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forked from 0ad/0ad

Seed unit sounds so that their pitch and their gain are always the same for the same unit.

Fixes #3578
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D1584
This was SVN commit r22231.
This commit is contained in:
Stan 2019-04-25 22:37:15 +00:00
parent 34a6f17aa7
commit ef098db7c8
2 changed files with 26 additions and 9 deletions

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2019 Wildfire Games.
/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -21,12 +21,14 @@
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "lib/rand.h"
#include "ps/Game.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/Util.h"
#include "ps/XML/Xeromyces.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/system/Component.h"
#include "soundmanager/items/ISoundItem.h"
#include "soundmanager/SoundManager.h"
@ -35,9 +37,17 @@
extern CGame *g_Game;
#if CONFIG2_AUDIO
static float RandFloat(float min, float max)
inline u32 CSoundGroup::FastRand()
{
return rand(min * 100.f, max * 100.f) / 100.f;
// This is a mixed linear congruential random number generator.
// The magic numbers are chosen so that they generate pseudo random numbers over a big enough period (0xFFFF).
m_Seed = 214013 * m_Seed + 2531011;
return (m_Seed >> 16) & 0xFFFF;
}
float CSoundGroup::RandFloat(float min, float max)
{
return (static_cast<float>(FastRand()) / (0xFFFF)) * (max - min) + min;
}
#endif
@ -62,6 +72,7 @@ void CSoundGroup::SetDefaultValues()
m_ConeInnerAngle = 360.f;
m_ConeOuterAngle = 360.f;
m_Decay = 3.f;
m_Seed = 0;
m_IntensityThreshold = 3.f;
}
@ -179,10 +190,11 @@ void CSoundGroup::UploadPropertiesAndPlay(size_t index, const CVector3D& positio
hSound->SetRollOff(itemRollOff);
}
if (TestFlag(eRandPitch))
hSound->SetPitch(RandFloat(m_PitchLower, m_PitchUpper));
else
hSound->SetPitch(m_Pitch);
CmpPtr<ICmpVisual> cmpVisual(*g_Game->GetSimulation2(), source);
if (cmpVisual)
m_Seed = cmpVisual->GetActorSeed();
hSound->SetPitch(TestFlag(eRandPitch) ? RandFloat(m_PitchLower, m_PitchUpper) : m_Pitch);
if (TestFlag(eRandGain))
m_Gain = RandFloat(m_GainLower, m_GainUpper);

View File

@ -20,6 +20,7 @@
#include "lib/config2.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/types.h"
#include "simulation2/system/Entity.h"
#include "soundmanager/data/SoundData.h"
@ -80,6 +81,10 @@ private:
void SetDefaultValues();
#if CONFIG2_AUDIO
inline u32 FastRand();
// Contains the current sound seed for the generator
u32 m_Seed;
float RandFloat(float min, float max);
// We store the handles so we can load now and play later
std::vector<CSoundData*> m_SoundGroups;
#endif
@ -104,7 +109,7 @@ private:
float m_PitchUpper;
float m_Priority;
// Up to eight individual parameters, use with eSndGrpFlags.
uint8_t m_Flags;
u8 m_Flags;
};
#endif //#ifndef INCLUDED_SOUNDGROUP_H