Files
MinecraftConsoles/Minecraft.Client/Common/Audio/SoundEngine.cpp
2026-03-01 14:33:30 -05:00

1669 lines
47 KiB
C++

#include "stdafx.h"
#include "SoundEngine.h"
#include "..\Consoles_App.h"
#include "..\..\MultiplayerLocalPlayer.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.level.h"
#include "..\..\Minecraft.World\leveldata.h"
#include "..\..\Minecraft.World\mth.h"
#include "..\..\TexturePackRepository.h"
#include "..\..\DLCTexturePack.h"
#include "Common\DLC\DLCAudioFile.h"
#ifdef __PSVITA__
#include <audioout.h>
#endif
#ifdef _WINDOWS64
#include "..\..\Minecraft.Client\Windows64\Windows64_App.h"
#include "..\..\Minecraft.Client\Windows64\Miles\include\imssapi.h"
#endif
#ifdef __ORBIS__
#include <audioout.h>
//#define __DISABLE_MILES__ // MGH disabled for now as it crashes if we call sceNpMatching2Initialize
#endif
// take out Orbis until they are done
#if defined _XBOX
SoundEngine::SoundEngine() {}
void SoundEngine::init(Options *pOptions)
{
}
void SoundEngine::tick(shared_ptr<Mob> *players, float a)
{
}
void SoundEngine::destroy() {}
void SoundEngine::play(int iSound, float x, float y, float z, float volume, float pitch)
{
app.DebugPrintf("PlaySound - %d\n",iSound);
}
void SoundEngine::playStreaming(const wstring& name, float x, float y , float z, float volume, float pitch, bool bMusicDelay) {}
void SoundEngine::playUI(int iSound, float volume, float pitch) {}
void SoundEngine::updateMusicVolume(float fVal) {}
void SoundEngine::updateSoundEffectVolume(float fVal) {}
void SoundEngine::add(const wstring& name, File *file) {}
void SoundEngine::addMusic(const wstring& name, File *file) {}
void SoundEngine::addStreaming(const wstring& name, File *file) {}
char *SoundEngine::ConvertSoundPathToName(const wstring& name, bool bConvertSpaces) { return NULL; }
bool SoundEngine::isStreamingWavebankReady() { return true; }
void SoundEngine::playMusicTick() {};
#else
#ifdef _WINDOWS64
char SoundEngine::m_szSoundPath[]={"Windows64Media\\Sound\\"};
char SoundEngine::m_szMusicPath[]={"music\\"};
char SoundEngine::m_szRedistName[]={"redist64"};
#elif defined _DURANGO
char SoundEngine::m_szSoundPath[]={"Sound\\"};
char SoundEngine::m_szMusicPath[]={"music\\"};
char SoundEngine::m_szRedistName[]={"redist64"};
#elif defined __ORBIS__
#ifdef _CONTENT_PACKAGE
char SoundEngine::m_szSoundPath[]={"Sound/"};
#elif defined _ART_BUILD
char SoundEngine::m_szSoundPath[]={"Sound/"};
#else
// just use the host Durango folder for the sound. In the content package, we'll have moved this in the .gp4 file
char SoundEngine::m_szSoundPath[]={"Durango/Sound/"};
#endif
char SoundEngine::m_szMusicPath[]={"music/"};
char SoundEngine::m_szRedistName[]={"redist64"};
#elif defined __PSVITA__
char SoundEngine::m_szSoundPath[]={"PSVita/Sound/"};
char SoundEngine::m_szMusicPath[]={"music/"};
char SoundEngine::m_szRedistName[]={"redist"};
#elif defined __PS3__
//extern const char* getPS3HomePath();
char SoundEngine::m_szSoundPath[]={"PS3/Sound/"};
char SoundEngine::m_szMusicPath[]={"music/"};
char SoundEngine::m_szRedistName[]={"redist"};
#define USE_SPURS
#ifdef USE_SPURS
#include <cell/spurs.h>
#else
#include <sys/spu_image.h>
#endif
#endif
F32 AILCALLBACK custom_falloff_function (HSAMPLE S,
F32 distance,
F32 rolloff_factor,
F32 min_dist,
F32 max_dist);
char *SoundEngine::m_szStreamFileA[eStream_Max]=
{
"calm1",
"calm2",
"calm3",
"hal1",
"hal2",
"hal3",
"hal4",
"nuance1",
"nuance2",
#ifndef _XBOX
// add the new music tracks
"creative1",
"creative2",
"creative3",
"creative4",
"creative5",
"creative6",
"menu1",
"menu2",
"menu3",
"menu4",
#endif
"piano1",
"piano2",
"piano3",
// Nether
"nether1",
"nether2",
"nether3",
"nether4",
// The End
"the_end_dragon_alive",
"the_end_end",
// CDs
"11",
"13",
"blocks",
"cat",
"chirp",
"far",
"mall",
"mellohi",
"stal",
"strad",
"ward",
"where_are_we_now"
};
/////////////////////////////////////////////
//
// ErrorCallback
//
/////////////////////////////////////////////
void AILCALL ErrorCallback(S64 i_Id, char const* i_Details)
{
char *pchLastError=AIL_last_error();
if(pchLastError[0]!=0)
{
app.DebugPrintf("\rErrorCallback Error Category: %s\n", pchLastError);
}
if (i_Details)
{
app.DebugPrintf("ErrorCallback - Details: %s\n", i_Details);
}
}
#ifdef __PSVITA__
// AP - this is the callback when the driver is about to mix. At this point the mutex is locked by Miles so we can now call all Miles functions without
// the possibility of incurring a stall.
static bool SoundEngine_Change = false; // has tick been called?
static CRITICAL_SECTION SoundEngine_MixerMutex;
void AILCALL MilesMixerCB(HDIGDRIVER dig)
{
// has the tick function been called since the last callback
if( SoundEngine_Change )
{
SoundEngine_Change = false;
EnterCriticalSection(&SoundEngine_MixerMutex);
Minecraft *pMinecraft = Minecraft::GetInstance();
pMinecraft->soundEngine->updateMiles();
pMinecraft->soundEngine->playMusicUpdate();
LeaveCriticalSection(&SoundEngine_MixerMutex);
}
}
#endif
/////////////////////////////////////////////
//
// init
//
/////////////////////////////////////////////
void SoundEngine::init(Options *pOptions)
{
app.DebugPrintf("---SoundEngine::init\n");
#ifdef __DISABLE_MILES__
return;
#endif
#ifdef __ORBIS__
C4JThread::PushAffinityAllCores();
#endif
#if defined _DURANGO || defined __ORBIS__ || defined __PS3__ || defined __PSVITA__
Register_RIB(BinkADec);
#endif
char *redistpath;
#if (defined _WINDOWS64 || defined __PSVITA__)// || defined _DURANGO || defined __ORBIS__ )
redistpath=AIL_set_redist_directory(m_szRedistName);
#endif
app.DebugPrintf("---SoundEngine::init - AIL_startup\n");
S32 ret = AIL_startup();
int iNumberOfChannels=initAudioHardware(8);
// Create a driver to render our audio - 44khz, 16 bit,
#ifdef __PS3__
// On the Sony PS3, the driver is always opened in 48 kHz, 32-bit floating point. The only meaningful configurations are MSS_MC_STEREO, MSS_MC_51_DISCRETE, and MSS_MC_71_DISCRETE.
m_hDriver = AIL_open_digital_driver( 48000, 16, iNumberOfChannels, AIL_OPEN_DIGITAL_USE_SPU0 );
#elif defined __PSVITA__
// maximum of 16 samples
AIL_set_preference(DIG_MIXER_CHANNELS, 16);
m_hDriver = AIL_open_digital_driver( 48000, 16, MSS_MC_STEREO, 0 );
// AP - For some reason the submit thread defaults to a priority of zero (invalid). Make sure it has the highest priority to avoid audio breakup.
