active soundscapes.
- ///
- /// @note The more layered soundscapes there are, the costlier ambient sound updates will get.
- ///
- class SFXSoundscapeManager
- {
- public:
-
- typedef void Parent;
-
- protected:
- /// Linear stack of soundscapes. Evaluated bottom to top. Scapes
- /// being faded out are always last on the stack.
- Vector< SFXSoundscape* > mStack;
-
- /// Stack of soundscape that are currently being faded out. These are
- /// kept around so that when their ambient spaces are activated again,
- /// they can be brought back with their fades simply being reversed.
- ///
- /// All soundscapes on this stack are unique.
- Vector< SFXSoundscape* > mFadeStack;
- /// Index into #mStack for the soundscape that defines the current
- /// reverb settings. -1 if no current ambience has reverb settings.
- S32 mCurrentReverbIndex;
- /// Memory manager of soundscape instances.
- FreeListChunker< SFXSoundscape > mChunker;
-
- /// Default global SFXAmbience. Not a registered object.
- SFXAmbience* mDefaultGlobalAmbience;
-
- /// Found the topmost instance on the given stack associated with the given
- /// ambient space.
- S32 _findOnStack( SFXAmbience* ambience, const Vector< SFXSoundscape* >& stack );
-
- /// Find the topmost soundscape on the given stack that has a reverb environment
- /// defined on its ambient space.
- S32 _findTopmostReverbOnStack( const Vector< SFXSoundscape* >& stack );
-
- /// Method hooked up to the SFXAmbience change signal to automatically
- /// make soundscapes using the given ambience as dirty and trigger
- /// a recomputation of their properties.
- void _notifyAmbienceChanged( SFXAmbience* ambience );
- public:
-
- ///
- SFXSoundscapeManager();
-
- ///
- ~SFXSoundscapeManager();
-
- /// Update the current soundscape mix.
- void update();
-
- /// Return the total number of soundscape instances currently on the stack.
- /// Always >=1.
- U32 getNumTotalSoundscapes() const { return mStack.size(); }
-
- /// Insert a new soundscape instance associated with the given ambient space
- /// at the given stack index.
- SFXSoundscape* insertSoundscape( U32 index, SFXAmbience* ambience );
-
- /// Remove the given soundscape from the stack.
- void removeSoundscape( SFXSoundscape* soundscape );
-
- /// Return the topmost soundscape. This soundscape is always defined and cannot
- /// be removed.
- SFXSoundscape* getGlobalSoundscape() const { return mStack[ 0 ]; }
- };
- #endif // !_SFXSOUNDSCAPE_H_
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