#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions of this software are copyright © 2024 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include "EnvironmentalAudio.h" #include "Audio.h" #include "AdventuresInLestoria.h" INCLUDE_game INCLUDE_DATA float EnvironmentalAudio::ACTIVATION_RANGE; std::mapEnvironmentalAudio::SOUND_DATA; void EnvironmentalAudio::Initialize(){ ACTIVATION_RANGE="Audio.Environmental Audio Activation Range"_F; for(auto&[key,size]:DATA["Environmental Audio"]){ SOUND_DATA[key].file=DATA["Environmental Audio"][key]["File"].GetString(); if(!std::filesystem::exists(operator""_SFX(SOUND_DATA[key].file.c_str(),SOUND_DATA[key].file.length())))ERR(std::format("WARNING! Could not load Environmental Audio {} due to missing file {} in {}",key,SOUND_DATA[key].file,"sfx_directory"_S)); SOUND_DATA[key].volume=DATA["Environmental Audio"][key]["Volume"].GetReal()/100.f; } } EnvironmentalAudio::EnvironmentalAudio() :audioName(""),pos({}){} EnvironmentalAudio::EnvironmentalAudio(const std::string_view audioName,const vf2d pos) :audioName(audioName),pos(pos){} void EnvironmentalAudio::SetPos(const vf2d&pos){ this->pos=pos; } void EnvironmentalAudio::SetAudioName(const std::string_view audioName){ this->audioName=audioName; } void EnvironmentalAudio::Activate(){ if(activated)return; soundInstance=Audio::LoadAndPlaySFX(operator""_SFX(SOUND_DATA[audioName].file.c_str(),SOUND_DATA[audioName].file.length()),true); Audio::Engine().SetPitch(soundInstance,util::random_range(0.9f,1.1f)); activated=true; } void EnvironmentalAudio::Deactivate(){ if(!activated)return; if(soundInstance!=std::numeric_limits::max()){ Audio::Engine().UnloadSound(soundInstance); } soundInstance=std::numeric_limits::max(); activated=false; } void EnvironmentalAudio::UpdateEnvironmentalAudio(){ for(const EnvironmentalAudio&aud:game->GetCurrentMap().GetEnvironmentalAudio()){ EnvironmentalAudio&audio=const_cast(aud); audio.Update(); } } void EnvironmentalAudio::Update(){ float distanceFromPlayer=geom2d::line(game->GetPlayer()->GetPos(),pos).length(); if(distanceFromPlayerACTIVATION_RANGE){ Deactivate(); return; //Do not need to continue processing if the sound is not even going to be heard. } float distRatio=1-distanceFromPlayer/ACTIVATION_RANGE; //0-1 where 1 is full volume. float xDistRatio=(pos.x-game->GetPlayer()->GetX())/ACTIVATION_RANGE; //0-1 where 1 is full volume. Audio::Engine().SetVolume(soundInstance,distRatio*SOUND_DATA[audioName].volume*Audio::GetSFXVolume()*Audio::GetMuteMult()); Audio::Engine().SetPan(soundInstance,xDistRatio); }