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291 lines
9.2 KiB
291 lines
9.2 KiB
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Data types used inside constraints for the purpose of playing sounds
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// during movement.
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//
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//=============================================================================//
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#ifndef PHYSCONSTRAINT_SOUNDS_H
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#define PHYSCONSTRAINT_SOUNDS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <mathlib/ssemath.h>
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#include "soundenvelope.h"
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/** \brief Class to store a sampled history of velocity for an object -- used for certain sound calculations
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Although this contains only one sample for now, it exists as an interface
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so as to make simpler the possibility of moving to a ring buffer
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implementation in the future.
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The "sample rate" variable is not nominal: it should be used to specify
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the ClientThink() interval.
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Be sure to use the beginSampling() function for the first sample, and
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addSample() thereafter: this will be relevant and necessary for a ring
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buffer implementation (which will have to perform certain initialization).
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*/
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class VelocitySampler
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{
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public:
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/*
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enum
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{
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HISTORY_DEPTH_LOG = 3, // < log-base-2 of the sampler's array depth
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HISTORY_DEPTH = (1 << VELOCITY_SAMPLER_HISTORY_DEPTH_LOG),
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};
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*/
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/// Return the internally stored sample rate.
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inline float getSampleRate()
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{
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return m_fIdealSampleRate;
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}
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/// Store off the first recorded sample for the given object.
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inline void BeginSampling(const Vector &relativeVelocity);
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/// Record a sample. Do this LAST, after calling hasReversed() et al.
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inline void AddSample(const Vector &relativeVelocity);
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/// Using the sample history, determine if the object has reversed direction
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/// with at least the given acceleration (in units/sec^2).
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int HasReversed(const Vector &relativeVelocity, const float thresholdAcceleration[], const unsigned short numThresholds);
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/// Call this in spawn(). (Not a constructor because those are difficult to use in entities.)
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void Initialize(float samplerate);
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/// A convenience function for extracting the linear velocity of one object relative to another.
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inline static Vector GetRelativeVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame);
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/// A convenience function for extracting the angular velocity of one object relative to another.
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inline static Vector GetRelativeAngularVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame);
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protected:
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Vector m_prevSample;
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float m_fPrevSampleTime;
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float m_fIdealSampleRate;
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};
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struct SimpleConstraintSoundProfile
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{
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// define the indices of the sound points:
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enum
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{
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kMIN_THRESHOLD, ///< below this no sound is played
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kMIN_FULL, ///< at this velocity sound is at its loudest
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kHIGHWATER, ///< high water mark for this enum
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} eKeypoints;
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float m_keyPoints[kHIGHWATER];
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/// Number of entries in the reversal sound array
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enum { kREVERSAL_SOUND_ARRAY_SIZE = 3 };
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/// Acceleration threshold for playing the hard-reverse sound. Divided into sections.
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/// Below the 0th threshold no sound will play.
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float m_reversalSoundThresholds[kREVERSAL_SOUND_ARRAY_SIZE];
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/// Get volume for given velocity [0..1]
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float GetVolume(float inVel);
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};
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float SimpleConstraintSoundProfile::GetVolume(float inVel)
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{
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// clamped lerp on 0-1
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if (inVel <= m_keyPoints[kMIN_THRESHOLD])
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{
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return 0;
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}
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else if (inVel >= m_keyPoints[kMIN_FULL])
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{
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return 1;
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}
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else // lerp...
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{
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return (inVel - m_keyPoints[kMIN_THRESHOLD])/(m_keyPoints[kMIN_FULL] - m_keyPoints[kMIN_THRESHOLD]);
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}
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}
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class CPhysConstraint;
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/** This class encapsulates the data and behavior necessary for a constraint to play sounds.
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For the moment I have no easy means of populating this from an entity's datadesc.
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You should explicitly fill out the fields with eg
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DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ),
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DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ),
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DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ),
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DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ),
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DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSound, FIELD_SOUNDNAME, "reversalsound" ),
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DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThreshold , FIELD_FLOAT, "reversalsoundthreshold" ),
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*/
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class ConstraintSoundInfo
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{
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public:
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// no ctor.
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// dtor
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~ConstraintSoundInfo();
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/// Call from the constraint's Activate()
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void OnActivate( CPhysConstraint *pOuter );
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/// Constraint should have a think function that calls this. It should pass in relative velocity
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/// between child and parent. (This need not be linear velocity; it may be angular.)
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void OnThink( CPhysConstraint *pOuter, const Vector &relativeVelocity );
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/// This is how often the think function should be run:
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inline float getThinkRate() const { return 0.09f; }
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/// Call this before the first call to OnThink()
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void StartThinking( CPhysConstraint *pOuter, const Vector &relativeVelocity, const Vector &forwardVector );
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/// Call this if you intend to stop calling OnThink():
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void StopThinking( CPhysConstraint *pOuter );
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/// Call from owner's Precache().
