示例#1
0
 /// <summary>
 /// Stop all sounds.
 /// </summary>
 public void StopAll()
 {
     for (int i = 0; i < PlayingNow.Count; i++)
     {
         PlayingNow[i].Stop();
     }
     PlayingNow.Clear();
 }
示例#2
0
        public void Update(Location position, Location forward, Location up, Location velocity, bool selected)
        {
            ALError err = AL.GetError();

            if (err != ALError.NoError)
            {
                SysConsole.Output(OutputType.WARNING, "Found audio error " + err + ", rebuilding audio...");
                Init(TheClient, CVars);
                return;
            }
            bool sel = CVars.a_quietondeselect.ValueB ? selected : true;

            Selected = sel;
            for (int i = 0; i < PlayingNow.Count; i++)
            {
                if (!PlayingNow[i].Exists || AL.GetSourceState(PlayingNow[i].Src) == ALSourceState.Stopped)
                {
                    PlayingNow[i].Destroy();
                    PlayingNow.RemoveAt(i);
                    i--;
                }
                else if (!sel && PlayingNow[i].IsBackground && !PlayingNow[i].Backgrounded)
                {
                    AL.Source(PlayingNow[i].Src, ALSourcef.Gain, 0.0001f);
                    PlayingNow[i].Backgrounded = true;
                }
                else if (sel && PlayingNow[i].Backgrounded)
                {
                    AL.Source(PlayingNow[i].Src, ALSourcef.Gain, PlayingNow[i].Gain);
                    PlayingNow[i].Backgrounded = false;
                }
            }
            if (Microphone != null)
            {
                Microphone.Tick();
            }
            Vector3 pos   = ClientUtilities.Convert(position);
            Vector3 forw  = ClientUtilities.Convert(forward);
            Vector3 upvec = ClientUtilities.Convert(up);
            Vector3 vel   = ClientUtilities.Convert(velocity);

            AL.Listener(ALListener3f.Position, ref pos);
            AL.Listener(ALListenerfv.Orientation, ref forw, ref upvec);
            AL.Listener(ALListener3f.Velocity, ref vel);
            float globvol = CVars.a_globalvolume.ValueF;

            AL.Listener(ALListenerf.Gain, globvol <= 0 ? 0.001f: (globvol > 1 ? 1: globvol));
        }
示例#3
0
        /// <summary>
        /// Updates the sound engine.
        /// </summary>
        /// <param name="position">Current position.</param>
        /// <param name="forward">Forward vector.</param>
        /// <param name="up">Up vcector.</param>
        /// <param name="velocity">Velocity.</param>
        /// <param name="selected">Whether the system is selected.</param>
        public void Update(Location position, Location forward, Location up, Location velocity, bool selected)
        {
            CPosition = position;
            if (AudioInternal == null)
            {
                ALError err = AL.GetError();
                if (err != ALError.NoError)
                {
                    SysConsole.Output(OutputType.WARNING, "Found audio error " + err + "!");
                    //init(TheClient, CVars);
                    return;
                }
            }
            bool sel = Client.QuietOnDeselect ? selected : true;

            Selected = sel;

            /*if (DeafenTime > 0.0)
             * {
             *  TimeDeaf += Engine.Delta;
             *  DeafenTime -= Engine.Delta;
             *  if (DeafNoise == null)
             *  {
             *      DeafNoise = PlaySimpleInternal(DeafLoop, true);
             *      if (DeafNoise == null)
             *      {
             *          DeafenTime = 0;
             *          TimeDeaf = 0;
             *      }
             *  }
             *  if (DeafenTime < 0)
             *  {
             *      TimeDeaf = 0;
             *      DeafenTime = 0;
             *      DeafNoise.Stop();
             *      DeafNoise.Destroy();
             *      DeafNoise = null;
             *  }
             * }
             * if (TimeDeaf > 0.001 && DeafenTime > 0.001)
             * {
             *  float weaken = (float)Math.Min(DeafenTime, TimeDeaf);
             *  if (weaken < 1.0)
             *  {
             *      DeafNoise.Gain = (float)weaken * 0.5f;
             *      DeafNoise.UpdateGain();
             *  }
             *  else
             *  {
             *      DeafNoise.Gain = 0.5f;
             *      DeafNoise.UpdateGain();
             *  }
             * }
             * DeafLoop.LastUse = Engine.GlobalTickTime;*/
            for (int i = 0; i < PlayingNow.Count; i++)
            {
                if (!PlayingNow[i].Exists || (AudioInternal == null && PlayingNow[i].Src < 0) || (AudioInternal == null ? AL.GetSourceState(PlayingNow[i].Src) == ALSourceState.Stopped : PlayingNow[i].AudioInternal.State == AudioState.DONE))
                {
                    PlayingNow[i].Destroy();
                    if (AudioInternal == null)
                    {
                        CheckError("Destroy:" + PlayingNow[i].Effect.Name);
                    }
                    PlayingNow.RemoveAt(i);
                    i--;
                    continue;
                }
                PlayingNow[i].Effect.LastUse = Client.GlobalTickTime;