SceUID threadID;
AIL_platform_property( m_hDriver, PSP2_SUBMIT_THREAD, &threadID, 0, 0);
S32 g_DefaultCPU = sceKernelGetThreadCpuAffinityMask(threadID);
S32 Old = sceKernelChangeThreadPriority(threadID, 64);
// AP - register a callback when the mixer starts
AILMIXERCB temp = AIL_register_mix_callback(m_hDriver, MilesMixerCB);
InitializeCriticalSection(&SoundEngine_MixerMutex);
#elif defined(__ORBIS__)
m_hDriver = AIL_open_digital_driver( 48000, 16, 2, 0 );
app.DebugPrintf("---SoundEngine::init - AIL_open_digital_driver\n");
#else
m_hDriver = AIL_open_digital_driver(44100, 16, MSS_MC_USE_SYSTEM_CONFIG, 0);
#endif
if (m_hDriver == 0)
{
app.DebugPrintf("Couldn't open digital sound driver. (%s)\n", AIL_last_error());
AIL_shutdown();
#ifdef __ORBIS__
C4JThread::PopAffinity();
#endif
return;
}
app.DebugPrintf("---SoundEngine::init - driver opened\n");
#ifdef __PSVITA__
// set high falloff power for maximum spatial effect in software mode
AIL_set_speaker_configuration( m_hDriver, 0, 0, 4.0F );
#endif
AIL_set_event_error_callback(ErrorCallback);
AIL_set_3D_rolloff_factor(m_hDriver,1.0);
// Create an event system tied to that driver - let Miles choose memory defaults.
//if (AIL_startup_event_system(m_hDriver, 0, 0, 0) == 0)
// 4J-PB - Durango complains that the default memory (64k)isn't enough
// Error: MilesEvent: Out of event system memory (pool passed to event system startup exhausted).
// AP - increased command buffer from the default 5K to 20K for Vita
if (AIL_startup_event_system(m_hDriver, 1024*20, 0, 1024*128) == 0)
{
app.DebugPrintf("Couldn't init event system (%s).\n", AIL_last_error());
AIL_close_digital_driver(m_hDriver);
AIL_shutdown();
#ifdef __ORBIS__
C4JThread::PopAffinity();
#endif
app.DebugPrintf("---SoundEngine::init - AIL_startup_event_system failed\n");
return;
}
char szBankName[255];
#if defined __PS3__
if(app.GetBootedFromDiscPatch())
{
char szTempSoundFilename[255];
sprintf(szTempSoundFilename,"%s%s",m_szSoundPath, "Minecraft.msscmp" );
app.DebugPrintf("SoundEngine::playMusicUpdate - (booted from disc patch) looking for %s\n",szTempSoundFilename);
sprintf(szBankName,"%s/%s",app.GetBDUsrDirPath(szTempSoundFilename), m_szSoundPath );
app.DebugPrintf("SoundEngine::playMusicUpdate - (booted from disc patch) music path - %s\n",szBankName);
}
else
{
sprintf(szBankName,"%s/%s",getUsrDirPath(), m_szSoundPath );
}
#elif defined __PSVITA__
sprintf(szBankName,"%s/%s",getUsrDirPath(), m_szSoundPath );
#elif defined __ORBIS__
sprintf(szBankName,"%s/%s",getUsrDirPath(), m_szSoundPath );
#else
strcpy((char *)szBankName,m_szSoundPath);
#endif
strcat((char *)szBankName,"Minecraft.msscmp");
m_hBank=AIL_add_soundbank(szBankName, 0);
if(m_hBank == NULL)
{
char *Error=AIL_last_error();
app.DebugPrintf("Couldn't open soundbank: %s (%s)\n", szBankName, Error);
AIL_close_digital_driver(m_hDriver);
AIL_shutdown();
#ifdef __ORBIS__
C4JThread::PopAffinity();
#endif
return;
}
//#ifdef _DEBUG
HMSSENUM token = MSS_FIRST;
char const* Events[1] = {0};
S32 EventCount = 0;
while (AIL_enumerate_events(m_hBank, &token, 0, &Events[0]))
{
app.DebugPrintf(4,"%d - %s\n", EventCount, Events[0]);
EventCount++;
}
//#endif
U64 u64Result;
u64Result=AIL_enqueue_event_by_name("Minecraft/CacheSounds");
m_MasterMusicVolume=1.0f;
m_MasterEffectsVolume=1.0f;
//AIL_set_variable_float(0,"UserEffectVol",1);
m_bSystemMusicPlaying = false;
m_openStreamThread = NULL;
#ifdef __ORBIS__
C4JThread::PopAffinity();
#endif
#ifdef __PSVITA__
// AP - By default the mixer won't start up and nothing will process. Kick off a blank sample to force the mixer to start up.
HSAMPLE Sample = AIL_allocate_sample_handle(m_hDriver);
AIL_init_sample(Sample, DIG_F_STEREO_16);
static U64 silence = 0;
AIL_set_sample_address(Sample, &silence, sizeof(U64));
AIL_start_sample(Sample);
// wait for 1 mix...
AIL_release_sample_handle(Sample);
#endif
}
#ifdef __ORBIS__
// void SoundEngine::SetHandle(int32_t hAudio)
// {
// //m_hAudio=hAudio;
// }
#endif
void SoundEngine::SetStreamingSounds(int iOverworldMin, int iOverWorldMax, int iNetherMin, int iNetherMax, int iEndMin, int iEndMax, int iCD1)
{
m_iStream_Overworld_Min=iOverworldMin;
m_iStream_Overworld_Max=iOverWorldMax;
m_iStream_Nether_Min=iNetherMin;
m_iStream_Nether_Max=iNetherMax;
m_iStream_End_Min=iEndMin;
m_iStream_End_Max=iEndMax;
m_iStream_CD_1=iCD1;
// array to monitor recently played tracks
if(m_bHeardTrackA)
{
delete [] m_bHeardTrackA;
}
m_bHeardTrackA = new bool[iEndMax+1];
memset(m_bHeardTrackA,0,sizeof(bool)*iEndMax+1);
}
// AP - moved to a separate function so it can be called from the mixer callback on Vita
void SoundEngine::updateMiles()
{
#ifdef __PSVITA__
//CD - We must check for Background Music [BGM] at any point
//If it's playing disable our audio, otherwise enable
int NoBGMPlaying = sceAudioOutGetAdopt(SCE_AUDIO_OUT_PORT_TYPE_BGM);
updateSystemMusicPlaying( !NoBGMPlaying );
#elif defined __ORBIS__
// is the system playing background music?