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void OnPrecache( CPhysConstraint *pOuter );
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VelocitySampler m_vSampler;
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SimpleConstraintSoundProfile m_soundProfile;
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Vector m_forwardAxis; ///< velocity in this direction is forward. The opposite direction is backward.
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string_t m_iszTravelSoundFwd,m_iszTravelSoundBack; // Path/filename of WAV file to play.
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CSoundPatch *m_pTravelSound;
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bool m_bPlayTravelSound;
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string_t m_iszReversalSounds[SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE]; // Path/filename of WAV files to play -- one per entry in threshold.
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// CSoundPatch *m_pReversalSound;
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bool m_bPlayReversalSound;
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protected:
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/// Maintain consistency of internal datastructures on start
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void ValidateInternals( CPhysConstraint *pOuter );
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/// Stop playing any active sounds.
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void DeleteAllSounds();
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};
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/////////////// INLINE FUNCTIONS
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/// compute the relative velocity between an object and its parent. Just a convenience.
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Vector VelocitySampler::GetRelativeVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame )
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{
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Vector childVelocity, parentVelocity;
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pObj->GetImplicitVelocity( &childVelocity, NULL );
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pReferenceFrame->GetImplicitVelocity(&parentVelocity, NULL);
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return (childVelocity - parentVelocity);
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}
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Vector VelocitySampler::GetRelativeAngularVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame )
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{
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Assert(pObj);
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if ( pReferenceFrame )
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{
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Vector childVelocityLocal, parentVelocityLocal, childVelocityWorld, parentVelocityWorld;
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pObj->GetImplicitVelocity( NULL, &childVelocityLocal );
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pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal );
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pReferenceFrame->GetImplicitVelocity( NULL, &parentVelocityLocal );
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pObj->LocalToWorldVector( &parentVelocityWorld, parentVelocityLocal );
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return (childVelocityWorld - parentVelocityWorld);
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}
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else
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{
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Vector childVelocityLocal, childVelocityWorld;
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pObj->GetImplicitVelocity( NULL, &childVelocityLocal );
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pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal );
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return (childVelocityWorld);
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}
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}
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/************************************************************************/
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// This function is nominal -- it's here as an interface because in the
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// future there will need to be special initialization for the first entry
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// in a ring buffer. (I made a test implementation of this, then reverted it
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// later; this is not an arbitrary assumption.)
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/************************************************************************/
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/// Store off the first recorded sample for the given object.
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void VelocitySampler::BeginSampling(const Vector &relativeVelocity)
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{
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return AddSample(relativeVelocity);
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}
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// Record a sample for the given object
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void VelocitySampler::AddSample(const Vector &relativeVelocity)
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{
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m_prevSample = relativeVelocity;
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m_fPrevSampleTime = gpGlobals->curtime;
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}
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/* // abandoned -- too complicated, no way to set from keyfields
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#pragma warning(push)
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#pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless struct/union
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/// Stores information used for playing sounds based on
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/// constraint movement
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class ConstraintSoundProfile
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{
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public:
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/// Defines a point in the sound profile: volume and pitch for the sound to play.
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/// Implicit crossfading between two sounds. Used to map velocity to a sound profile.
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struct SoundInfoTuple
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{
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float minVelocity;
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union {
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struct{
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float volume1,pitch1; //< volume and pitch of sound 1
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float volume2,pitch2; //< volume and pitch of sound 2
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};
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fltx4 m_as4;
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};
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inline SoundInfoTuple(float _minVelocity, float _volume1, float _pitch1, float _volume2, float _pitch2) :
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minVelocity(_minVelocity), volume1(_volume1), pitch1(_pitch1), volume2(_volume2), pitch2(_pitch2)
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{}
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};
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ConstraintSoundProfile(const SoundInfoTuple *soundTable, unsigned int tableSize)
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: m_pSoundInfos(soundTable), m_numSoundInfos(tableSize)
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{}
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protected:
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/// A table of sound info structs
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const SoundInfoTuple * const m_pSoundInfos;
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/// Size of the table
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const unsigned int m_numSoundInfos;
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};
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static ConstraintSoundProfile::SoundInfoTuple CSDebugProfileTable[] =
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{
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ConstraintSoundProfile::SoundInfoTuple(12,0,0,0,0),
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ConstraintSoundProfile::SoundInfoTuple(24,0,0,0,0),
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};
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#pragma warning(pop)
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*/
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#endif
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