SoundSource3D.cpp 4.2 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Oorni
  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 "Node.h"
  27. #include "Sound.h"
  28. #include "SoundListener.h"
  29. #include "SoundSource3D.h"
  30. #include "DebugNew.h"
  31. namespace Urho3D
  32. {
  33. static const float DEFAULT_NEARDISTANCE = 0.0f;
  34. static const float DEFAULT_FARDISTANCE = 100.0f;
  35. static const float DEFAULT_ROLLOFF = 2.0f;
  36. static const float MIN_ROLLOFF = 0.1f;
  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>();
  50. COPY_BASE_ATTRIBUTES(SoundSource3D, SoundSource);
  51. ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Near Distance", nearDistance_, DEFAULT_NEARDISTANCE, AM_DEFAULT);
  52. ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Far Distance", farDistance_, DEFAULT_FARDISTANCE, AM_DEFAULT);
  53. ATTRIBUTE(SoundSource3D, VAR_FLOAT, "Rolloff Factor", rolloffFactor_, DEFAULT_ROLLOFF, AM_DEFAULT);
  54. }
  55. void SoundSource3D::Update(float timeStep)
  56. {
  57. CalculateAttenuation();
  58. SoundSource::Update(timeStep);
  59. }
  60. void SoundSource3D::SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor)
  61. {
  62. nearDistance_ = Max(nearDistance, 0.0f);
  63. farDistance_ = Max(farDistance, 0.0f);
  64. rolloffFactor_ = Max(rolloffFactor, MIN_ROLLOFF);
  65. MarkNetworkUpdate();
  66. }
  67. void SoundSource3D::SetFarDistance(float distance)
  68. {
  69. farDistance_ = Max(distance, 0.0f);
  70. MarkNetworkUpdate();
  71. }
  72. void SoundSource3D::SetNearDistance(float distance)
  73. {
  74. nearDistance_ = Max(distance, 0.0f);
  75. MarkNetworkUpdate();
  76. }
  77. void SoundSource3D::SetRolloffFactor(float factor)
  78. {
  79. rolloffFactor_ = Max(factor, MIN_ROLLOFF);
  80. MarkNetworkUpdate();
  81. }
  82. void SoundSource3D::CalculateAttenuation()
  83. {
  84. if (!audio_)
  85. return;
  86. float interval = farDistance_ - nearDistance_;
  87. if (interval > 0.0f && node_)
  88. {
  89. SoundListener* listener = audio_->GetListener();
  90. // Listener must either be sceneless or in the same scene, else attenuate sound to silence
  91. if (listener && listener->GetNode() && (!listener->GetScene() || listener->GetScene() == GetScene()))
  92. {
  93. Node* listenerNode = listener->GetNode();
  94. Vector3 relativePos(listenerNode->GetWorldRotation().Inverse() * (node_->GetWorldPosition() - listenerNode->GetWorldPosition()));
  95. float distance = Clamp(relativePos.Length() - nearDistance_, 0.0f, interval);
  96. float attenuation = powf(1.0f - distance / interval, rolloffFactor_);
  97. float panning = relativePos.Normalized().x_;
  98. attenuation_ = attenuation;
  99. panning_ = panning;
  100. }
  101. else
  102. attenuation_ = 0.0f;
  103. }
  104. else
  105. attenuation_ = 0.0f;
  106. }
  107. }