Files
source/TileEngine/Ambient Control.cpp
T
Sevenfm 0048e75c80 Added new options:
- ENABLE_TA enables fire ambient sound
- VOLUME_TA controls fire ambient sound volume

Fire ambient sound is played in a loop when there is active fire effect on screen.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8738 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-24 10:06:06 +00:00

422 lines
9.5 KiB
C++

#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "stdio.h"
#include "sgp.h"
#include "Ambient types.h"
#include "fileman.h"
#include "environment.h"
#include "Sound Control.h"
#include "Game Events.h"
#include "Ambient Control.h"
#include "lighting.h"
#include "Random.h"
#include "SmokeEffects.h" // sevenfm
#endif
AMBIENTDATA_STRUCT gAmbData[ MAX_AMBIENT_SOUNDS ];
INT16 gsNumAmbData = 0;
// sevenfm
UINT32 guiAmbientFire = NO_SAMPLE;
UINT8 gubAmbientFutureFireVolume = 0;
UINT32 guiFireAmbientLastUpdate = 0;
UINT8 gubCurrentSteadyStateAmbience = SSA_NONE;
UINT8 gubCurrentSteadyStateSound = 0;
UINT32 guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
STEADY_STATE_AMBIENCE gSteadyStateAmbientTable[ NUM_STEADY_STATE_AMBIENCES ] =
{
// NONE
"",
"",
"",
"",
// NIGHT
"",
"",
"",
"",
// COUNTRYSIZE
// DAY
"SOUNDS\\SSA\\insects Day 01.wav",
"",
"",
"",
// NIGHT
"SOUNDS\\SSA\\night_crickets_01D.wav",
"SOUNDS\\SSA\\night_crickets_01B.wav",
"SOUNDS\\SSA\\night_crickets_01C.wav",
"SOUNDS\\SSA\\night_crickets_01A.wav",
// NEAR WATER
// DAY
"SOUNDS\\SSA\\swamp_day_01a.wav",
"SOUNDS\\SSA\\swamp_day_01b.wav",
"SOUNDS\\SSA\\swamp_day_01c.wav",
"SOUNDS\\SSA\\swamp_day_01d.wav",
//NIGHT
"SOUNDS\\SSA\\marsh_at_night_01a.wav",
"SOUNDS\\SSA\\marsh_at_night_01b.wav",
"SOUNDS\\SSA\\marsh_at_night_01c.wav",
"SOUNDS\\SSA\\marsh_at_night_01d.wav",
//INWATER
//DAY
"SOUNDS\\SSA\\middle_of_water_01d.wav",
"SOUNDS\\SSA\\middle_of_water_01c.wav",
"SOUNDS\\SSA\\middle_of_water_01b.wav",
"SOUNDS\\SSA\\middle_of_water_01a.wav",
// night
"SOUNDS\\SSA\\middle_of_water_01d.wav",
"SOUNDS\\SSA\\middle_of_water_01c.wav",
"SOUNDS\\SSA\\middle_of_water_01b.wav",
"SOUNDS\\SSA\\middle_of_water_01a.wav",
// HEAVY FOREST
// day
"SOUNDS\\SSA\\JUNGLE_DAY_01a.wav",
"SOUNDS\\SSA\\JUNGLE_DAY_01b.wav",
"SOUNDS\\SSA\\JUNGLE_DAY_01c.wav",
"SOUNDS\\SSA\\JUNGLE_DAY_01d.wav",
// night
"SOUNDS\\SSA\\night_crickets_03a.wav",
"SOUNDS\\SSA\\night_crickets_03b.wav",
"SOUNDS\\SSA\\night_crickets_03c.wav",
"SOUNDS\\SSA\\night_crickets_03d.wav",
// PINE FOREST
// DAY
"SOUNDS\\SSA\\pine_forest_01a.wav",
"SOUNDS\\SSA\\pine_forest_01b.wav",
"SOUNDS\\SSA\\pine_forest_01c.wav",
"SOUNDS\\SSA\\pine_forest_01d.wav",
// NIGHT
"SOUNDS\\SSA\\night_crickets_02a.wav",
"SOUNDS\\SSA\\night_crickets_02b.wav",
"SOUNDS\\SSA\\night_crickets_02c.wav",
"SOUNDS\\SSA\\night_crickets_02d.wav",
// ABANDANDED
// DAY
"SOUNDS\\SSA\\metal_wind_01a.wav",
"SOUNDS\\SSA\\metal_wind_01b.wav",
"SOUNDS\\SSA\\metal_wind_01c.wav",
"SOUNDS\\SSA\\metal_wind_01d.wav",
// NIGHT
"SOUNDS\\SSA\\night_insects_01a.wav",
"SOUNDS\\SSA\\night_insects_01b.wav",
"SOUNDS\\SSA\\night_insects_01c.wav",
"SOUNDS\\SSA\\night_insects_01d.wav",
// AIRPORT
// DAY
"SOUNDS\\SSA\\rotating radar dish.wav",
"",
"",
"",
// NIGHT
"SOUNDS\\SSA\\rotating radar dish.wav",
"",
"",
"",
// WASTE LAND
// DAY
"SOUNDS\\SSA\\gentle_wind.wav",
"",
"",