SceAudioOutPortState outPortState;
sceAudioOutGetPortState(m_hBGMAudio,&outPortState);
updateSystemMusicPlaying( outPortState.output==SCE_AUDIO_OUT_STATE_OUTPUT_UNKNOWN );
#endif
if( m_validListenerCount == 1 )
{
for( int i = 0; i < MAX_LOCAL_PLAYERS; i++ )
{
// set the listener as the first player we find
if( m_ListenerA[i].bValid )
{
AIL_set_listener_3D_position(m_hDriver,m_ListenerA[i].vPosition.x,m_ListenerA[i].vPosition.y,-m_ListenerA[i].vPosition.z); // Flipped sign of z as Miles is expecting left handed coord system
AIL_set_listener_3D_orientation(m_hDriver,-m_ListenerA[i].vOrientFront.x,m_ListenerA[i].vOrientFront.y,m_ListenerA[i].vOrientFront.z,0,1,0); // Flipped sign of z as Miles is expecting left handed coord system
break;
}
}
}
else
{
// 4J-PB - special case for splitscreen
// the shortest distance between any listener and a sound will be used to play a sound a set distance away down the z axis.
// The listener position will be set to 0,0,0, and the orientation will be facing down the z axis
AIL_set_listener_3D_position(m_hDriver,0,0,0);
AIL_set_listener_3D_orientation(m_hDriver,0,0,1,0,1,0);
}
AIL_begin_event_queue_processing();
// Iterate over the sounds
S32 StartedCount = 0, CompletedCount = 0, TotalCount = 0;
HMSSENUM token = MSS_FIRST;
MILESEVENTSOUNDINFO SoundInfo;
int Playing = 0;
while (AIL_enumerate_sound_instances(0, &token, 0, 0, 0, &SoundInfo))
{
AUDIO_INFO* game_data= (AUDIO_INFO*)( SoundInfo.UserBuffer );
if( SoundInfo.Status == MILESEVENT_SOUND_STATUS_PLAYING )
{
Playing += 1;
}
if ( SoundInfo.Status != MILESEVENT_SOUND_STATUS_COMPLETE )
{
// apply the master volume
// watch for the 'special' volume levels
bool isThunder = false;
if( game_data->volume == 10000.0f )
{
isThunder = true;
}
if(game_data->volume>1)
{
game_data->volume=1;
}
AIL_set_sample_volume_levels( SoundInfo.Sample, game_data->volume*m_MasterEffectsVolume, game_data->volume*m_MasterEffectsVolume);
float distanceScaler = 16.0f;
switch(SoundInfo.Status)
{
case MILESEVENT_SOUND_STATUS_PENDING:
// 4J-PB - causes the falloff to be calculated on the PPU instead of the SPU, and seems to resolve our distorted sound issue
AIL_register_falloff_function_callback(SoundInfo.Sample,&custom_falloff_function);
if(game_data->bIs3D)
{
AIL_set_sample_is_3D( SoundInfo.Sample, 1 );
int iSound = game_data->iSound - eSFX_MAX;
switch(iSound)
{
// Is this the Dragon?
case eSoundType_MOB_ENDERDRAGON_GROWL:
case eSoundType_MOB_ENDERDRAGON_MOVE:
case eSoundType_MOB_ENDERDRAGON_END:
case eSoundType_MOB_ENDERDRAGON_HIT:
distanceScaler=100.0f;
break;
case eSoundType_MOB_GHAST_MOAN:
case eSoundType_MOB_GHAST_SCREAM:
case eSoundType_MOB_GHAST_DEATH:
case eSoundType_MOB_GHAST_CHARGE:
case eSoundType_MOB_GHAST_FIREBALL:
distanceScaler=30.0f;
break;
}
// Set a special distance scaler for thunder, which we respond to by having no attenutation
if( isThunder )
{
distanceScaler = 10000.0f;
}
}
else
{
AIL_set_sample_is_3D( SoundInfo.Sample, 0 );
}
AIL_set_sample_3D_distances(SoundInfo.Sample,distanceScaler,1,0);
// set the pitch
if(!game_data->bUseSoundsPitchVal)
{
AIL_set_sample_playback_rate_factor(SoundInfo.Sample,game_data->pitch);
}
if(game_data->bIs3D)
{
if(m_validListenerCount>1)
{
float fClosest=10000.0f;
int iClosestListener=0;
float fClosestX=0.0f,fClosestY=0.0f,fClosestZ=0.0f,fDist;
// need to calculate the distance from the sound to the nearest listener - use Manhattan Distance as the decision
for( int i = 0; i < MAX_LOCAL_PLAYERS; i++ )
{
if( m_ListenerA[i].bValid )
{
float x,y,z;
x=fabs(m_ListenerA[i].vPosition.x-game_data->x);
y=fabs(m_ListenerA[i].vPosition.y-game_data->y);
z=fabs(m_ListenerA[i].vPosition.z-game_data->z);
fDist=x+y+z;
if(fDist<fClosest)
{
fClosest=fDist;
fClosestX=x;
fClosestY=y;
fClosestZ=z;
iClosestListener=i;
}
}
}
// our distances in the world aren't very big, so floats rather than casts to doubles should be fine
fDist=sqrtf((fClosestX*fClosestX)+(fClosestY*fClosestY)+(fClosestZ*fClosestZ));
AIL_set_sample_3D_position( SoundInfo.Sample, 0, 0, fDist );
//app.DebugPrintf("Playing sound %d %f from nearest listener [%d]\n",SoundInfo.EventID,fDist,iClosestListener);
}
else
{
AIL_set_sample_3D_position( SoundInfo.Sample, game_data->x, game_data->y, -game_data->z ); // Flipped sign of z as Miles is expecting left handed coord system
}
}
break;
default:
if(game_data->bIs3D)
{
if(m_validListenerCount>1)
{
float fClosest=10000.0f;
int iClosestListener=0;
float fClosestX=0.0f,fClosestY=0.0f,fClosestZ=0.0f,fDist;
// need to calculate the distance from the sound to the nearest listener - use Manhattan Distance as the decision
for( int i = 0; i < MAX_LOCAL_PLAYERS; i++ )
{
if( m_ListenerA[i].bValid )
{
float x,y,z;
x=fabs(m_ListenerA[i].vPosition.x-game_data->x);
y=fabs(m_ListenerA[i].vPosition.y-game_data->y);
z=fabs(m_ListenerA[i].vPosition.z-game_data->z);
fDist=x+y+z;
if(fDist<fClosest)
{
fClosest=fDist;
fClosestX=x;
fClosestY=y;
fClosestZ=z;
iClosestListener=i;
}
}
}
// our distances in the world aren't very big, so floats rather than casts to doubles should be fine
fDist=sqrtf((fClosestX*fClosestX)+(fClosestY*fClosestY)+(fClosestZ*fClosestZ));
AIL_set_sample_3D_position( SoundInfo.Sample, 0, 0, fDist );
//app.DebugPrintf("Playing sound %d %f from nearest listener [%d]\n",SoundInfo.EventID,fDist,iClosestListener);
