// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #include "../Precompiled.h" #include "../Audio/Audio.h" #include "../Audio/Sound.h" #include "../Audio/SoundListener.h" #include "../Audio/SoundSource3D.h" #include "../Core/Context.h" #include "../Graphics/DebugRenderer.h" #include "../Scene/Node.h" namespace Atomic { static const float DEFAULT_NEARDISTANCE = 0.0f; static const float DEFAULT_FARDISTANCE = 100.0f; static const float DEFAULT_ROLLOFF = 2.0f; static const float DEFAULT_ANGLE = 360.0f; static const float MIN_ROLLOFF = 0.1f; static const Color INNER_COLOR(1.0f, 0.5f, 1.0f); static const Color OUTER_COLOR(1.0f, 0.0f, 1.0f); extern const char* AUDIO_CATEGORY; SoundSource3D::SoundSource3D(Context* context) : SoundSource(context), nearDistance_(DEFAULT_NEARDISTANCE), farDistance_(DEFAULT_FARDISTANCE), innerAngle_(DEFAULT_ANGLE), outerAngle_(DEFAULT_ANGLE), rolloffFactor_(DEFAULT_ROLLOFF) { // Start from zero volume until attenuation properly calculated attenuation_ = 0.0f; } void SoundSource3D::RegisterObject(Context* context) { context->RegisterFactory(AUDIO_CATEGORY); ATOMIC_COPY_BASE_ATTRIBUTES(SoundSource); // Remove Attenuation and Panning as attribute as they are constantly being updated ATOMIC_REMOVE_ATTRIBUTE("Attenuation"); ATOMIC_REMOVE_ATTRIBUTE("Panning"); ATOMIC_ATTRIBUTE("Near Distance", float, nearDistance_, DEFAULT_NEARDISTANCE, AM_DEFAULT); ATOMIC_ATTRIBUTE("Far Distance", float, farDistance_, DEFAULT_FARDISTANCE, AM_DEFAULT); ATOMIC_ATTRIBUTE("Inner Angle", float, innerAngle_, DEFAULT_ANGLE, AM_DEFAULT); ATOMIC_ATTRIBUTE("Outer Angle", float, outerAngle_, DEFAULT_ANGLE, AM_DEFAULT); ATOMIC_ATTRIBUTE("Rolloff Factor", float, rolloffFactor_, DEFAULT_ROLLOFF, AM_DEFAULT); } void SoundSource3D::DrawDebugGeometry(DebugRenderer* debug, bool depthTest) { if (!debug || !node_ || !IsEnabledEffective()) return; const Matrix3x4& worldTransform = node_->GetWorldTransform(); Vector3 worldPosition = worldTransform.Translation(); Quaternion worldRotation = worldTransform.Rotation(); // Draw cones for directional sounds, or spheres for non-directional if (innerAngle_ < DEFAULT_ANGLE && outerAngle_ > 0.0f) { const Quaternion rotation = worldRotation * Quaternion(Vector3::UP, Vector3::FORWARD); debug->AddSphereSector(Sphere(worldPosition, nearDistance_), rotation, innerAngle_, false, INNER_COLOR, depthTest); debug->AddSphereSector(Sphere(worldPosition, nearDistance_), rotation, outerAngle_, false, OUTER_COLOR, depthTest); debug->AddSphereSector(Sphere(worldPosition, farDistance_), rotation, innerAngle_, true, INNER_COLOR, depthTest); debug->AddSphereSector(Sphere(worldPosition, farDistance_), rotation, outerAngle_, true, OUTER_COLOR, depthTest); } else { debug->AddSphere(Sphere(worldPosition, nearDistance_), INNER_COLOR, depthTest); debug->AddSphere(Sphere(worldPosition, farDistance_), OUTER_COLOR, depthTest); } } void SoundSource3D::Update(float timeStep) { CalculateAttenuation(); SoundSource::Update(timeStep); } void SoundSource3D::SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor) { nearDistance_ = Max(nearDistance, 0.0f); farDistance_ = Max(farDistance, 0.0f); rolloffFactor_ = Max(rolloffFactor, MIN_ROLLOFF); MarkNetworkUpdate(); } void SoundSource3D::SetAngleAttenuation(float innerAngle, float outerAngle) { innerAngle_ = Clamp(innerAngle, 0.0f, DEFAULT_ANGLE); outerAngle_ = Clamp(outerAngle, 0.0f, DEFAULT_ANGLE); MarkNetworkUpdate(); } void SoundSource3D::SetFarDistance(float distance) { farDistance_ = Max(distance, 0.0f); MarkNetworkUpdate(); } void SoundSource3D::SetNearDistance(float distance) { nearDistance_ = Max(distance, 0.0f); MarkNetworkUpdate(); } void SoundSource3D::SetInnerAngle(float angle) { innerAngle_ = Clamp(angle, 0.0f, DEFAULT_ANGLE); MarkNetworkUpdate(); } void SoundSource3D::SetOuterAngle(float angle) { outerAngle_ = Clamp(angle, 0.0f, DEFAULT_ANGLE); MarkNetworkUpdate(); } void SoundSource3D::SetRolloffFactor(float factor) { rolloffFactor_ = Max(factor, MIN_ROLLOFF); MarkNetworkUpdate(); } void SoundSource3D::CalculateAttenuation() { if (!audio_) return; float interval = farDistance_ - nearDistance_; if (node_) { SoundListener* listener = audio_->GetListener(); // Listener must either be sceneless or in the same scene, else attenuate sound to silence if (listener && listener->IsEnabledEffective() && (!listener->GetScene() || listener->GetScene() == GetScene())) { Node* listenerNode = listener->GetNode(); Vector3 relativePos (listenerNode->GetWorldRotation().Inverse() * (node_->GetWorldPosition() - listenerNode->GetWorldPosition())); float distance = relativePos.Length(); // Distance attenuation if (interval > 0.0f) attenuation_ = powf(1.0f - Clamp(distance - nearDistance_, 0.0f, interval) / interval, rolloffFactor_); else attenuation_ = distance <= nearDistance_ ? 1.0f : 0.0f; // Panning panning_ = relativePos.Normalized().x_; // Angle attenuation if (innerAngle_ < DEFAULT_ANGLE && outerAngle_ > 0.0f) { Vector3 listenerRelativePos (node_->GetWorldRotation().Inverse() * (listenerNode->GetWorldPosition() - node_->GetWorldPosition())); float listenerDot = Vector3::FORWARD.DotProduct(listenerRelativePos.Normalized()); float listenerAngle = acosf(listenerDot) * M_RADTODEG * 2.0f; float angleInterval = Max(outerAngle_ - innerAngle_, 0.0f); float angleAttenuation = 1.0f; if (angleInterval > 0.0f) { if (listenerAngle > innerAngle_) { angleAttenuation = powf(1.0f - Clamp(listenerAngle - innerAngle_, 0.0f, angleInterval) / angleInterval, rolloffFactor_); } } else angleAttenuation = listenerAngle <= innerAngle_ ? 1.0f : 0.0f; attenuation_ *= angleAttenuation; } } else attenuation_ = 0.0f; } else attenuation_ = 0.0f; } }