"",
// NIGHT
"SOUNDS\\SSA\\insects_at_night_04.wav",
"",
"",
"",
// UNDERGROUND
// DAY
"SOUNDS\\SSA\\low ominous ambience.wav",
"",
"",
"",
// NIGHT
"SOUNDS\\SSA\\low ominous ambience.wav",
"",
"",
"",
// OCEAN
// DAY
"SOUNDS\\SSA\\sea_01a.wav",
"SOUNDS\\SSA\\sea_01b.wav",
"SOUNDS\\SSA\\sea_01c.wav",
"SOUNDS\\SSA\\sea_01d.wav",
// NIGHT
"SOUNDS\\SSA\\ocean_waves_01a.wav",
"SOUNDS\\SSA\\ocean_waves_01b.wav",
"SOUNDS\\SSA\\ocean_waves_01c.wav",
"SOUNDS\\SSA\\ocean_waves_01d.wav",
};
BOOLEAN LoadAmbientControlFile( UINT8 ubAmbientID )
{
SGPFILENAME zFilename;
HWFILE hFile;
INT32 cnt;
// BUILD FILENAME
sprintf( zFilename, "AMBIENT\\%d.bad", ubAmbientID );
// OPEN, LOAD
hFile = FileOpen( zFilename, FILE_ACCESS_READ, FALSE);
if ( !hFile )
{
return( FALSE );
}
// READ #
if( !FileRead( hFile, &gsNumAmbData, sizeof( INT16 ), NULL ) )
{
return( FALSE );
}
// LOOP FOR OTHERS
for ( cnt = 0; cnt < gsNumAmbData; cnt++ )
{
if( !FileRead( hFile, &(gAmbData[ cnt ]), sizeof( AMBIENTDATA_STRUCT ), NULL ) )
{
return( FALSE );
}
sprintf( zFilename, "AMBIENT\\%s", gAmbData[ cnt ].zFilename );
strcpy( gAmbData[ cnt ].zFilename, zFilename );
}
FileClose( hFile );
return( TRUE );
}
void GetAmbientDataPtr( AMBIENTDATA_STRUCT **ppAmbData, UINT16 *pusNumData )
{
*ppAmbData = gAmbData;
*pusNumData = gsNumAmbData;
}
void StopAmbients( )
{
SoundStopAllRandom( );
}
void HandleNewSectorAmbience( UINT8 ubAmbientID )
{
// OK, we could have just loaded a sector, erase all ambient sounds from queue, shutdown all ambient groupings
SoundStopAllRandom( );
DeleteAllStrategicEventsOfType( EVENT_AMBIENT );
if( !gfBasement && !gfCaves )
{
if( LoadAmbientControlFile( ubAmbientID ) )
{
// OK, load them up!
BuildDayAmbientSounds( );
}
else
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_0, String("Cannot load Ambient data for tileset" ) );
}
}
}
void DeleteAllAmbients()
{
// JA2Gold: it seems that ambient sounds don't get unloaded when we exit a sector!?
SoundStopAllRandom();
DeleteAllStrategicEventsOfType( EVENT_AMBIENT );
}
UINT32 SetupNewAmbientSound( UINT32 uiAmbientID )
{
RANDOMPARMS rpParms;
//SoundLog((CHAR8 *)String(" SetupNewAmbientSound()1: uiAmbientID: '%d'", uiAmbientID ) );
memset(&rpParms, 0xff, sizeof(RANDOMPARMS));
rpParms.uiTimeMin = gAmbData[ uiAmbientID ].uiMinTime;
rpParms.uiTimeMax = gAmbData[ uiAmbientID ].uiMaxTime;
rpParms.uiVolMin = CalculateSoundEffectsVolume( gAmbData[ uiAmbientID ].uiVol );
rpParms.uiVolMax = CalculateSoundEffectsVolume( gAmbData[ uiAmbientID ].uiVol );
rpParms.uiPriority = GROUP_AMBIENT;
//SoundLog((CHAR8 *)String(" SetupNewAmbientSound()2: gAmbData[ uiAmbientID ].zFilename: '%s', Params: '%s'", gAmbData[ uiAmbientID ].zFilename, &rpParms ) );
return SoundPlayRandom( gAmbData[ uiAmbientID ].zFilename, &rpParms ); //bug Nr14
}
UINT32 StartSteadyStateAmbient( UINT32 ubVolume, UINT32 ubLoops)
{
SOUNDPARMS spParms;
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
spParms.uiLoop = ubLoops;
spParms.uiPriority=GROUP_AMBIENT;
return(SoundPlay( gSteadyStateAmbientTable[ gubCurrentSteadyStateAmbience ].zSoundNames[ gubCurrentSteadyStateSound ], &spParms ) );
}
BOOLEAN SetSteadyStateAmbience( UINT8 ubAmbience )
{
BOOLEAN fInNight = FALSE;
INT32 cnt;
UINT8 ubNumSounds = 0;
UINT8 ubChosenSound;
// Stop all ambients...
