internal bool INTERNAL_update() { // If we're not running, save some instructions... if (!INTERNAL_timer.IsRunning) { return(true); } // Play events when the timestamp has been hit. for (int i = 0; i < INTERNAL_eventList.Count; i += 1) { if (!INTERNAL_eventPlayed[i] && INTERNAL_timer.ElapsedMilliseconds > INTERNAL_eventList[i].Timestamp) { uint type = INTERNAL_eventList[i].Type; if (type == 1) { PlayWave((PlayWaveEvent)INTERNAL_eventList[i]); } else if (type == 2) { // FIXME: SetVariable, or apply instanceVolumes? -flibit SetVariable( "Volume", ((SetVolumeEvent)INTERNAL_eventList[i]).GetVolume() ); } else { throw new Exception("Unhandled XACTEvent type!"); } INTERNAL_eventPlayed[i] = true; } } // Clear out sound effect instances as they finish for (int i = 0; i < INTERNAL_instancePool.Count; i += 1) { if (INTERNAL_instancePool[i].State == SoundState.Stopped) { // Get the event that spawned this instance... PlayWaveEvent evt = (PlayWaveEvent)INTERNAL_waveEventSounds[INTERNAL_instancePool[i]]; // Then delete all the guff INTERNAL_waveEventSounds.Remove(INTERNAL_instancePool[i]); INTERNAL_instancePool[i].Dispose(); INTERNAL_instancePool.RemoveAt(i); INTERNAL_instanceVolumes.RemoveAt(i); INTERNAL_instancePitches.RemoveAt(i); INTERNAL_rpcTrackVolumes.RemoveAt(i); INTERNAL_rpcTrackPitches.RemoveAt(i); // Increment the loop counter, try to get another loop INTERNAL_eventLoops[evt] += 1; PlayWave(evt); // Removed a wave, have to step back... i -= 1; } } // User control updates if (INTERNAL_data.IsUserControlled) { string varName = INTERNAL_data.UserControlVariable; if (INTERNAL_userControlledPlaying && (INTERNAL_baseEngine.INTERNAL_isGlobalVariable(varName) ? !MathHelper.WithinEpsilon(INTERNAL_controlledValue, INTERNAL_baseEngine.GetGlobalVariable(varName)) : !MathHelper.WithinEpsilon(INTERNAL_controlledValue, GetVariable(INTERNAL_data.UserControlVariable)))) { // TODO: Crossfading foreach (SoundEffectInstance sfi in INTERNAL_instancePool) { sfi.Stop(); sfi.Dispose(); } INTERNAL_instancePool.Clear(); INTERNAL_instanceVolumes.Clear(); INTERNAL_instancePitches.Clear(); INTERNAL_rpcTrackVolumes.Clear(); INTERNAL_rpcTrackPitches.Clear(); if (!INTERNAL_calculateNextSound()) { // Nothing to play, bail. return(true); } INTERNAL_activeSound.GatherEvents(INTERNAL_eventList); foreach (XACTEvent evt in INTERNAL_eventList) { INTERNAL_eventPlayed.Add(false); INTERNAL_eventLoops.Add(evt, 0); } INTERNAL_timer.Stop(); INTERNAL_timer.Reset(); INTERNAL_timer.Start(); } if (INTERNAL_activeSound == null) { return(INTERNAL_userControlledPlaying); } } // If everything has been played and finished, we're done here. if (INTERNAL_instancePool.Count == 0) { bool allPlayed = true; foreach (bool played in INTERNAL_eventPlayed) { if (!played) { allPlayed = false; break; } } if (allPlayed) { // If this is managed, we're done completely. if (INTERNAL_isManaged) { Dispose(); } else { INTERNAL_timer.Stop(); INTERNAL_timer.Reset(); INTERNAL_category.INTERNAL_removeActiveCue(this); } return(INTERNAL_userControlledPlaying); } } // RPC updates float rpcVolume = 1.0f; float rpcPitch = 0.0f; float hfGain = 1.0f; float lfGain = 1.0f; for (int i = 0; i < INTERNAL_activeSound.RPCCodes.Count; i += 1) { if (i > INTERNAL_instancePool.Count) { break; } if (i > 0) { INTERNAL_rpcTrackVolumes[i - 1] = 1.0f; INTERNAL_rpcTrackPitches[i - 1] = 0.0f; } foreach (uint curCode in INTERNAL_activeSound.RPCCodes[i]) { RPC curRPC = INTERNAL_baseEngine.INTERNAL_getRPC(curCode); float result; if (!INTERNAL_baseEngine.INTERNAL_isGlobalVariable(curRPC.Variable)) { result = curRPC.CalculateRPC(GetVariable(curRPC.Variable)); } else { // It's a global variable we're looking for! result = curRPC.CalculateRPC( INTERNAL_baseEngine.GetGlobalVariable( curRPC.Variable ) ); } if (curRPC.Parameter == RPCParameter.Volume) { float vol = XACTCalculator.CalculateAmplitudeRatio(result / 100.0); if (i == 0) { rpcVolume *= vol; } else { INTERNAL_rpcTrackVolumes[i - 1] *= vol; } } else if (curRPC.Parameter == RPCParameter.Pitch) { float pitch = result / 1000.0f; if (i == 0) { rpcPitch += pitch; } else { INTERNAL_rpcTrackPitches[i - 1] += pitch; } } else if (curRPC.Parameter == RPCParameter.FilterFrequency) { // FIXME: Just listening to the last RPC! float hf = result / 20000.0f; float lf = 1.0f - hfGain; if (i == 0) { hfGain = hf; lfGain = lf; } else { throw new NotImplementedException("Per-track filter RPCs!"); } } else { throw new Exception("RPC Parameter Type: " + curRPC.Parameter.ToString()); } } } // Sound effect instance updates float cueVolume = GetVariable("Volume"); for (int i = 0; i < INTERNAL_instancePool.Count; i += 1) { /* The final volume should be the combination of the * authored volume, Volume variable and RPC volume results. */ INTERNAL_instancePool[i].Volume = ( INTERNAL_instanceVolumes[i] * cueVolume * rpcVolume * INTERNAL_rpcTrackVolumes[i] ); /* The final pitch should be the combination of the * authored pitch and RPC pitch results. */ INTERNAL_instancePool[i].Pitch = ( INTERNAL_instancePitches[i] + rpcPitch + INTERNAL_rpcTrackPitches[i] ); /* The final filter is determined by the instance's filter type, * in addition to our calculation of the HF/LF gain values. */ INTERNAL_instancePool[i].INTERNAL_applyFilter( INTERNAL_baseEngine.Filter, hfGain, lfGain ); // Update 3D position, if applicable if (INTERNAL_isPositional) { INTERNAL_instancePool[i].Apply3D( INTERNAL_listener, INTERNAL_emitter ); } } return(true); }