//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Data types used inside constraints for the purpose of playing sounds // during movement. // //=============================================================================// #ifndef PHYSCONSTRAINT_SOUNDS_H #define PHYSCONSTRAINT_SOUNDS_H #ifdef _WIN32 #pragma once #endif #include #include "soundenvelope.h" /** \brief Class to store a sampled history of velocity for an object -- used for certain sound calculations Although this contains only one sample for now, it exists as an interface so as to make simpler the possibility of moving to a ring buffer implementation in the future. The "sample rate" variable is not nominal: it should be used to specify the ClientThink() interval. Be sure to use the beginSampling() function for the first sample, and addSample() thereafter: this will be relevant and necessary for a ring buffer implementation (which will have to perform certain initialization). */ class VelocitySampler { public: /* enum { HISTORY_DEPTH_LOG = 3, // < log-base-2 of the sampler's array depth HISTORY_DEPTH = (1 << VELOCITY_SAMPLER_HISTORY_DEPTH_LOG), }; */ /// Return the internally stored sample rate. inline float getSampleRate() { return m_fIdealSampleRate; } /// Store off the first recorded sample for the given object. inline void BeginSampling(const Vector &relativeVelocity); /// Record a sample. Do this LAST, after calling hasReversed() et al. inline void AddSample(const Vector &relativeVelocity); /// Using the sample history, determine if the object has reversed direction /// with at least the given acceleration (in units/sec^2). int HasReversed(const Vector &relativeVelocity, const float thresholdAcceleration[], const unsigned short numThresholds); /// Call this in spawn(). (Not a constructor because those are difficult to use in entities.) void Initialize(float samplerate); /// A convenience function for extracting the linear velocity of one object relative to another. inline static Vector GetRelativeVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame); /// A convenience function for extracting the angular velocity of one object relative to another. inline static Vector GetRelativeAngularVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame); protected: Vector m_prevSample; float m_fPrevSampleTime; float m_fIdealSampleRate; }; struct SimpleConstraintSoundProfile { // define the indices of the sound points: enum { kMIN_THRESHOLD, ///< below this no sound is played kMIN_FULL, ///< at this velocity sound is at its loudest kHIGHWATER, ///< high water mark for this enum } eKeypoints; float m_keyPoints[kHIGHWATER]; /// Number of entries in the reversal sound array enum { kREVERSAL_SOUND_ARRAY_SIZE = 3 }; /// Acceleration threshold for playing the hard-reverse sound. Divided into sections. /// Below the 0th threshold no sound will play. float m_reversalSoundThresholds[kREVERSAL_SOUND_ARRAY_SIZE]; /// Get volume for given velocity [0..1] float GetVolume(float inVel); }; float SimpleConstraintSoundProfile::GetVolume(float inVel) { // clamped lerp on 0-1 if (inVel <= m_keyPoints[kMIN_THRESHOLD]) { return 0; } else if (inVel >= m_keyPoints[kMIN_FULL]) { return 1; } else // lerp... { return (inVel - m_keyPoints[kMIN_THRESHOLD])/(m_keyPoints[kMIN_FULL] - m_keyPoints[kMIN_THRESHOLD]); } } class CPhysConstraint; /** This class encapsulates the data and behavior necessary for a constraint to play sounds. For the moment I have no easy means of populating this from an entity's datadesc. You should explicitly fill out the fields with eg DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ), DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ), DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ), DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ), DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSound, FIELD_SOUNDNAME, "reversalsound" ), DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThreshold , FIELD_FLOAT, "reversalsoundthreshold" ), */ class ConstraintSoundInfo { public: // no ctor. // dtor ~ConstraintSoundInfo(); /// Call from the constraint's Activate() void OnActivate( CPhysConstraint *pOuter ); /// Constraint should have a think function that calls this. It should pass in relative velocity /// between child and parent. (This need not be linear velocity; it may be angular.) void OnThink( CPhysConstraint *pOuter, const Vector &relativeVelocity ); /// This