if ( guiCurrentSteadyStateSoundHandle != NO_SAMPLE )
{
SoundStop( guiCurrentSteadyStateSoundHandle );
guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
}
// Determine what time of day we are in ( day/night)
if( gubEnvLightValue >= LIGHT_DUSK_CUTOFF)
{
fInNight = TRUE;
}
// loop through listing to get num sounds...
for ( cnt = ( fInNight * 4 ); cnt < ( NUM_SOUNDS_PER_TIMEFRAME / 2 ); cnt++ )
{
if ( gSteadyStateAmbientTable[ ubAmbience ].zSoundNames[ cnt ][ 0 ] == 0 )
{
break;
}
ubNumSounds++;
}
if ( ubNumSounds == 0 )
{
return( FALSE );
}
// Pick one
ubChosenSound = (UINT8) Random( ubNumSounds );
// Set!
gubCurrentSteadyStateAmbience = ubAmbience;
gubCurrentSteadyStateSound = ubChosenSound;
guiCurrentSteadyStateSoundHandle = StartSteadyStateAmbient( LOWVOLUME, 0 );
return( TRUE );
}
void UpdateFireAmbient(void)
{
INT32 iVolume;
UINT32 uiClock;
if (!gGameExternalOptions.fEnableTA)
{
return;
}
if (guiCurrentScreen != GAME_SCREEN)
{
return;
}
uiClock = GetJA2Clock();
if (uiClock - guiFireAmbientLastUpdate < 50)
{
return;
}
guiFireAmbientLastUpdate = uiClock;
if (FindVisibleSmokeEffect(BURNABLEGAS_SMOKE_EFFECT))
{
gubAmbientFutureFireVolume = gGameExternalOptions.ubVolumeTA;
if (guiAmbientFire == NO_SAMPLE)
{
StartFireAmbient();
}
// check if successfully started
if (guiAmbientFire != NO_SAMPLE)
{
iVolume = SoundGetVolume(guiAmbientFire);
if (iVolume != gubAmbientFutureFireVolume)
{
// increase volume until it reaches desired level
iVolume = min((INT32)gubAmbientFutureFireVolume, iVolume + 4);
SoundSetVolume(guiAmbientFire, iVolume);
}
}
}
else
{
gubAmbientFutureFireVolume = 0;
// check if ambient sound is playing
if (guiAmbientFire != NO_SAMPLE)
{
iVolume = SoundGetVolume(guiAmbientFire);
if (iVolume != gubAmbientFutureFireVolume)
{
// increase volume until it reaches desired level
iVolume = max((INT32)gubAmbientFutureFireVolume, iVolume - 4);
SoundSetVolume(guiAmbientFire, iVolume);
}
if (iVolume == 0)
{
StopFireAmbient();
}
}
}
}
void StopFireAmbient(void)
{
if (guiAmbientFire != NO_SAMPLE)
{
SoundStop(guiAmbientFire);
guiAmbientFire = NO_SAMPLE;
}
}
void StartFireAmbient(void)
{
CHAR8 filename[1024];
SOUNDPARMS spParms;
// Stop ambient
if (guiAmbientFire != NO_SAMPLE)
{
return;
}
strcpy(filename, "Sounds\\ambient\\fire.ogg");
//gubAmbientFireVolume = LOWVOLUME;
// start sound
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
//spParms.uiVolume = CalculateSoundEffectsVolume( LOWVOLUME );
spParms.uiVolume = 0;
spParms.uiLoop = 0;
spParms.uiPriority = GROUP_AMBIENT;
//guiAmbientFire = SoundPlay( zFileName, &spParms );
guiAmbientFire = SoundPlayStreamedFile(filename, &spParms);
}