}
else
{
AIL_set_sample_3D_position( SoundInfo.Sample, game_data->x, game_data->y, -game_data->z ); // Flipped sign of z as Miles is expecting left handed coord system
}
}
break;
}
}
}
AIL_complete_event_queue_processing();
}
//#define DISTORTION_TEST
#ifdef DISTORTION_TEST
static float fVal=0.0f;
#endif
/////////////////////////////////////////////
//
// tick
//
/////////////////////////////////////////////
#ifdef __PSVITA__
static S32 running = AIL_ms_count();
#endif
void SoundEngine::tick(shared_ptr<Mob> *players, float a)
{
#ifdef __DISABLE_MILES__
return;
#endif
#ifdef __PSVITA__
EnterCriticalSection(&SoundEngine_MixerMutex);
#endif
// update the listener positions
int listenerCount = 0;
#ifdef DISTORTION_TEST
float fX,fY,fZ;
#endif
if( players )
{
bool bListenerPostionSet=false;
for( int i = 0; i < MAX_LOCAL_PLAYERS; i++ )
{
if( players[i] != NULL )
{
m_ListenerA[i].bValid=true;
F32 x,y,z;
x=players[i]->xo + (players[i]->x - players[i]->xo) * a;
y=players[i]->yo + (players[i]->y - players[i]->yo) * a;
z=players[i]->zo + (players[i]->z - players[i]->zo) * a;
float yRot = players[i]->yRotO + (players[i]->yRot - players[i]->yRotO) * a;
float yCos = (float)cos(-yRot * Mth::RAD_TO_GRAD - PI);
float ySin = (float)sin(-yRot * Mth::RAD_TO_GRAD - PI);
// store the listener positions for splitscreen
m_ListenerA[i].vPosition.x = x;
m_ListenerA[i].vPosition.y = y;
m_ListenerA[i].vPosition.z = z;
m_ListenerA[i].vOrientFront.x = ySin;
m_ListenerA[i].vOrientFront.y = 0;
m_ListenerA[i].vOrientFront.z = yCos;
listenerCount++;
}
else
{
m_ListenerA[i].bValid=false;
}
}
}
// If there were no valid players set, make up a default listener
if( listenerCount == 0 )
{
m_ListenerA[0].vPosition.x = 0;
m_ListenerA[0].vPosition.y = 0;
m_ListenerA[0].vPosition.z = 0;
m_ListenerA[0].vOrientFront.x = 0;
m_ListenerA[0].vOrientFront.y = 0;
m_ListenerA[0].vOrientFront.z = 1.0f;
listenerCount++;
}
m_validListenerCount = listenerCount;
#ifdef __PSVITA__
// AP - Show that a change has occurred so we know to update the values at the next Mixer callback
SoundEngine_Change = true;
LeaveCriticalSection(&SoundEngine_MixerMutex);
#else
updateMiles();
#endif
}
/////////////////////////////////////////////
//
// SoundEngine
//
/////////////////////////////////////////////
SoundEngine::SoundEngine()
{
random = new Random();
m_hStream=0;
m_StreamState=eMusicStreamState_Idle;
m_iMusicDelay=0;
m_validListenerCount=0;
m_bHeardTrackA=NULL;
// Start the streaming music playing some music from the overworld
SetStreamingSounds(eStream_Overworld_Calm1,eStream_Overworld_piano3,
eStream_Nether1,eStream_Nether4,
eStream_end_dragon,eStream_end_end,
eStream_CD_1);
m_musicID=getMusicID(LevelData::DIMENSION_OVERWORLD);
m_StreamingAudioInfo.bIs3D=false;
m_StreamingAudioInfo.x=0;
m_StreamingAudioInfo.y=0;
m_StreamingAudioInfo.z=0;
m_StreamingAudioInfo.volume=1;
m_StreamingAudioInfo.pitch=1;
memset(CurrentSoundsPlaying,0,sizeof(int)*(eSoundType_MAX+eSFX_MAX));
memset(m_ListenerA,0,sizeof(AUDIO_LISTENER)*XUSER_MAX_COUNT);
#ifdef __ORBIS__
m_hBGMAudio=GetAudioBGMHandle();
#endif
}
void SoundEngine::destroy() {}
#ifdef _DEBUG
void SoundEngine::GetSoundName(char *szSoundName,int iSound)
{
strcpy((char *)szSoundName,"Minecraft/");
wstring name = wchSoundNames[iSound];
char *SoundName = (char *)ConvertSoundPathToName(name);
strcat((char *)szSoundName,SoundName);
}
#endif
/////////////////////////////////////////////
//
// play
//
/////////////////////////////////////////////
void SoundEngine::play(int iSound, float x, float y, float z, float volume, float pitch)
{
U8 szSoundName[256];
if(iSound==-1)
{
app.DebugPrintf(6,"PlaySound with sound of -1 !!!!!!!!!!!!!!!\n");
return;
}
// AP removed old counting system. Now relying on Miles' Play Count Limit
/* // if we are already playing loads of this sounds ignore this one
if(CurrentSoundsPlaying[iSound+eSFX_MAX]>MAX_SAME_SOUNDS_PLAYING)
{
// wstring name = wchSoundNames[iSound];
// char *SoundName = (char *)ConvertSoundPathToName(name);
// app.DebugPrintf("Too many %s sounds playing!\n",SoundName);
return;
}*/
//if (iSound != eSoundType_MOB_IRONGOLEM_WALK) return;
// build the name
strcpy((char *)szSoundName,"Minecraft/");
#ifdef DISTORTION_TEST
wstring name = wchSoundNames[eSoundType_MOB_ENDERDRAGON_GROWL];
#else
wstring name = wchSoundNames[iSound];
#endif
char *SoundName = (char *)ConvertSoundPathToName(name);
strcat((char *)szSoundName,SoundName);
// app.DebugPrintf(6,"PlaySound - %d - %s - %s (%f %f %f, vol %f, pitch %f)\n",iSound, SoundName, szSoundName,x,y,z,volume,pitch);
AUDIO_INFO AudioInfo;
AudioInfo.x=x;
AudioInfo.y=y;
AudioInfo.z=z;
AudioInfo.volume=volume;
AudioInfo.pitch=pitch;
AudioInfo.bIs3D=true;
AudioInfo.bUseSoundsPitchVal=false;
AudioInfo.iSound=iSound+eSFX_MAX;
#ifdef _DEBUG
strncpy(AudioInfo.chName,(char *)szSoundName,64);
#endif
S32 token = AIL_enqueue_event_start();
AIL_enqueue_event_buffer(&token, &AudioInfo, sizeof(AUDIO_INFO), 0);
AIL_enqueue_event_end_named(token, (char *)szSoundName);
}
/////////////////////////////////////////////
//
// playUI
//
/////////////////////////////////////////////
void SoundEngine::playUI(int iSound, float volume, float pitch)
{
U8 szSoundName[256];
wstring name;
// we have some game sounds played as UI sounds...
