mirror of
https://github.com/XProger/OpenLara.git
synced 2025-04-22 03:51:58 +02:00
parent
7e22dbe6bb
commit
4c99970b9d
10
src/level.h
10
src/level.h
@ -195,7 +195,7 @@ struct Level : IGame {
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if (!stream) return;
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Level *level = (Level*)userData;
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level->sndSoundtrack = Sound::play(stream, vec3(0.0f), 0.01f, 1.0f, 0);
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level->sndSoundtrack = Sound::play(stream, vec3(0.0f), 0.01f, 1.0f, Sound::MUSIC);
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if (level->sndSoundtrack)
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level->sndSoundtrack->setVolume(1.0f, 0.2f);
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}
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@ -385,7 +385,7 @@ struct Level : IGame {
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// init sounds
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//sndSoundtrack = Sound::play(Sound::openWAD("05_Lara's_Themes.wav"), vec3(0.0f), 1, 1, Sound::Flags::LOOP);
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sndUnderwater = lara->playSound(TR::SND_UNDERWATER, vec3(0.0f), Sound::LOOP);
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sndUnderwater = lara->playSound(TR::SND_UNDERWATER, vec3(0.0f), Sound::LOOP | Sound::MUSIC);
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if (sndUnderwater)
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sndUnderwater->volume = sndUnderwater->volumeTarget = 0.0f;
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@ -790,7 +790,11 @@ struct Level : IGame {
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if (entity.type == TR::Entity::CRYSTAL)
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type = Shader::MIRROR;
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setRoomParams(roomIndex, type, 1.0f, intensityf(lum), controller->specular, 1.0f, isModel ? !mesh->models[entity.modelIndex - 1].opaque : true);
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if (type == Shader::SPRITE) {
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float alpha = (entity.type == TR::Entity::SMOKE || entity.type == TR::Entity::WATER_SPLASH) ? 0.75f : 1.0f;
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setRoomParams(roomIndex, type, 0.5f, intensityf(lum), controller->specular, alpha, isModel ? !mesh->models[entity.modelIndex - 1].opaque : true);
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} else
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setRoomParams(roomIndex, type, 1.0f, intensityf(lum), controller->specular, 1.0f, isModel ? !mesh->models[entity.modelIndex - 1].opaque : true);
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if (isModel) { // model
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vec3 pos = controller->getPos();
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@ -107,7 +107,7 @@
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<input type="button" value="Browse Level" onclick="document.getElementById('browseFile').click();" /> (.PHD, .PSX)
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<p style="margin:8px">
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OpenLara on <a target="_blank" href="https://github.com/XProger/OpenLara">github</a> & <a target="_blank" href="https://www.facebook.com/OpenLaraTR">facebook</a><br>
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<br><i>last update: 11.09.2017</i><br>
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<br><i>last update: 12.09.2017</i><br>
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</p>
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</span>
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90
src/sound.h
90
src/sound.h
@ -28,11 +28,15 @@ namespace Sound {
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short L, R;
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};
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namespace Filter {
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#define MAX_FDN 32
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#define MAX_DELAY 2048
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struct FrameHI {
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int L, R;
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};
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static const short FDN[MAX_FDN] = {281,331,373,419,461,503,547,593,641,683,727,769,811,853,907,953,997,1039,1087,1129,1171,1213,1259,1301,1361,1409,1451,1493,1543,1597,1657,1699};
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namespace Filter {
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#define MAX_FDN 16
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#define MAX_DELAY 1024
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static const short FDN[MAX_FDN] = {281,331,373,419,461,503,547,593,641,683,727,769,811,853,907,953};
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struct Delay {
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int index;
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@ -82,7 +86,7 @@ namespace Sound {
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void setRoomSize(const vec3 &size) {
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float S = (size.x * size.z + size.x * size.y + size.z * size.y) * 2;
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float V = size.x * size.y * size.z;
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float f = 0.07f; // brick absorption
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float f = 0.1f; // absorption factor
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float rt60 = 0.161f * (V / (S * f));
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float k = -10.0f / (44100.0f * rt60);
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@ -92,22 +96,23 @@ namespace Sound {
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}
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};
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void process(Frame *frames, int count) {
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void process(FrameHI *frames, int count) {
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float buffer[MAX_FDN];
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for (int i = 0; i < count; i++) {
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Frame &frame = frames[i];
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float L = float(frame.L);
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float R = float(frame.R);
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FrameHI &frame = frames[i];
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float L = frame.L * (1.0f / 32768.0f);
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float R = frame.R * (1.0f / 32768.0f);
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float in = (L + R) * 0.5f;
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float out = 0.0f;
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// apply delay & absorption filters
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for (int j = 0; j < MAX_FDN; j++) {
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buffer[j] = in + output[j];
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buffer[j] = df[j].process(buffer[j], FDN[j]);
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buffer[j] = af[j].process(buffer[j], absCoeff[j][0], absCoeff[j][1]);
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out += buffer[j] * (2.0f / MAX_FDN);
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float k = in + output[j];
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k = df[j].process(k, FDN[j]);
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k = af[j].process(k, absCoeff[j][0], absCoeff[j][1]);
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out += k * (2.0f / MAX_FDN);
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buffer[j] = k;
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}
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// apply pan
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@ -117,8 +122,8 @@ namespace Sound {
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R += buffer[j] * panCoeff[j][1];
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}
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frame.L = clamp(int(L), -32768, 32767);
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frame.R = clamp(int(R), -32768, 32767);
