mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
292 lines
9.2 KiB
C++
292 lines
9.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Data types used inside constraints for the purpose of playing sounds
|
|
// during movement.
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef PHYSCONSTRAINT_SOUNDS_H
|
|
#define PHYSCONSTRAINT_SOUNDS_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
#include <mathlib/ssemath.h>
|
|
#include "soundenvelope.h"
|
|
|
|
|
|
/** \brief Class to store a sampled history of velocity for an object -- used for certain sound calculations
|
|
|
|
Although this contains only one sample for now, it exists as an interface
|
|
so as to make simpler the possibility of moving to a ring buffer
|
|
implementation in the future.
|
|
|
|
The "sample rate" variable is not nominal: it should be used to specify
|
|
the ClientThink() interval.
|
|
|
|
Be sure to use the beginSampling() function for the first sample, and
|
|
addSample() thereafter: this will be relevant and necessary for a ring
|
|
buffer implementation (which will have to perform certain initialization).
|
|
*/
|
|
class VelocitySampler
|
|
{
|
|
public:
|
|
/*
|
|
enum
|
|
{
|
|
HISTORY_DEPTH_LOG = 3, // < log-base-2 of the sampler's array depth
|
|
HISTORY_DEPTH = (1 << VELOCITY_SAMPLER_HISTORY_DEPTH_LOG),
|
|
};
|
|
*/
|
|
|
|
/// Return the internally stored sample rate.
|
|
inline float getSampleRate()
|
|
{
|
|
return m_fIdealSampleRate;
|
|
}
|
|
|
|
|
|
/// Store off the first recorded sample for the given object.
|
|
inline void BeginSampling(const Vector &relativeVelocity);
|
|
|
|
/// Record a sample. Do this LAST, after calling hasReversed() et al.
|
|
inline void AddSample(const Vector &relativeVelocity);
|
|
|
|
/// Using the sample history, determine if the object has reversed direction
|
|
/// with at least the given acceleration (in units/sec^2).
|
|
int HasReversed(const Vector &relativeVelocity, const float thresholdAcceleration[], const unsigned short numThresholds);
|
|
|
|
/// Call this in spawn(). (Not a constructor because those are difficult to use in entities.)
|
|
void Initialize(float samplerate);
|
|
|
|
|
|
/// A convenience function for extracting the linear velocity of one object relative to another.
|
|
inline static Vector GetRelativeVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame);
|
|
|
|
/// A convenience function for extracting the angular velocity of one object relative to another.
|
|
inline static Vector GetRelativeAngularVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame);
|
|
|
|
|
|
protected:
|
|
Vector m_prevSample;
|
|
float m_fPrevSampleTime;
|
|
|
|
float m_fIdealSampleRate;
|
|
|
|
};
|
|
|
|
struct SimpleConstraintSoundProfile
|
|
{
|
|
// define the indices of the sound points:
|
|
enum
|
|
{
|
|
kMIN_THRESHOLD, ///< below this no sound is played
|
|
kMIN_FULL, ///< at this velocity sound is at its loudest
|
|
|
|
kHIGHWATER, ///< high water mark for this enum
|
|
} eKeypoints;
|
|
|
|
float m_keyPoints[kHIGHWATER];
|
|
|
|
/// Number of entries in the reversal sound array
|
|
enum { kREVERSAL_SOUND_ARRAY_SIZE = 3 };
|
|
|
|
/// Acceleration threshold for playing the hard-reverse sound. Divided into sections.
|
|
/// Below the 0th threshold no sound will play.
|
|
float m_reversalSoundThresholds[kREVERSAL_SOUND_ARRAY_SIZE];
|
|
|
|
/// Get volume for given velocity [0..1]
|
|
float GetVolume(float inVel);
|
|
};
|
|
|
|
float SimpleConstraintSoundProfile::GetVolume(float inVel)
|
|
{
|
|
// clamped lerp on 0-1
|
|
if (inVel <= m_keyPoints[kMIN_THRESHOLD])
|
|
{
|
|
return 0;
|
|
}
|
|
else if (inVel >= m_keyPoints[kMIN_FULL])
|
|
{
|
|
return 1;
|
|
}
|
|
else // lerp...
|
|
{
|
|
return (inVel - m_keyPoints[kMIN_THRESHOLD])/(m_keyPoints[kMIN_FULL] - m_keyPoints[kMIN_THRESHOLD]);
|
|
}
|
|
}
|
|
|
|
class CPhysConstraint;
|
|
/** This class encapsulates the data and behavior necessary for a constraint to play sounds.
|
|
|
|
For the moment I have no easy means of populating this from an entity's datadesc.
|
|
You should explicitly fill out the fields with eg
|
|
|
|
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ),
|
|
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ),
|
|
DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ),
|
|
DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ),
|
|
DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSound, FIELD_SOUNDNAME, "reversalsound" ),
|
|
DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThreshold , FIELD_FLOAT, "reversalsoundthreshold" ),
|
|
|
|
*/
|
|
class ConstraintSoundInfo
|
|
{
|
|
public:
|
|
// no ctor.
|
|
// dtor
|
|
~ConstraintSoundInfo();
|
|
|
|
/// Call from the constraint's Activate()
|
|
void OnActivate( CPhysConstraint *pOuter );
|
|
|
|
/// Constraint should have a think function that calls this. It should pass in relative velocity
|
|
/// between child and parent. (This need not be linear velocity; it may be angular.)
|
|
void OnThink( CPhysConstraint *pOuter, const Vector &relativeVelocity );
|
|
|
|
/// This is how often the think function should be run:
|
|
inline float getThinkRate() const { return 0.09f; }
|
|
|
|
/// Call this before the first call to OnThink()
|
|
void StartThinking( CPhysConstraint *pOuter, const Vector &relativeVelocity, const Vector &forwardVector );
|
|
|
|
/// Call this if you intend to stop calling OnThink():
|
|
void StopThinking( CPhysConstraint *pOuter );
|
|
|
|
/// Call from owner's Precache().