// Not the best way to do this, but it seems to only be the portal sounds
if(iSound>=eSFX_MAX)
{
// AP removed old counting system. Now relying on Miles' Play Count Limit
/* // if we are already playing loads of this sounds ignore this one
if(CurrentSoundsPlaying[iSound+eSFX_MAX]>MAX_SAME_SOUNDS_PLAYING) return;*/
// build the name
strcpy((char *)szSoundName,"Minecraft/");
name = wchSoundNames[iSound];
}
else
{
// AP removed old counting system. Now relying on Miles' Play Count Limit
/* // if we are already playing loads of this sounds ignore this one
if(CurrentSoundsPlaying[iSound]>MAX_SAME_SOUNDS_PLAYING) return;*/
// build the name
strcpy((char *)szSoundName,"Minecraft/UI/");
name = wchUISoundNames[iSound];
}
char *SoundName = (char *)ConvertSoundPathToName(name);
strcat((char *)szSoundName,SoundName);
// app.DebugPrintf("UI: Playing %s, volume %f, pitch %f\n",SoundName,volume,pitch);
//app.DebugPrintf("PlaySound - %d - %s\n",iSound, SoundName);
AUDIO_INFO AudioInfo;
memset(&AudioInfo,0,sizeof(AUDIO_INFO));
AudioInfo.volume=volume; // will be multiplied by the master volume
AudioInfo.pitch=pitch;
AudioInfo.bUseSoundsPitchVal=true;
if(iSound>=eSFX_MAX)
{
AudioInfo.iSound=iSound+eSFX_MAX;
}
else
{
AudioInfo.iSound=iSound;
}
#ifdef _DEBUG
strncpy(AudioInfo.chName,(char *)szSoundName,64);
#endif
// 4J-PB - not going to stop UI events happening based on the number of currently playing sounds
S32 token = AIL_enqueue_event_start();
AIL_enqueue_event_buffer(&token, &AudioInfo, sizeof(AUDIO_INFO), 0);
AIL_enqueue_event_end_named(token, (char *)szSoundName);
}
/////////////////////////////////////////////
//
// playStreaming
//
/////////////////////////////////////////////
void SoundEngine::playStreaming(const wstring& name, float x, float y , float z, float volume, float pitch, bool bMusicDelay)
{
// This function doesn't actually play a streaming sound, just sets states and an id for the music tick to play it
// Level audio will be played when a play with an empty name comes in
// CD audio will be played when a named stream comes in
m_StreamingAudioInfo.x=x;
m_StreamingAudioInfo.y=y;
m_StreamingAudioInfo.z=z;
m_StreamingAudioInfo.volume=volume;
m_StreamingAudioInfo.pitch=pitch;
if(m_StreamState==eMusicStreamState_Playing)
{
m_StreamState=eMusicStreamState_Stop;
}
else if(m_StreamState==eMusicStreamState_Opening)
{
m_StreamState=eMusicStreamState_OpeningCancel;
}
if(name.empty())
{
// music, or stop CD
m_StreamingAudioInfo.bIs3D=false;
// we need a music id
// random delay of up to 3 minutes for music
m_iMusicDelay = random->nextInt(20 * 60 * 3);//random->nextInt(20 * 60 * 10) + 20 * 60 * 10;
#ifdef _DEBUG
m_iMusicDelay=0;
#endif
Minecraft *pMinecraft=Minecraft::GetInstance();
bool playerInEnd=false;
bool playerInNether=false;
for(unsigned int i=0;i<MAX_LOCAL_PLAYERS;i++)
{
if(pMinecraft->localplayers[i]!=NULL)
{
if(pMinecraft->localplayers[i]->dimension==LevelData::DIMENSION_END)
{
playerInEnd=true;
}
else if(pMinecraft->localplayers[i]->dimension==LevelData::DIMENSION_NETHER)
{
playerInNether=true;
}
}
}
if(playerInEnd)
{
m_musicID = getMusicID(LevelData::DIMENSION_END);
}
else if(playerInNether)
{
m_musicID = getMusicID(LevelData::DIMENSION_NETHER);
}
else
{
m_musicID = getMusicID(LevelData::DIMENSION_OVERWORLD);
}
}
else
{
// jukebox
m_StreamingAudioInfo.bIs3D=true;
m_musicID=getMusicID(name);
m_iMusicDelay=0;
}
}
int SoundEngine::GetRandomishTrack(int iStart,int iEnd)
{
// 4J-PB - make it more likely that we'll get a track we've not heard for a while, although repeating tracks sometimes is fine
// if all tracks have been heard, clear the flags
bool bAllTracksHeard=true;
int iVal=iStart;
for(int i=iStart;i<=iEnd;i++)
{
if(m_bHeardTrackA[i]==false)
{
bAllTracksHeard=false;
app.DebugPrintf("Not heard all tracks yet\n");
break;
}
}
if(bAllTracksHeard)
{
app.DebugPrintf("Heard all tracks - resetting the tracking array\n");
for(int i=iStart;i<=iEnd;i++)
{
m_bHeardTrackA[i]=false;
}
}
// trying to get a track we haven't heard, but not too hard
for(int i=0;i<=((iEnd-iStart)/2);i++)
{
// random->nextInt(1) will always return 0
iVal=random->nextInt((iEnd-iStart)+1)+iStart;
if(m_bHeardTrackA[iVal]==false)
{
// not heard this
app.DebugPrintf("(%d) Not heard track %d yet, so playing it now\n",i,iVal);
m_bHeardTrackA[iVal]=true;
break;
}
else
{
app.DebugPrintf("(%d) Skipping track %d already heard it recently\n",i,iVal);
}
}
app.DebugPrintf("Select track %d\n",iVal);
return iVal;
}
/////////////////////////////////////////////
//
// getMusicID
//
/////////////////////////////////////////////
int SoundEngine::getMusicID(int iDomain)
{
int iRandomVal=0;
Minecraft *pMinecraft=Minecraft::GetInstance();
// Before the game has started?
