mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r19332) -Codechange: Simplify sound panning by using float data, and switch to sinusoidal algorithm to maintain output level.
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@ -10,6 +10,7 @@
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/** @file mixer.cpp Mixing of sound samples. */
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#include "stdafx.h"
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#include <math.h>
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#include "core/math_func.hpp"
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struct MixerChannel {
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@ -185,10 +186,18 @@ void MxSetChannelRawSrc(MixerChannel *mc, int8 *mem, size_t size, uint rate, boo
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mc->is16bit = is16bit;
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}
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void MxSetChannelVolume(MixerChannel *mc, uint left, uint right)
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/**
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* Set volume and pan parameters for a sound.
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* @param mc MixerChannel to set
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* @param volume Volume level for sound, range is 0..16384
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* @param pan Pan position for sound, range is 0..1
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*/
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void MxSetChannelVolume(MixerChannel *mc, uint volume, float pan)
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{
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mc->volume_left = left;
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mc->volume_right = right;
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/* Use sinusoidal pan to maintain overall sound power level regardless
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* of position. */
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mc->volume_left = volume * sin((1.0 - pan) * M_PI / 2.0);
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mc->volume_right = volume * sin(pan * M_PI / 2.0);
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}
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@ -19,7 +19,7 @@ void MxMixSamples(void *buffer, uint samples);
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MixerChannel *MxAllocateChannel();
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void MxSetChannelRawSrc(MixerChannel *mc, int8 *mem, size_t size, uint rate, bool is16bit);
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void MxSetChannelVolume(MixerChannel *mc, uint left, uint right);
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void MxSetChannelVolume(MixerChannel *mc, uint volume, float pan);
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void MxActivateChannel(MixerChannel*);
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#endif /* MIXER_H */
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@ -24,9 +24,6 @@
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static SoundEntry _original_sounds[ORIGINAL_SAMPLE_COUNT];
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MusicFileSettings msf;
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/* Number of levels of panning per side */
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#define PANNING_LEVELS 16
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static void OpenBankFile(const char *filename)
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{
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memset(_original_sounds, 0, sizeof(_original_sounds));
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@ -158,7 +155,7 @@ void InitializeSound()
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}
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/* Low level sound player */
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static void StartSound(SoundID sound_id, int panning, uint volume)
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static void StartSound(SoundID sound_id, float pan, uint volume)
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{
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if (volume == 0) return;
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@ -174,12 +171,9 @@ static void StartSound(SoundID sound_id, int panning, uint volume)
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if (!SetBankSource(mc, sound)) return;
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/* Apply the sound effect's own volume. */
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volume = (sound->volume * volume) / 128;
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volume = sound->volume * volume;
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panning = Clamp(panning, -PANNING_LEVELS, PANNING_LEVELS);
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uint left_vol = (volume * PANNING_LEVELS) - (volume * panning);
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uint right_vol = (volume * PANNING_LEVELS) + (volume * panning);
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MxSetChannelVolume(mc, left_vol * 128 / PANNING_LEVELS, right_vol * 128 / PANNING_LEVELS);
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MxSetChannelVolume(mc, volume, pan);
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MxActivateChannel(mc);
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}
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@ -244,7 +238,7 @@ static void SndPlayScreenCoordFx(SoundID sound, int left, int right, int top, in
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top < vp->virtual_top + vp->virtual_height && bottom > vp->virtual_top) {
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int screen_x = (left + right) / 2 - vp->virtual_left;
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int width = (vp->virtual_width == 0 ? 1 : vp->virtual_width);
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int panning = (screen_x * PANNING_LEVELS * 2) / width - PANNING_LEVELS;
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float panning = (float)screen_x / width;
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StartSound(
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sound,
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@ -278,7 +272,7 @@ void SndPlayVehicleFx(SoundID sound, const Vehicle *v)
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void SndPlayFx(SoundID sound)
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{
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StartSound(sound, 0, msf.effect_vol);
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StartSound(sound, 0.5, msf.effect_vol);
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}
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INSTANTIATE_BASE_MEDIA_METHODS(BaseMedia<SoundsSet>, SoundsSet)
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