|
|
void OnPrecache( CPhysConstraint *pOuter );
|
|
|
|
|
|
VelocitySampler m_vSampler;
|
|
SimpleConstraintSoundProfile m_soundProfile;
|
|
|
|
Vector m_forwardAxis; ///< velocity in this direction is forward. The opposite direction is backward.
|
|
|
|
string_t m_iszTravelSoundFwd,m_iszTravelSoundBack; // Path/filename of WAV file to play.
|
|
CSoundPatch *m_pTravelSound;
|
|
bool m_bPlayTravelSound;
|
|
|
|
string_t m_iszReversalSounds[SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE]; // Path/filename of WAV files to play -- one per entry in threshold.
|
|
// CSoundPatch *m_pReversalSound;
|
|
bool m_bPlayReversalSound;
|
|
|
|
protected:
|
|
/// Maintain consistency of internal datastructures on start
|
|
void ValidateInternals( CPhysConstraint *pOuter );
|
|
|
|
/// Stop playing any active sounds.
|
|
void DeleteAllSounds();
|
|
};
|
|
|
|
|
|
/////////////// INLINE FUNCTIONS
|
|
|
|
|
|
/// compute the relative velocity between an object and its parent. Just a convenience.
|
|
Vector VelocitySampler::GetRelativeVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame )
|
|
{
|
|
Vector childVelocity, parentVelocity;
|
|
pObj->GetImplicitVelocity( &childVelocity, NULL );
|
|
pReferenceFrame->GetImplicitVelocity(&parentVelocity, NULL);
|
|
|
|
return (childVelocity - parentVelocity);
|
|
}
|
|
|
|
|
|
Vector VelocitySampler::GetRelativeAngularVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame )
|
|
{
|
|
Assert(pObj);
|
|
|
|
if ( pReferenceFrame )
|
|
{
|
|
Vector childVelocityLocal, parentVelocityLocal, childVelocityWorld, parentVelocityWorld;
|
|
pObj->GetImplicitVelocity( NULL, &childVelocityLocal );
|
|
pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal );
|
|
pReferenceFrame->GetImplicitVelocity( NULL, &parentVelocityLocal );
|
|
pObj->LocalToWorldVector( &parentVelocityWorld, parentVelocityLocal );
|
|
|
|
return (childVelocityWorld - parentVelocityWorld);
|
|
}
|
|
else
|
|
{
|
|
Vector childVelocityLocal, childVelocityWorld;
|
|
pObj->GetImplicitVelocity( NULL, &childVelocityLocal );
|
|
pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal );
|
|
|
|
return (childVelocityWorld);
|
|
}
|
|
}
|
|
|
|
/************************************************************************/
|
|
// This function is nominal -- it's here as an interface because in the
|
|
// future there will need to be special initialization for the first entry
|
|
// in a ring buffer. (I made a test implementation of this, then reverted it
|
|
// later; this is not an arbitrary assumption.)
|
|
/************************************************************************/
|
|
/// Store off the first recorded sample for the given object.
|
|
void VelocitySampler::BeginSampling(const Vector &relativeVelocity)
|
|
{
|
|
return AddSample(relativeVelocity);
|
|
}
|
|
|
|
// Record a sample for the given object
|
|
void VelocitySampler::AddSample(const Vector &relativeVelocity)
|
|
{
|
|
m_prevSample = relativeVelocity;
|
|
m_fPrevSampleTime = gpGlobals->curtime;
|
|
}
|
|
|
|
|
|
|
|
/* // abandoned -- too complicated, no way to set from keyfields
|
|
#pragma warning(push)
|
|
#pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless struct/union
|
|
/// Stores information used for playing sounds based on
|
|
/// constraint movement
|
|
class ConstraintSoundProfile
|
|
{
|
|
public:
|
|
/// Defines a point in the sound profile: volume and pitch for the sound to play.
|
|
/// Implicit crossfading between two sounds. Used to map velocity to a sound profile.
|
|
struct SoundInfoTuple
|
|
{
|
|
float minVelocity;
|
|
union {
|
|
struct{
|
|
float volume1,pitch1; //< volume and pitch of sound 1
|
|
float volume2,pitch2; //< volume and pitch of sound 2
|
|
};
|
|
fltx4 m_as4;
|
|
};
|
|
|
|
inline SoundInfoTuple(float _minVelocity, float _volume1, float _pitch1, float _volume2, float _pitch2) :
|
|
minVelocity(_minVelocity), volume1(_volume1), pitch1(_pitch1), volume2(_volume2), pitch2(_pitch2)
|
|
{}
|
|
};
|
|
|
|
ConstraintSoundProfile(const SoundInfoTuple *soundTable, unsigned int tableSize)
|
|
: m_pSoundInfos(soundTable), m_numSoundInfos(tableSize)
|
|
{}
|
|
|
|
|
|
protected:
|
|
|
|
/// A table of sound info structs
|
|
const SoundInfoTuple * const m_pSoundInfos;
|
|
/// Size of the table
|
|
const unsigned int m_numSoundInfos;
|
|
};
|
|
|
|
static ConstraintSoundProfile::SoundInfoTuple CSDebugProfileTable[] =
|
|
{
|
|
ConstraintSoundProfile::SoundInfoTuple(12,0,0,0,0),
|
|
ConstraintSoundProfile::SoundInfoTuple(24,0,0,0,0),
|
|
|
|
};
|
|
#pragma warning(pop)
|
|
*/
|
|
|
|
|
|
#endif
|