if(pMinecraft==NULL)
{
// any track from the overworld
return GetRandomishTrack(m_iStream_Overworld_Min,m_iStream_Overworld_Max);
}
if(pMinecraft->skins->isUsingDefaultSkin())
{
switch(iDomain)
{
case LevelData::DIMENSION_END:
// the end isn't random - it has different music depending on whether the dragon is alive or not, but we've not added the dead dragon music yet
return m_iStream_End_Min;
case LevelData::DIMENSION_NETHER:
return GetRandomishTrack(m_iStream_Nether_Min,m_iStream_Nether_Max);
//return m_iStream_Nether_Min + random->nextInt(m_iStream_Nether_Max-m_iStream_Nether_Min);
default: //overworld
//return m_iStream_Overworld_Min + random->nextInt(m_iStream_Overworld_Max-m_iStream_Overworld_Min);
return GetRandomishTrack(m_iStream_Overworld_Min,m_iStream_Overworld_Max);
}
}
else
{
// using a texture pack - may have multiple End music tracks
switch(iDomain)
{
case LevelData::DIMENSION_END:
return GetRandomishTrack(m_iStream_End_Min,m_iStream_End_Max);
case LevelData::DIMENSION_NETHER:
//return m_iStream_Nether_Min + random->nextInt(m_iStream_Nether_Max-m_iStream_Nether_Min);
return GetRandomishTrack(m_iStream_Nether_Min,m_iStream_Nether_Max);
default: //overworld
//return m_iStream_Overworld_Min + random->nextInt(m_iStream_Overworld_Max-m_iStream_Overworld_Min);
return GetRandomishTrack(m_iStream_Overworld_Min,m_iStream_Overworld_Max);
}
}
}
/////////////////////////////////////////////
//
// getMusicID
//
/////////////////////////////////////////////
// check what the CD is
int SoundEngine::getMusicID(const wstring& name)
{
int iCD=0;
char *SoundName = (char *)ConvertSoundPathToName(name,true);
// 4J-PB - these will always be the game cds, so use the m_szStreamFileA for this
for(int i=0;i<12;i++)
{
if(strcmp(SoundName,m_szStreamFileA[i+eStream_CD_1])==0)
{
iCD=i;
break;
}
}
// adjust for cd start position on normal or mash-up pack
return iCD+m_iStream_CD_1;
}
/////////////////////////////////////////////
//
// getMasterMusicVolume
//
/////////////////////////////////////////////
float SoundEngine::getMasterMusicVolume()
{
if( m_bSystemMusicPlaying )
{
return 0.0f;
}
else
{
return m_MasterMusicVolume;
}
}
/////////////////////////////////////////////
//
// updateMusicVolume
//
/////////////////////////////////////////////
void SoundEngine::updateMusicVolume(float fVal)
{
m_MasterMusicVolume=fVal;
}
/////////////////////////////////////////////
//
// updateSystemMusicPlaying
//
/////////////////////////////////////////////
void SoundEngine::updateSystemMusicPlaying(bool isPlaying)
{
m_bSystemMusicPlaying = isPlaying;
}
/////////////////////////////////////////////
//
// updateSoundEffectVolume
//
/////////////////////////////////////////////
void SoundEngine::updateSoundEffectVolume(float fVal)
{
m_MasterEffectsVolume=fVal;
//AIL_set_variable_float(0,"UserEffectVol",fVal);
}
void SoundEngine::add(const wstring& name, File *file) {}
void SoundEngine::addMusic(const wstring& name, File *file) {}
void SoundEngine::addStreaming(const wstring& name, File *file) {}
bool SoundEngine::isStreamingWavebankReady() { return true; }
int SoundEngine::OpenStreamThreadProc( void* lpParameter )
{
#ifdef __DISABLE_MILES__
return 0;
#endif
SoundEngine *soundEngine = (SoundEngine *)lpParameter;
soundEngine->m_hStream = AIL_open_stream(soundEngine->m_hDriver,soundEngine->m_szStreamName,0);
return 0;
}
/////////////////////////////////////////////
//
// playMusicTick
//
/////////////////////////////////////////////
void SoundEngine::playMusicTick()
{
// AP - vita will update the music during the mixer callback
#ifndef __PSVITA__
playMusicUpdate();
#endif
}
// AP - moved to a separate function so it can be called from the mixer callback on Vita
void SoundEngine::playMusicUpdate()
{
//return;
static bool firstCall = true;
static float fMusicVol = 0.0f;
if( firstCall )
{
fMusicVol = getMasterMusicVolume();
firstCall = false;
}
switch(m_StreamState)
{
case eMusicStreamState_Idle:
// start a stream playing
if (m_iMusicDelay > 0)
{
m_iMusicDelay--;
return;
}
if(m_musicID!=-1)
{
// start playing it
#if ( defined __PS3__ || defined __PSVITA__ || defined __ORBIS__ )
#ifdef __PS3__
// 4J-PB - Need to check if we are a patched BD build
if(app.GetBootedFromDiscPatch())
{
sprintf(m_szStreamName,"%s/%s",app.GetBDUsrDirPath(m_szMusicPath), m_szMusicPath );
app.DebugPrintf("SoundEngine::playMusicUpdate - (booted from disc patch) music path - %s",m_szStreamName);
}
else
{
sprintf(m_szStreamName,"%s/%s",getUsrDirPath(), m_szMusicPath );
}
#else
sprintf(m_szStreamName,"%s/%s",getUsrDirPath(), m_szMusicPath );
#endif
#else
strcpy((char *)m_szStreamName,m_szMusicPath);
#endif
// are we using a mash-up pack?
//if(pMinecraft && !pMinecraft->skins->isUsingDefaultSkin() && pMinecraft->skins->getSelected()->hasAudio())
if(Minecraft::GetInstance()->skins->getSelected()->hasAudio())
{
// It's a mash-up - need to use the DLC path for the music
TexturePack *pTexPack=Minecraft::GetInstance()->skins->getSelected();
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)pTexPack;
DLCPack *pack = pDLCTexPack->getDLCInfoParentPack();
DLCAudioFile *dlcAudioFile = (DLCAudioFile *) pack->getFile(DLCManager::e_DLCType_Audio, 0);
app.DebugPrintf("Mashup pack \n");
// build the name
// if the music ID is beyond the end of the texture pack music files, then it's a CD
if(m_musicID<m_iStream_CD_1)
{
SetIsPlayingStreamingGameMusic(true);
SetIsPlayingStreamingCDMusic(false);
m_MusicType=eMusicType_Game;
m_StreamingAudioInfo.bIs3D=false;
#ifdef _XBOX_ONE
wstring &wstrSoundName=dlcAudioFile->GetSoundName(m_musicID);
wstring wstrFile=L"TPACK:\\Data\\" + wstrSoundName +L".binka";
std::wstring mountedPath = StorageManager.GetMountedPath(wstrFile);
wcstombs(m_szStreamName,mountedPath.c_str(),255);
#else
wstring &wstrSoundName=dlcAudioFile->GetSoundName(m_musicID);
char szName[255];
wcstombs(szName,wstrSoundName.c_str(),255);
string strFile="TPACK:\\Data\\" + string(szName) + ".binka";
std::string mountedPath = StorageManager.GetMountedPath(strFile);
strcpy(m_szStreamName,mountedPath.c_str());
#endif
}
else
{
SetIsPlayingStreamingGameMusic(false);
SetIsPlayingStreamingCDMusic(true);
m_MusicType=eMusicType_CD;
m_StreamingAudioInfo.bIs3D=true;
// Need to adjust to index into the cds in the game's m_szStreamFileA
strcat((char *)m_szStreamName,"cds/");
strcat((char *)m_szStreamName,m_szStreamFileA[m_musicID-m_iStream_CD_1+eStream_CD_1]);
strcat((char *)m_szStreamName,".binka");
}
}
else
{
// 4J-PB - if this is a PS3 disc patch, we have to check if the music file is in the patch data
#ifdef __PS3__
if(app.GetBootedFromDiscPatch() && (m_musicID<m_iStream_CD_1))
{
// rebuild the path for the music
strcpy((char *)m_szStreamName,m_szMusicPath);