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frame.L = int(L * 32768.0f);
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frame.R = int(R * 32768.0f);
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}
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}
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};
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@ -400,7 +405,6 @@ namespace Sound {
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struct Listener {
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mat4 matrix;
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// vec3 velocity;
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} listener;
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enum Flags {
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@ -410,12 +414,12 @@ namespace Sound {
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REPLAY = 8,
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SYNC = 16,
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STATIC = 32,
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MUSIC = 64,
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};
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struct Sample {
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Decoder *decoder;
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vec3 pos;
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vec3 velocity;
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float volume;
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float volumeTarget;
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float volumeDelta;
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@ -560,11 +564,15 @@ namespace Sound {
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typedef void (Callback)(Sample *channel);
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Callback *callback;
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FrameHI *result;
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Frame *buffer;
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Filter::Reverberation reverb;
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void init() {
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channelsCount = 0;
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callback = NULL;
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buffer = NULL;
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result = NULL;
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#ifdef DECODE_MP3
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mp3_decode_init();
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#endif
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@ -576,27 +584,18 @@ namespace Sound {
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#ifdef DECODE_MP3
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mp3_decode_free();
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#endif
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delete[] buffer;
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delete[] result;
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}
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void fill(Frame *frames, int count) {
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if (!channelsCount) {
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memset(frames, 0, sizeof(frames[0]) * count);
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if (Core::settings.audio.reverb)
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reverb.process(frames, count);
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return;
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}
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struct FrameHI {
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int L, R;
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};
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FrameHI *result = new FrameHI[count];
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memset(result, 0, sizeof(FrameHI) * count);
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void renderChannels(FrameHI *result, int count, bool music) {
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int bufSize = count + count / 2;
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Frame *buffer = new Frame[bufSize]; // + 50% for pitch
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if (!buffer) buffer = new Frame[bufSize]; // + 50% for pitch
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for (int i = 0; i < channelsCount; i++) {
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if (music != ((channels[i]->flags & MUSIC) != 0))
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continue;
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if (channels[i]->flags & STATIC) {
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vec3 d = channels[i]->pos - listener.matrix.getPos();
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if (fabsf(d.x) > SND_FADEOFF_DIST || fabsf(d.y) > SND_FADEOFF_DIST || fabsf(d.z) > SND_FADEOFF_DIST)
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@ -625,18 +624,31 @@ namespace Sound {
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}
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}
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}
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}
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void fill(Frame *frames, int count) {
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if (!channelsCount) {
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memset(frames, 0, sizeof(frames[0]) * count);
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//if (Core::settings.audio.reverb)
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// reverb.process(frames, count);
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return;
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}
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if (!result) result = new FrameHI[count];
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memset(result, 0, sizeof(FrameHI) * count);
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renderChannels(result, count, false);
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if (Core::settings.audio.reverb)
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reverb.process(result, count);
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renderChannels(result, count, true);
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for (int i = 0; i < count; i++) {
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frames[i].L = clamp(result[i].L, -32768, 32767);
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frames[i].R = clamp(result[i].R, -32768, 32767);
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}
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if (Core::settings.audio.reverb)
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reverb.process(frames, count);
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delete[] buffer;
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delete[] result;
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for (int i = 0; i < channelsCount; i++)
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if (!channels[i]->isPlaying) {
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if (callback) callback(channels[i]);
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@ -68,13 +68,6 @@ struct Sprite : Controller {
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virtual void render(Frustum *frustum, MeshBuilder *mesh, Shader::Type type, bool caustics) {
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Core::setBlending(bmAlpha);
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TR::Entity::Type eType = getEntity().type;
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if (eType == TR::Entity::SMOKE || eType == TR::Entity::WATER_SPLASH)
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Core::active.shader->setParam(uMaterial, vec4(0.5f, 1.0f, 0.0f, 0.75f));
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else
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Core::active.shader->setParam(uMaterial, vec4(0.5f, 1.0f, 0.0f, 1.0f));
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Core::active.shader->setParam(uBasis, Basis(Core::mViewInv.getRot(), pos));
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mesh->renderSprite(-(getEntity().modelIndex + 1), frame);
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Core::setBlending(bmNone);
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