SoundSource3D.cpp 4.4 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Audio.h"
  24. #include "Context.h"
  25. #include "Node.h"
  26. #include "Sound.h"
  27. #include "SoundListener.h"
  28. #include "SoundSource3D.h"
  29. #include "DebugNew.h"
  30. namespace Urho3D
  31. {
  32. static const float DEFAULT_NEARDISTANCE = 0.0f;
  33. static const float DEFAULT_FARDISTANCE = 100.0f;
  34. static const float DEFAULT_ROLLOFF = 2.0f;
  35. static const float MIN_ROLLOFF = 0.1f;
  36. extern const char* AUDIO_CATEGORY;
  37. OBJECTTYPESTATIC(SoundSource3D);
  38. SoundSource3D::SoundSource3D(Context* context) :
  39. SoundSource(context),
  40. nearDistance_(DEFAULT_NEARDISTANCE),
  41. farDistance_(DEFAULT_FARDISTANCE),
  42. rolloffFactor_(DEFAULT_ROLLOFF)
  43. {
  44. // Start from zero volume until attenuation properly calculated
  45. attenuation_ = 0.0f;
  46. }
  47. void SoundSource3D::RegisterObject(Context* context)
  48. {
  49. context->RegisterFactory<SoundSource3D>(AUDIO_CATEGORY);
  50. COPY_BASE_ATTRIBUTES(SoundSource3D, SoundSource);
  51. // Remove Attenuation and Panning as attribute as they are constantly being updated
  52. REMOVE_ATTRIBUTE(SoundSource3D, "Attenuation");
  53. REMOVE_ATTRIBUTE(SoundSource3D, "Panning");
  54. ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Near Distance", nearDistance_, DEFAULT_NEARDISTANCE, AM_DEFAULT);
  55. ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Far Distance", farDistance_, DEFAULT_FARDISTANCE, AM_DEFAULT);
  56. ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Rolloff Factor", rolloffFactor_, DEFAULT_ROLLOFF, AM_DEFAULT);
  57. }
  58. void SoundSource3D::Update(float timeStep)
  59. {
  60. CalculateAttenuation();
  61. SoundSource::Update(timeStep);
  62. }
  63. void SoundSource3D::SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor)
  64. {
  65. nearDistance_ = Max(nearDistance, 0.0f);
  66. farDistance_ = Max(farDistance, 0.0f);
  67. rolloffFactor_ = Max(rolloffFactor, MIN_ROLLOFF);
  68. MarkNetworkUpdate();
  69. }
  70. void SoundSource3D::SetFarDistance(float distance)
  71. {
  72. farDistance_ = Max(distance, 0.0f);
  73. MarkNetworkUpdate();
  74. }
  75. void SoundSource3D::SetNearDistance(float distance)
  76. {
  77. nearDistance_ = Max(distance, 0.0f);
  78. MarkNetworkUpdate();
  79. }
  80. void SoundSource3D::SetRolloffFactor(float factor)
  81. {
  82. rolloffFactor_ = Max(factor, MIN_ROLLOFF);
  83. MarkNetworkUpdate();
  84. }
  85. void SoundSource3D::CalculateAttenuation()
  86. {
  87. if (!audio_)
  88. return;
  89. float interval = farDistance_ - nearDistance_;
  90. if (interval > 0.0f && node_)
  91. {
  92. SoundListener* listener = audio_->GetListener();
  93. // Listener must either be sceneless or in the same scene, else attenuate sound to silence
  94. if (listener && listener->IsEnabledEffective() && (!listener->GetScene() || listener->GetScene() == GetScene()))
  95. {
  96. Node* listenerNode = listener->GetNode();
  97. Vector3 relativePos(listenerNode->GetWorldRotation().Inverse() * (node_->GetWorldPosition() - listenerNode->GetWorldPosition()));
  98. float distance = Clamp(relativePos.Length() - nearDistance_, 0.0f, interval);
  99. float attenuation = powf(1.0f - distance / interval, rolloffFactor_);
  100. float panning = relativePos.Normalized().x_;
  101. attenuation_ = attenuation;
  102. panning_ = panning;
  103. }
  104. else
  105. attenuation_ = 0.0f;
  106. }
  107. else
  108. attenuation_ = 0.0f;
  109. }
  110. }