strcat((char *)m_szStreamName,"music/");
strcat((char *)m_szStreamName,m_szStreamFileA[m_musicID]);
strcat((char *)m_szStreamName,".binka");
// check if this is in the patch data
sprintf(m_szStreamName,"%s/%s",app.GetBDUsrDirPath(m_szStreamName), m_szMusicPath );
strcat((char *)m_szStreamName,"music/");
strcat((char *)m_szStreamName,m_szStreamFileA[m_musicID]);
strcat((char *)m_szStreamName,".binka");
SetIsPlayingStreamingGameMusic(true);
SetIsPlayingStreamingCDMusic(false);
m_MusicType=eMusicType_Game;
m_StreamingAudioInfo.bIs3D=false;
}
else if(m_musicID<m_iStream_CD_1)
{
SetIsPlayingStreamingGameMusic(true);
SetIsPlayingStreamingCDMusic(false);
m_MusicType=eMusicType_Game;
m_StreamingAudioInfo.bIs3D=false;
// build the name
strcat((char *)m_szStreamName,"music/");
strcat((char *)m_szStreamName,m_szStreamFileA[m_musicID]);
strcat((char *)m_szStreamName,".binka");
}
else
{
SetIsPlayingStreamingGameMusic(false);
SetIsPlayingStreamingCDMusic(true);
m_MusicType=eMusicType_CD;
m_StreamingAudioInfo.bIs3D=true;
// build the name
strcat((char *)m_szStreamName,"cds/");
strcat((char *)m_szStreamName,m_szStreamFileA[m_musicID]);
strcat((char *)m_szStreamName,".binka");
}
#else
if(m_musicID<m_iStream_CD_1)
{
SetIsPlayingStreamingGameMusic(true);
SetIsPlayingStreamingCDMusic(false);
m_MusicType=eMusicType_Game;
m_StreamingAudioInfo.bIs3D=false;
// build the name
strcat((char *)m_szStreamName,"music/");
}
else
{
SetIsPlayingStreamingGameMusic(false);
SetIsPlayingStreamingCDMusic(true);
m_MusicType=eMusicType_CD;
m_StreamingAudioInfo.bIs3D=true;
// build the name
strcat((char *)m_szStreamName,"cds/");
}
strcat((char *)m_szStreamName,m_szStreamFileA[m_musicID]);
strcat((char *)m_szStreamName,".binka");
#endif
}
// wstring name = m_szStreamFileA[m_musicID];
// char *SoundName = (char *)ConvertSoundPathToName(name);
// strcat((char *)szStreamName,SoundName);
app.DebugPrintf("Starting streaming - %s\n",m_szStreamName);
// Don't actually open in this thread, as it can block for ~300ms.
m_openStreamThread = new C4JThread(OpenStreamThreadProc, this, "OpenStreamThreadProc");
m_openStreamThread->Run();
m_StreamState = eMusicStreamState_Opening;
}
break;
case eMusicStreamState_Opening:
// If the open stream thread is complete, then we are ready to proceed to actually playing
if( !m_openStreamThread->isRunning() )
{
delete m_openStreamThread;
m_openStreamThread = NULL;
HSAMPLE hSample = AIL_stream_sample_handle( m_hStream);
// 4J-PB - causes the falloff to be calculated on the PPU instead of the SPU, and seems to resolve our distorted sound issue
AIL_register_falloff_function_callback(hSample,&custom_falloff_function);
if(m_StreamingAudioInfo.bIs3D)
{
AIL_set_sample_3D_distances(hSample,64.0f,1,0); // Larger distance scaler for music discs
if(m_validListenerCount>1)
{
float fClosest=10000.0f;
int iClosestListener=0;
float fClosestX=0.0f,fClosestY=0.0f,fClosestZ=0.0f,fDist;
// need to calculate the distance from the sound to the nearest listener - use Manhattan Distance as the decision
for( int i = 0; i < MAX_LOCAL_PLAYERS; i++ )
{
if( m_ListenerA[i].bValid )
{
float x,y,z;
x=fabs(m_ListenerA[i].vPosition.x-m_StreamingAudioInfo.x);
y=fabs(m_ListenerA[i].vPosition.y-m_StreamingAudioInfo.y);
z=fabs(m_ListenerA[i].vPosition.z-m_StreamingAudioInfo.z);
fDist=x+y+z;
if(fDist<fClosest)
{
fClosest=fDist;
fClosestX=x;
fClosestY=y;
fClosestZ=z;
iClosestListener=i;
}
}
}
// our distances in the world aren't very big, so floats rather than casts to doubles should be fine
fDist=sqrtf((fClosestX*fClosestX)+(fClosestY*fClosestY)+(fClosestZ*fClosestZ));
AIL_set_sample_3D_position( hSample, 0, 0, fDist );
}
else
{
AIL_set_sample_3D_position( hSample, m_StreamingAudioInfo.x, m_StreamingAudioInfo.y, -m_StreamingAudioInfo.z ); // Flipped sign of z as Miles is expecting left handed coord system
}
}
else
{
// clear the 3d flag on the stream after a jukebox finishes and streaming music starts
AIL_set_sample_is_3D( hSample, 0 );
}
// set the pitch
app.DebugPrintf("Sample rate:%d\n", AIL_sample_playback_rate(hSample));
AIL_set_sample_playback_rate_factor(hSample,m_StreamingAudioInfo.pitch);
// set the volume
AIL_set_sample_volume_levels( hSample, m_StreamingAudioInfo.volume*getMasterMusicVolume(), m_StreamingAudioInfo.volume*getMasterMusicVolume());
AIL_start_stream( m_hStream );
m_StreamState=eMusicStreamState_Playing;
}
break;
case eMusicStreamState_OpeningCancel:
if( !m_openStreamThread->isRunning() )
{
delete m_openStreamThread;
m_openStreamThread = NULL;
m_StreamState = eMusicStreamState_Stop;
}
break;
case eMusicStreamState_Stop:
// should gradually take the volume down in steps
AIL_pause_stream(m_hStream,1);
AIL_close_stream(m_hStream);
m_hStream=0;
SetIsPlayingStreamingCDMusic(false);
SetIsPlayingStreamingGameMusic(false);
m_StreamState=eMusicStreamState_Idle;
break;
case eMusicStreamState_Stopping:
break;
case eMusicStreamState_Play:
break;
case eMusicStreamState_Playing:
if(GetIsPlayingStreamingGameMusic())
{
//if(m_MusicInfo.pCue!=NULL)
{
bool playerInEnd = false;
bool playerInNether=false;
Minecraft *pMinecraft = Minecraft::GetInstance();
for(unsigned int i = 0; i < MAX_LOCAL_PLAYERS; ++i)
{
if(pMinecraft->localplayers[i]!=NULL)
{
if(pMinecraft->localplayers[i]->dimension==LevelData::DIMENSION_END)
{
playerInEnd=true;
}
else if(pMinecraft->localplayers[i]->dimension==LevelData::DIMENSION_NETHER)
{
playerInNether=true;
}
}
}
if(playerInEnd && !GetIsPlayingEndMusic())
{
m_StreamState=eMusicStreamState_Stop;
// Set the end track
m_musicID = getMusicID(LevelData::DIMENSION_END);
SetIsPlayingEndMusic(true);
SetIsPlayingNetherMusic(false);
}
else if(!playerInEnd && GetIsPlayingEndMusic())
{
if(playerInNether)
{
m_StreamState=eMusicStreamState_Stop;
// Set the end track
m_musicID = getMusicID(LevelData::DIMENSION_NETHER);
SetIsPlayingEndMusic(false);
SetIsPlayingNetherMusic(true);
}
else
{
m_StreamState=eMusicStreamState_Stop;
// Set the end track
m_musicID = getMusicID(LevelData::DIMENSION_OVERWORLD);
SetIsPlayingEndMusic(false);
SetIsPlayingNetherMusic(false);
}
}
else if (playerInNether && !GetIsPlayingNetherMusic())
{
m_StreamState=eMusicStreamState_Stop;
// set the Nether track
m_musicID = getMusicID(LevelData::DIMENSION_NETHER);
SetIsPlayingNetherMusic(true);
SetIsPlayingEndMusic(false);
}
else if(!playerInNether && GetIsPlayingNetherMusic())
{
if(playerInEnd)
{
m_StreamState=eMusicStreamState_Stop;
// set the Nether track
m_musicID = getMusicID(LevelData::DIMENSION_END);
SetIsPlayingNetherMusic(false);
SetIsPlayingEndMusic(true);
}
else
{
m_StreamState=eMusicStreamState_Stop;
// set the Nether track
m_musicID = getMusicID(LevelData::DIMENSION_OVERWORLD);
SetIsPlayingNetherMusic(false);
SetIsPlayingEndMusic(false);
}
}
// volume change required?