is how often the think function should be run: inline float getThinkRate() const { return 0.09f; } /// Call this before the first call to OnThink() void StartThinking( CPhysConstraint *pOuter, const Vector &relativeVelocity, const Vector &forwardVector ); /// Call this if you intend to stop calling OnThink(): void StopThinking( CPhysConstraint *pOuter ); /// Call from owner's Precache(). void OnPrecache( CPhysConstraint *pOuter ); VelocitySampler m_vSampler; SimpleConstraintSoundProfile m_soundProfile; Vector m_forwardAxis; ///< velocity in this direction is forward. The opposite direction is backward. string_t m_iszTravelSoundFwd,m_iszTravelSoundBack; // Path/filename of WAV file to play. CSoundPatch *m_pTravelSound; bool m_bPlayTravelSound; string_t m_iszReversalSounds[SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE]; // Path/filename of WAV files to play -- one per entry in threshold. // CSoundPatch *m_pReversalSound; bool m_bPlayReversalSound; protected: /// Maintain consistency of internal datastructures on start void ValidateInternals( CPhysConstraint *pOuter ); /// Stop playing any active sounds. void DeleteAllSounds(); }; /////////////// INLINE FUNCTIONS /// compute the relative velocity between an object and its parent. Just a convenience. Vector VelocitySampler::GetRelativeVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame ) { Vector childVelocity, parentVelocity; pObj->GetImplicitVelocity( &childVelocity, NULL ); pReferenceFrame->GetImplicitVelocity(&parentVelocity, NULL); return (childVelocity - parentVelocity); } Vector VelocitySampler::GetRelativeAngularVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame ) { Assert(pObj); if ( pReferenceFrame ) { Vector childVelocityLocal, parentVelocityLocal, childVelocityWorld, parentVelocityWorld; pObj->GetImplicitVelocity( NULL, &childVelocityLocal ); pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal ); pReferenceFrame->GetImplicitVelocity( NULL, &parentVelocityLocal ); pObj->LocalToWorldVector( &parentVelocityWorld, parentVelocityLocal ); return (childVelocityWorld - parentVelocityWorld); } else { Vector childVelocityLocal, childVelocityWorld; pObj->GetImplicitVelocity( NULL, &childVelocityLocal ); pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal ); return (childVelocityWorld); } } /************************************************************************/ // This function is nominal -- it's here as an interface because in the // future there will need to be special initialization for the first entry // in a ring buffer. (I made a test implementation of this, then reverted it // later; this is not an arbitrary assumption.) /************************************************************************/ /// Store off the first recorded sample for the given object. void VelocitySampler::BeginSampling(const Vector &relativeVelocity) { return AddSample(relativeVelocity); } // Record a sample for the given object void VelocitySampler::AddSample(const Vector &relativeVelocity) { m_prevSample = relativeVelocity; m_fPrevSampleTime = gpGlobals->curtime; } /* // abandoned -- too complicated, no way to set from keyfields #pragma warning(push) #pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless struct/union /// Stores information used for playing sounds based on /// constraint movement class ConstraintSoundProfile { public: /// Defines a point in the sound profile: volume and pitch for the sound to play. /// Implicit crossfading between two sounds. Used to map velocity to a sound profile. struct SoundInfoTuple { float minVelocity; union { struct{ float volume1,pitch1; //< volume and pitch of sound 1 float volume2,pitch2; //< volume and pitch of sound 2 }; fltx4 m_as4; }; inline SoundInfoTuple(float _minVelocity, float _volume1, float _pitch1, float _volume2, float _pitch2) : minVelocity(_minVelocity), volume1(_volume1), pitch1(_pitch1), volume2(_volume2), pitch2(_pitch2) {} }; ConstraintSoundProfile(const SoundInfoTuple *soundTable, unsigned int tableSize) : m_pSoundInfos(soundTable), m_numSoundInfos(tableSize) {} protected: /// A table of sound info structs const SoundInfoTuple * const m_pSoundInfos; /// Size of the table const unsigned int m_numSoundInfos; }; static ConstraintSoundProfile::SoundInfoTuple CSDebugProfileTable[] = { ConstraintSoundProfile::SoundInfoTuple(12,0,0,0,0), ConstraintSoundProfile::SoundInfoTuple(24,0,0,0,0), }; #pragma warning(pop) */ #endif