SoundSource3D.cpp 3.5 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Audio.h"
  25. #include "Context.h"
  26. #include "Sound.h"
  27. #include "SoundSource3D.h"
  28. #include "XMLElement.h"
  29. #include "DebugNew.h"
  30. static const float DEFAULT_NEARDISTANCE = 0.0f;
  31. static const float DEFAULT_FARDISTANCE = 100.0f;
  32. static const float DEFAULT_ROLLOFF = 2.0f;
  33. static const float MIN_ROLLOFF = 0.1f;
  34. OBJECTTYPESTATIC(SoundSource3D);
  35. SoundSource3D::SoundSource3D(Context* context) :
  36. SoundSource(context),
  37. nearDistance_(DEFAULT_NEARDISTANCE),
  38. farDistance_(DEFAULT_FARDISTANCE),
  39. rolloffFactor_(DEFAULT_ROLLOFF)
  40. {
  41. // Start from zero volume until attenuation properly calculated
  42. attenuation_ = 0.0f;
  43. }
  44. void SoundSource3D::RegisterObject(Context* context)
  45. {
  46. context->RegisterFactory<SoundSource3D>();
  47. COPY_BASE_ATTRIBUTES(SoundSource3D, SoundSource);
  48. ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Near Distance", nearDistance_, DEFAULT_NEARDISTANCE, AM_DEFAULT);
  49. ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Far Distance", farDistance_, DEFAULT_FARDISTANCE, AM_DEFAULT);
  50. ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Rolloff Factor", rolloffFactor_, DEFAULT_ROLLOFF, AM_DEFAULT);
  51. }
  52. void SoundSource3D::Update(float timeStep)
  53. {
  54. CalculateAttenuation();
  55. SoundSource::Update(timeStep);
  56. }
  57. void SoundSource3D::SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor)
  58. {
  59. nearDistance_ = Max(nearDistance, 0.0f);
  60. farDistance_ = Max(farDistance, 0.0f);
  61. rolloffFactor_ = Max(rolloffFactor, MIN_ROLLOFF);
  62. }
  63. void SoundSource3D::SetFarDistance(float distance)
  64. {
  65. farDistance_ = Max(distance, 0.0f);
  66. }
  67. void SoundSource3D::SetNearDistance(float distance)
  68. {
  69. nearDistance_ = Max(distance, 0.0f);
  70. }
  71. void SoundSource3D::SetRolloffFactor(float factor)
  72. {
  73. rolloffFactor_ = Max(factor, MIN_ROLLOFF);
  74. }
  75. void SoundSource3D::CalculateAttenuation()
  76. {
  77. if (!audio_)
  78. return;
  79. float interval = farDistance_ - nearDistance_;
  80. if (interval > 0.0f)
  81. {
  82. Vector3 relativePos(audio_->GetListenerRotation().Inverse() * (GetWorldPosition() - audio_->GetListenerPosition()));
  83. float distance = Clamp(relativePos.Length() - nearDistance_, 0.0f, interval);
  84. float attenuation = powf(1.0f - distance / interval, rolloffFactor_);
  85. float panning = relativePos.Normalized().x_;
  86. attenuation_ = attenuation;
  87. panning_ = panning;
  88. }
  89. }