// // Copyright (c) 2008-2013 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.h" #include "Context.h" #include "Node.h" #include "Sound.h" #include "SoundListener.h" #include "SoundSource3D.h" #include "DebugNew.h" namespace Urho3D { static const float DEFAULT_NEARDISTANCE = 0.0f; static const float DEFAULT_FARDISTANCE = 100.0f; static const float DEFAULT_ROLLOFF = 2.0f; static const float MIN_ROLLOFF = 0.1f; extern const char* AUDIO_CATEGORY; SoundSource3D::SoundSource3D(Context* context) : SoundSource(context), nearDistance_(DEFAULT_NEARDISTANCE), farDistance_(DEFAULT_FARDISTANCE), rolloffFactor_(DEFAULT_ROLLOFF) { // Start from zero volume until attenuation properly calculated attenuation_ = 0.0f; } void SoundSource3D::RegisterObject(Context* context) { context->RegisterFactory(AUDIO_CATEGORY); COPY_BASE_ATTRIBUTES(SoundSource3D, SoundSource); // Remove Attenuation and Panning as attribute as they are constantly being updated REMOVE_ATTRIBUTE(SoundSource3D, "Attenuation"); REMOVE_ATTRIBUTE(SoundSource3D, "Panning"); ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Near Distance", nearDistance_, DEFAULT_NEARDISTANCE, AM_DEFAULT); ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Far Distance", farDistance_, DEFAULT_FARDISTANCE, AM_DEFAULT); ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Rolloff Factor", rolloffFactor_, DEFAULT_ROLLOFF, AM_DEFAULT); } 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::SetFarDistance(float distance) { farDistance_ = Max(distance, 0.0f); MarkNetworkUpdate(); } void SoundSource3D::SetNearDistance(float distance) { nearDistance_ = Max(distance, 0.0f); MarkNetworkUpdate(); } void SoundSource3D::SetRolloffFactor(float factor) { rolloffFactor_ = Max(factor, MIN_ROLLOFF); MarkNetworkUpdate(); } void SoundSource3D::CalculateAttenuation() { if (!audio_) return; float interval = farDistance_ - nearDistance_; if (interval > 0.0f && 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 = Clamp(relativePos.Length() - nearDistance_, 0.0f, interval); float attenuation = powf(1.0f - distance / interval, rolloffFactor_); float panning = relativePos.Normalized().x_; attenuation_ = attenuation; panning_ = panning; } else attenuation_ = 0.0f; } else attenuation_ = 0.0f; } }