/// <summary>Updates the sound component. Should be called every frame.</summary> /// <param name="timeElapsed">The time in seconds that elapsed since the last call to this function.</param> private static void UpdateInverseModel(double timeElapsed) { /* * Set up the listener. * */ OpenBveApi.Math.Vector3D listenerPosition = World.AbsoluteCameraPosition; OpenBveApi.Math.Orientation3 listenerOrientation = new OpenBveApi.Math.Orientation3(World.AbsoluteCameraSide, World.AbsoluteCameraUp, World.AbsoluteCameraDirection); OpenBveApi.Math.Vector3D listenerVelocity; if (World.CameraMode == World.CameraViewMode.Interior || World.CameraMode == World.CameraViewMode.InteriorLookAhead || World.CameraMode == World.CameraViewMode.Exterior) { TrainManager.Car car = TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar]; OpenBveApi.Math.Vector3D diff = car.FrontAxle.Follower.WorldPosition - car.RearAxle.Follower.WorldPosition; if (diff.IsNullVector()) { listenerVelocity = car.Specs.CurrentSpeed * OpenBveApi.Math.Vector3D.Forward; } else { listenerVelocity = car.Specs.CurrentSpeed * OpenBveApi.Math.Vector3D.Normalize(diff); } } else { listenerVelocity = OpenBveApi.Math.Vector3D.Null; } float[] vectors = { (float)listenerOrientation.Z.X, (float)listenerOrientation.Z.Y, (float)listenerOrientation.Z.Z, -(float)listenerOrientation.Y.X, -(float)listenerOrientation.Y.Y, -(float)listenerOrientation.Y.Z }; AL.Listener(ALListener3f.Position, 0.0f, 0.0f, 0.0f); AL.Listener(ALListener3f.Velocity, (float)listenerVelocity.X, (float)listenerVelocity.Y, (float)listenerVelocity.Z); AL.Listener(ALListenerfv.Orientation, ref vectors); /* * Set up the atmospheric attributes. * */ double elevation = World.AbsoluteCameraPosition.Y + Game.RouteInitialElevation; double airTemperature = Game.GetAirTemperature(elevation); double airPressure = Game.GetAirPressure(elevation, airTemperature); // double airDensity = Game.GetAirDensity(airPressure, airTemperature); double speedOfSound = Game.GetSpeedOfSound(airPressure, airTemperature); try { AL.SpeedOfSound((float)speedOfSound); } catch { } /* * Collect all sounds that are to be played * and ensure that all others are stopped. * */ List <SoundSourceAttenuation> toBePlayed = new List <SoundSourceAttenuation>(); for (int i = 0; i < SourceCount; i++) { if (Sources[i].State == SoundSourceState.StopPending) { /* * The sound is still playing but is to be stopped. * Stop the sound, then remove it from the list of * sound sources. * */ AL.DeleteSources(1, ref Sources[i].OpenAlSourceName); Sources[i].State = SoundSourceState.Stopped; Sources[i].OpenAlSourceName = 0; Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; } else if (Sources[i].State == SoundSourceState.Stopped) { /* * The sound was already stopped. Remove it from * the list of sound sources. * */ Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; } else if (GlobalMute) { /* * The sound is playing or about to be played, but * the global mute option is enabled. Stop the sound * sound if necessary, then remove it from the list * of sound sources if the sound is not looping. * */ if (Sources[i].State == SoundSourceState.Playing) { AL.DeleteSources(1, ref Sources[i].OpenAlSourceName); Sources[i].State = SoundSourceState.PlayPending; Sources[i].OpenAlSourceName = 0; } if (!Sources[i].Looped) { Sources[i].State = SoundSourceState.Stopped; Sources[i].OpenAlSourceName = 0; Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; } } else { /* * The sound is to be played or is already playing. * */ if (Sources[i].State == SoundSourceState.Playing) { int state; AL.GetSource(Sources[i].OpenAlSourceName, ALGetSourcei.SourceState, out state); if (state != (int)ALSourceState.Initial && state != (int)ALSourceState.Playing) { /* * The sound is not playing any longer. * Remove it from the list of sound sources. * */ AL.DeleteSources(1, ref Sources[i].OpenAlSourceName); Sources[i].State = SoundSourceState.Stopped; Sources[i].OpenAlSourceName = 0; Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; continue; } } /* * Calculate the gain, then add the sound * to the list of sounds to be played. * */ OpenBveApi.Math.Vector3D position; if (Sources[i].Train != null) { OpenBveApi.Math.Vector3D direction; TrainManager.CreateWorldCoordinates(Sources[i].Train, Sources[i].Car, Sources[i].Position.X, Sources[i].Position.Y, Sources[i].Position.Z, out position.X, out position.Y, out position.Z, out direction.X, out direction.Y, out direction.Z); } else { position = Sources[i].Position; } OpenBveApi.Math.Vector3D positionDifference = position - listenerPosition; double distance = positionDifference.Norm(); double radius = Sources[i].Radius; if (World.CameraMode == World.CameraViewMode.Interior || World.CameraMode == World.CameraViewMode.InteriorLookAhead) { if (Sources[i].Train != TrainManager.PlayerTrain || Sources[i].Car != TrainManager.PlayerTrain.DriverCar) { radius *= 0.5; } } double gain; if (distance < 2.0 * radius) { gain = 1.0 - distance * distance * (4.0 * radius - distance) / (16.0 * radius * radius * radius); } else { gain = radius / distance; } gain *= Sources[i].Volume; if (gain <= 0.0) { /* * The gain is too low. Stop the sound if playing, * but keep looping sounds pending. * */ if (Sources[i].State == SoundSourceState.Playing) { AL.DeleteSources(1, ref Sources[i].OpenAlSourceName); Sources[i].State = SoundSourceState.PlayPending; Sources[i].OpenAlSourceName = 0; } if (!Sources[i].Looped) { Sources[i].State = SoundSourceState.Stopped; Sources[i].OpenAlSourceName = 0; Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; } } else { /* * Add the source. * */ toBePlayed.Add(new SoundSourceAttenuation(Sources[i], gain, distance)); } } } /* * Now that we have the list of sounds that are to be played, * sort them by their gain so that we can determine and * adjust the clamp factor. * */ double clampFactor = Math.Exp(LogClampFactor); for (int i = 0; i < toBePlayed.Count; i++) { toBePlayed[i].Gain -= clampFactor * toBePlayed[i].Distance * toBePlayed[i].Distance; } toBePlayed.Sort(); for (int i = 0; i < toBePlayed.Count; i++) { toBePlayed[i].Gain += clampFactor * toBePlayed[i].Distance * toBePlayed[i].Distance; } double desiredLogClampFactor; int index = Options.Current.SoundNumber; if (toBePlayed.Count <= index) { desiredLogClampFactor = MinLogClampFactor; } else { double cutoffDistance = toBePlayed[index].Distance; if (cutoffDistance <= 0.0) { desiredLogClampFactor = MaxLogClampFactor; } else { double cutoffGain = toBePlayed[index].Gain; desiredLogClampFactor = Math.Log(cutoffGain / (cutoffDistance * cutoffDistance)); if (desiredLogClampFactor < MinLogClampFactor) { desiredLogClampFactor = MinLogClampFactor; } else if (desiredLogClampFactor > MaxLogClampFactor) { desiredLogClampFactor = MaxLogClampFactor; } } } const double rate = 3.0; if (LogClampFactor < desiredLogClampFactor) { LogClampFactor += timeElapsed * rate; if (LogClampFactor > desiredLogClampFactor) { LogClampFactor = desiredLogClampFactor; } } else if (LogClampFactor > desiredLogClampFactor) { LogClampFactor -= timeElapsed * rate; if (LogClampFactor < desiredLogClampFactor) { LogClampFactor = desiredLogClampFactor; } } /* * Play the sounds. * */ clampFactor = Math.Exp(LogClampFactor); for (int i = index; i < toBePlayed.Count; i++) { toBePlayed[i].Gain = 0.0; } for (int i = 0; i < toBePlayed.Count; i++) { SoundSource source = toBePlayed[i].Source; double gain = toBePlayed[i].Gain - clampFactor * toBePlayed[i].Distance * toBePlayed[i].Distance; if (gain <= 0.0) { /* * Stop the sound. * */ if (source.State == SoundSourceState.Playing) { AL.DeleteSources(1, ref source.OpenAlSourceName); source.State = SoundSourceState.PlayPending; source.OpenAlSourceName = 0; } if (!source.Looped) { source.State = SoundSourceState.Stopped; source.OpenAlSourceName = 0; } } else { /* * Ensure the buffer is loaded, then play the sound. * */ if (source.State != SoundSourceState.Playing) { LoadBuffer(source.Buffer); if (source.Buffer.Loaded) { AL.GenSources(1, out source.OpenAlSourceName); AL.Source(source.OpenAlSourceName, ALSourcei.Buffer, source.Buffer.OpenAlBufferName); } else { /* * We cannot play the sound because * the buffer could not be loaded. * */ source.State = SoundSourceState.Stopped; continue; } } OpenBveApi.Math.Vector3D position; OpenBveApi.Math.Vector3D velocity; if (source.Train != null) { OpenBveApi.Math.Vector3D direction; TrainManager.CreateWorldCoordinates(source.Train, source.Car, source.Position.X, source.Position.Y, source.Position.Z, out position.X, out position.Y, out position.Z, out direction.X, out direction.Y, out direction.Z); velocity = source.Train.Cars[source.Car].Specs.CurrentSpeed * direction; } else { position = source.Position; velocity = OpenBveApi.Math.Vector3D.Null; } position -= listenerPosition; AL.Source(source.OpenAlSourceName, ALSource3f.Position, (float)position.X, (float)position.Y, (float)position.Z); AL.Source(source.OpenAlSourceName, ALSource3f.Velocity, (float)velocity.X, (float)velocity.Y, (float)velocity.Z); AL.Source(source.OpenAlSourceName, ALSourcef.Pitch, (float)source.Pitch); AL.Source(source.OpenAlSourceName, ALSourcef.Gain, (float)gain); if (source.State != SoundSourceState.Playing) { AL.Source(source.OpenAlSourceName, ALSourceb.Looping, source.Looped); AL.SourcePlay(source.OpenAlSourceName); source.State = SoundSourceState.Playing; } } } }
/// <summary>Updates the sound component. Should be called every frame.</summary> /// <param name="timeElapsed">The time in seconds that elapsed since the last call to this function.</param> private static void UpdateLinearModel(double timeElapsed) { /* * Set up the listener * */ OpenBveApi.Math.Vector3D listenerPosition = World.AbsoluteCameraPosition; OpenBveApi.Math.Orientation3 listenerOrientation = new OpenBveApi.Math.Orientation3(World.AbsoluteCameraSide, World.AbsoluteCameraUp, World.AbsoluteCameraDirection); OpenBveApi.Math.Vector3D listenerVelocity; if (World.CameraMode == World.CameraViewMode.Interior || World.CameraMode == World.CameraViewMode.InteriorLookAhead || World.CameraMode == World.CameraViewMode.Exterior) { TrainManager.Car car = TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar]; OpenBveApi.Math.Vector3D diff = car.FrontAxle.Follower.WorldPosition - car.RearAxle.Follower.WorldPosition; listenerVelocity = car.Specs.CurrentSpeed * OpenBveApi.Math.Vector3D.Normalize(diff) + World.CameraAlignmentSpeed.Position; } else { listenerVelocity = World.CameraAlignmentSpeed.Position; } float[] vectors = { (float)listenerOrientation.Z.X, (float)listenerOrientation.Z.Y, (float)listenerOrientation.Z.Z, -(float)listenerOrientation.Y.X, -(float)listenerOrientation.Y.Y, -(float)listenerOrientation.Y.Z }; AL.Listener(ALListener3f.Position, 0.0f, 0.0f, 0.0f); AL.Listener(ALListener3f.Velocity, (float)listenerVelocity.X, (float)listenerVelocity.Y, (float)listenerVelocity.Z); AL.Listener(ALListenerfv.Orientation, ref vectors); /* * Set up the atmospheric attributes * */ double elevation = World.AbsoluteCameraPosition.Y + Game.RouteInitialElevation; double airTemperature = Game.GetAirTemperature(elevation); double airPressure = Game.GetAirPressure(elevation, airTemperature); // double airDensity = Game.GetAirDensity(airPressure, airTemperature); double speedOfSound = Game.GetSpeedOfSound(airPressure, airTemperature); try { AL.SpeedOfSound((float)speedOfSound); } catch { } /* * Update the sound sources * */ int actuallyPlaying = 0; for (int i = 0; i < SourceCount; i++) { if (Sources[i].State == SoundSourceState.StopPending) { /* * The sound is still playing but is to be stopped. * Stop the sound, then remove it from the list of * sound sources. * */ AL.DeleteSources(1, ref Sources[i].OpenAlSourceName); Sources[i].State = SoundSourceState.Stopped; Sources[i].OpenAlSourceName = 0; Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; } else if (Sources[i].State == SoundSourceState.Stopped) { /* * The sound was already stopped. Remove it from * the list of sound sources. * */ Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; } else if (GlobalMute) { /* * The sound is playing or about to be played, but * the global mute option is enabled. Stop the sound * sound if necessary, then remove it from the list * of sound sources if the sound is not looping. * */ if (Sources[i].State == SoundSourceState.Playing) { AL.DeleteSources(1, ref Sources[i].OpenAlSourceName); Sources[i].State = SoundSourceState.PlayPending; Sources[i].OpenAlSourceName = 0; } if (!Sources[i].Looped) { Sources[i].State = SoundSourceState.Stopped; Sources[i].OpenAlSourceName = 0; Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; } } else { /* * The sound is to be played or is already playing. * Calculate the sound gain. * */ OpenBveApi.Math.Vector3D position; OpenBveApi.Math.Vector3D velocity; if (Sources[i].Train != null) { OpenBveApi.Math.Vector3D direction; TrainManager.CreateWorldCoordinates(Sources[i].Train, Sources[i].Car, Sources[i].Position.X, Sources[i].Position.Y, Sources[i].Position.Z, out position.X, out position.Y, out position.Z, out direction.X, out direction.Y, out direction.Z); velocity = Sources[i].Train.Cars[Sources[i].Car].Specs.CurrentSpeed * direction; } else { position = Sources[i].Position; velocity = OpenBveApi.Math.Vector3D.Null; } OpenBveApi.Math.Vector3D positionDifference = position - listenerPosition; double gain; if (GlobalMute) { gain = 0.0; } else { double distance = positionDifference.Norm(); double innerRadius = Sources[i].Radius; if (World.CameraMode == World.CameraViewMode.Interior || World.CameraMode == World.CameraViewMode.InteriorLookAhead) { if (Sources[i].Train != TrainManager.PlayerTrain || Sources[i].Car != TrainManager.PlayerTrain.DriverCar) { innerRadius *= 0.5; } } double outerRadius = OuterRadiusFactor * innerRadius; if (distance < outerRadius) { if (distance <= innerRadius) { gain = Sources[i].Volume; } else { gain = (distance - outerRadius) / (innerRadius - outerRadius); gain *= Sources[i].Volume; } gain = 3.0 * gain * gain - 2.0 * gain * gain * gain; } else { gain = 0.0; } } if (gain <= GainThreshold) { /* * If the gain is too low to be audible, stop the sound. * If the sound is not looping, stop it if