if(fMusicVol!=getMasterMusicVolume())
{
fMusicVol=getMasterMusicVolume();
HSAMPLE hSample = AIL_stream_sample_handle( m_hStream);
//AIL_set_sample_3D_position( hSample, m_StreamingAudioInfo.x, m_StreamingAudioInfo.y, m_StreamingAudioInfo.z );
AIL_set_sample_volume_levels( hSample, fMusicVol, fMusicVol);
}
}
}
else
{
// Music disc playing - if it's a 3D stream, then set the position - we don't have any streaming audio in the world that moves, so this isn't
// required unless we have more than one listener, and are setting the listening position to the origin and setting a fake position
// for the sound down the z axis
if(m_StreamingAudioInfo.bIs3D)
{
if(m_validListenerCount>1)
{
float fClosest=10000.0f;
int iClosestListener=0;
float fClosestX=0.0f,fClosestY=0.0f,fClosestZ=0.0f,fDist;
// need to calculate the distance from the sound to the nearest listener - use Manhattan Distance as the decision
for( int i = 0; i < MAX_LOCAL_PLAYERS; i++ )
{
if( m_ListenerA[i].bValid )
{
float x,y,z;
x=fabs(m_ListenerA[i].vPosition.x-m_StreamingAudioInfo.x);
y=fabs(m_ListenerA[i].vPosition.y-m_StreamingAudioInfo.y);
z=fabs(m_ListenerA[i].vPosition.z-m_StreamingAudioInfo.z);
fDist=x+y+z;
if(fDist<fClosest)
{
fClosest=fDist;
fClosestX=x;
fClosestY=y;
fClosestZ=z;
iClosestListener=i;
}
}
}
// our distances in the world aren't very big, so floats rather than casts to doubles should be fine
HSAMPLE hSample = AIL_stream_sample_handle( m_hStream);
fDist=sqrtf((fClosestX*fClosestX)+(fClosestY*fClosestY)+(fClosestZ*fClosestZ));
AIL_set_sample_3D_position( hSample, 0, 0, fDist );
}
}
}
break;
case eMusicStreamState_Completed:
{
// random delay of up to 3 minutes for music
m_iMusicDelay = random->nextInt(20 * 60 * 3);//random->nextInt(20 * 60 * 10) + 20 * 60 * 10;
// Check if we have a local player in The Nether or in The End, and play that music if they are
Minecraft *pMinecraft=Minecraft::GetInstance();
bool playerInEnd=false;
bool playerInNether=false;
for(unsigned int i=0;i<MAX_LOCAL_PLAYERS;i++)
{
if(pMinecraft->localplayers[i]!=NULL)
{
if(pMinecraft->localplayers[i]->dimension==LevelData::DIMENSION_END)
{
playerInEnd=true;
}
else if(pMinecraft->localplayers[i]->dimension==LevelData::DIMENSION_NETHER)
{
playerInNether=true;
}
}
}
if(playerInEnd)
{
m_musicID = getMusicID(LevelData::DIMENSION_END);
SetIsPlayingEndMusic(true);
SetIsPlayingNetherMusic(false);
}
else if(playerInNether)
{
m_musicID = getMusicID(LevelData::DIMENSION_NETHER);
SetIsPlayingNetherMusic(true);
SetIsPlayingEndMusic(false);
}
else
{
m_musicID = getMusicID(LevelData::DIMENSION_OVERWORLD);
SetIsPlayingNetherMusic(false);
SetIsPlayingEndMusic(false);
}
m_StreamState=eMusicStreamState_Idle;
}
break;
}
// check the status of the stream - this is for when a track completes rather than is stopped by the user action
if(m_hStream!=0)
{
if(AIL_stream_status(m_hStream)==SMP_DONE ) // SMP_DONE
{
AIL_close_stream(m_hStream);
m_hStream=0;
SetIsPlayingStreamingCDMusic(false);
SetIsPlayingStreamingGameMusic(false);
m_StreamState=eMusicStreamState_Completed;
}
}
}
/////////////////////////////////////////////
//
// ConvertSoundPathToName
//
/////////////////////////////////////////////
char *SoundEngine::ConvertSoundPathToName(const wstring& name, bool bConvertSpaces)
{
static char buf[256];
assert(name.length()<256);
for(unsigned int i = 0; i < name.length(); i++ )
{
wchar_t c = name[i];
if(c=='.') c='/';
if(bConvertSpaces)
{
if(c==' ') c='_';
}
buf[i] = (char)c;
}
buf[name.length()] = 0;
return buf;
}
#endif
F32 AILCALLBACK custom_falloff_function (HSAMPLE S,
F32 distance,
F32 rolloff_factor,
F32 min_dist,
F32 max_dist)
{
F32 result;
// This is now emulating the linear fall-off function that we used on the Xbox 360. The parameter which is passed as "max_dist" is the only one actually used,
// and is generally used as CurveDistanceScaler is used on XACT on the Xbox. A special value of 10000.0f is passed for thunder, which has no attenuation
if( max_dist == 10000.0f )
{
return 1.0f;
}
result = 1.0f - ( distance / max_dist );
if( result < 0.0f ) result = 0.0f;
if( result > 1.0f ) result = 1.0f;
return result;
}