                /*if ((TimeDeaf > 0.0) && sel && !PlayingNow[i].IsBackground)
                 * {
                 *  PlayingNow[i].IsDeafened = true;
                 *  float lesser = (float)Math.Min(DeafenTime, TimeDeaf);
                 *  if (lesser < 0.999)
                 *  {
                 *      if (AudioInternal == null)
                 *      {
                 *          AL.Source(PlayingNow[i].Src, ALSourcef.Gain, PlayingNow[i].Gain * (1.0f - lesser));
                 *      }
                 *      else
                 *      {
                 *          PlayingNow[i].AudioInternal.Gain = PlayingNow[i].Gain * (1.0f - lesser);
                 *      }
                 *  }
                 *  else
                 *  {
                 *      if (AudioInternal == null)
                 *      {
                 *          AL.Source(PlayingNow[i].Src, ALSourcef.Gain, 0.0001f);
                 *      }
                 *      else
                 *      {
                 *          PlayingNow[i].AudioInternal.Gain = 0.0001f;
                 *      }
                 *  }
                 * }
                 * else */if (/*(TimeDeaf <= 0.0) && */ sel && !PlayingNow[i].IsBackground)
                {
                    if (AudioInternal == null)
                    {
                        AL.Source(PlayingNow[i].Src, ALSourcef.Gain, PlayingNow[i].Gain);
                    }
                    else
                    {
                    }
                    PlayingNow[i].IsDeafened = false;
                }
                if (/*(TimeDeaf <= 0.0) && */ !sel && PlayingNow[i].IsBackground && !PlayingNow[i].Backgrounded)
                {
                    if (AudioInternal == null)
                    {
                        AL.Source(PlayingNow[i].Src, ALSourcef.Gain, 0.0001f);
                    }
                    else
                    {
                        PlayingNow[i].AudioInternal.Gain = 0.0001f;
                    }
                    PlayingNow[i].Backgrounded = true;
                }
                else if (/*(TimeDeaf <= 0.0) && */ sel && PlayingNow[i].Backgrounded)
                {
                    if (AudioInternal == null)
                    {
                        AL.Source(PlayingNow[i].Src, ALSourcef.Gain, PlayingNow[i].Gain);
                    }
                    else
                    {
                        PlayingNow[i].AudioInternal.Gain = PlayingNow[i].Gain;
                    }
                    PlayingNow[i].Backgrounded = false;
                    PlayingNow[i].IsDeafened   = false;
                }
            }
            CheckError("Setup");

            /*if (Microphone != null)
             * {
             *  Microphone.Tick();
             * }*/
            CheckError("Microphone");
            float globvol = GlobalVolume;

            globvol = globvol <= 0 ? 0.001f : (globvol > 1 ? 1 : globvol);
            if (AudioInternal == null)
            {
                Vector3 pos   = position.ToOpenTK();
                Vector3 forw  = forward.ToOpenTK();
                Vector3 upvec = up.ToOpenTK();
                Vector3 vel   = velocity.ToOpenTK();
                AL.Listener(ALListener3f.Position, ref pos);
                AL.Listener(ALListenerfv.Orientation, ref forw, ref upvec);
                AL.Listener(ALListener3f.Velocity, ref vel);
                CheckError("Positioning");
                AL.Listener(ALListenerf.Gain, globvol);
                CheckError("Gain");
            }
            else
            {
                // TODO: vel
                //AudioInternal.Left = CVars.a_left.ValueB;
                //AudioInternal.Right = CVars.a_right.ValueB;
                AudioInternal.Position         = position;
                AudioInternal.ForwardDirection = forward;
                AudioInternal.UpDirection      = up;
                AudioInternal.Volume           = globvol;
            }
            TimeTowardsNextClean += Client.Delta;
            if (TimeTowardsNextClean > 10.0)
            {
                CleanTick();
                TimeTowardsNextClean = 0.0;
            }
        }