necessary, * then remove it from the list of sound sources. * */ if (Sources[i].State == SoundSourceState.Playing) { AL.DeleteSources(1, ref Sources[i].OpenAlSourceName); Sources[i].State = SoundSourceState.PlayPending; Sources[i].OpenAlSourceName = 0; } if (!Sources[i].Looped) { Sources[i].State = SoundSourceState.Stopped; Sources[i].OpenAlSourceName = 0; Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; } } else { /* * Play the sound and update position, velocity, pitch and gain. * For non-looping sounds, check if the sound is still playing. * */ gain = (gain - GainThreshold) / (1.0 - GainThreshold); if (Sources[i].State != SoundSourceState.Playing) { LoadBuffer(Sources[i].Buffer); if (Sources[i].Buffer.Loaded) { AL.GenSources(1, out Sources[i].OpenAlSourceName); AL.Source(Sources[i].OpenAlSourceName, ALSourcei.Buffer, Sources[i].Buffer.OpenAlBufferName); } else { /* * We cannot play the sound because * the buffer could not be loaded. * */ Sources[i].State = SoundSourceState.Stopped; continue; } } AL.Source(Sources[i].OpenAlSourceName, ALSource3f.Position, (float)positionDifference.X, (float)positionDifference.Y, (float)positionDifference.Z); AL.Source(Sources[i].OpenAlSourceName, ALSource3f.Velocity, (float)velocity.X, (float)velocity.Y, (float)velocity.Z); AL.Source(Sources[i].OpenAlSourceName, ALSourcef.Pitch, (float)Sources[i].Pitch); AL.Source(Sources[i].OpenAlSourceName, ALSourcef.Gain, (float)gain); if (Sources[i].State != SoundSourceState.Playing) { AL.Source(Sources[i].OpenAlSourceName, ALSourceb.Looping, Sources[i].Looped); AL.SourcePlay(Sources[i].OpenAlSourceName); Sources[i].State = SoundSourceState.Playing; } if (!Sources[i].Looped) { int state; AL.GetSource(Sources[i].OpenAlSourceName, ALGetSourcei.SourceState, out state); if (state != (int)ALSourceState.Initial && state != (int)ALSourceState.Playing) { /* * The sound is not playing any longer. * Remove it from the list of sound sources. * */ AL.DeleteSources(1, ref Sources[i].OpenAlSourceName); Sources[i].State = SoundSourceState.Stopped; Sources[i].OpenAlSourceName = 0; Sources[i] = Sources[SourceCount - 1]; SourceCount--; i--; } else { actuallyPlaying++; } } else { actuallyPlaying++; } } } } /* * Adjust the outer radius factor / the clamp factor. * */ if (actuallyPlaying >= Options.Current.SoundNumber - 2) { /* * Too many sounds are playing. * Reduce the outer radius factor. * */ OuterRadiusFactorSpeed -= timeElapsed; if (OuterRadiusFactorSpeed < -OuterRadiusFactorMaximumSpeed) { OuterRadiusFactorSpeed = -OuterRadiusFactorMaximumSpeed; } } else if (actuallyPlaying <= Options.Current.SoundNumber - 6) { /* * Only few sounds are playing. * Increase the outer radius factor. * */ OuterRadiusFactorSpeed += timeElapsed; if (OuterRadiusFactorSpeed > OuterRadiusFactorMaximumSpeed) { OuterRadiusFactorSpeed = OuterRadiusFactorMaximumSpeed; } } else { /* * Neither too many nor too few sounds are playing. * Stabilize the outer radius factor. * */ if (OuterRadiusFactorSpeed < 0.0) { OuterRadiusFactorSpeed += timeElapsed; if (OuterRadiusFactorSpeed > 0.0) { OuterRadiusFactorSpeed = 0.0; } } else { OuterRadiusFactorSpeed -= timeElapsed; if (OuterRadiusFactorSpeed < 0.0) { OuterRadiusFactorSpeed = 0.0; } } } OuterRadiusFactor += OuterRadiusFactorSpeed * timeElapsed; if (OuterRadiusFactor < OuterRadiusFactorMinimum) { OuterRadiusFactor = OuterRadiusFactorMinimum; OuterRadiusFactorSpeed = 0.0; } else if (OuterRadiusFactor > OuterRadiusFactorMaximum) { OuterRadiusFactor = OuterRadiusFactorMaximum; OuterRadiusFactorSpeed = 0.0; } }