SpaceCadetPinball/SpaceCadetPinball/Sound.cpp

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Implement stereo sound. (#138) * Implement stereo sound. Original Space Cadet has mono sound. To achieve stereo, the following steps were accomplished: - Add a game option to turn on/off stereo sound. Default is on. - TPinballComponent objects were extended with a method called get_coordinates() that returns a single 2D point, approximating the on-screen position of the object, re-mapped between 0 and 1 vertically and horizontally, {0, 0} being at the top-left. - For static objects like bumpers and lights, the coordinate refers to the geometric center of the corresponding graphic sprite, and is precalculated at initialization. - For ball objects, the coordinate refers to the geometric center of the ball, calculated during play when requested. - Extend all calls to sound-playing methods so that they include a TPinballComponent* argument that refers to the sound source, e.g. where the sound comes from. For instance, when a flipper is activated, its method call to emit a sound now includes a reference to the flipper object; when a ball goes under a SkillShotGate, its method call to emit a sound now includes a reference to the corresponding light; and so on. For some cases, like light rollovers, the sound source is taken from the ball that triggered the light rollover. For other cases, like holes, flags and targets, the sound source is taken from the object itself. For some special cases like ramp activation, sound source is taken from the nearest light position that makes sense. For all game-progress sounds, like mission completion sounds or ball drain sounds, the sound source is undefined (set to nullptr), and the Sound::PlaySound() method takes care of positioning them at a default location, where speakers on a pinball machine normally are. - Make the Sound::PlaySound() method accept a new argument, a TPinballComponent reference, as described above. If the stereo option is turned on, the Sound::PlaySound() method calls the get_coordinates() method of the TPinballComponent reference to get the sound position. This project uses SDL_mixer and there is a function called Mix_SetPosition() that allows placing a sound in the stereo field, by giving it a distance and an angle. We arbitrarily place the player's ears at the bottom of the table; we set the ears' height to half a table's length. Intensity of the stereo effect is directly related to this value; the farther the player's ears from the table, the narrowest the stereo picture gets, and vice-versa. From there we have all we need to calculate distance and angle; we do just that and position all the sounds. * Copy-paste typo fix.
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#include "options.h"
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#include "pch.h"
#include "Sound.h"
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#include "maths.h"
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int Sound::num_channels;
bool Sound::enabled_flag = false;
int* Sound::TimeStamps = nullptr;
int Sound::Volume = MIX_MAX_VOLUME;
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bool Sound::Init(int channels, bool enableFlag, int volume)
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{
Volume = volume;
Mix_Init(MIX_INIT_MID_Proxy);
auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024);
SetChannels(channels);
Enable(enableFlag);
return !result;
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}
void Sound::Enable(bool enableFlag)
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{
enabled_flag = enableFlag;
if (!enableFlag)
Mix_HaltChannel(-1);
}
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void Sound::Activate()
{
Mix_Resume(-1);
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}
void Sound::Deactivate()
{
Mix_Pause(-1);
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}
void Sound::Close()
{
delete[] TimeStamps;
TimeStamps = nullptr;
Mix_CloseAudio();
Mix_Quit();
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}
Implement stereo sound. (#138) * Implement stereo sound. Original Space Cadet has mono sound. To achieve stereo, the following steps were accomplished: - Add a game option to turn on/off stereo sound. Default is on. - TPinballComponent objects were extended with a method called get_coordinates() that returns a single 2D point, approximating the on-screen position of the object, re-mapped between 0 and 1 vertically and horizontally, {0, 0} being at the top-left. - For static objects like bumpers and lights, the coordinate refers to the geometric center of the corresponding graphic sprite, and is precalculated at initialization. - For ball objects, the coordinate refers to the geometric center of the ball, calculated during play when requested. - Extend all calls to sound-playing methods so that they include a TPinballComponent* argument that refers to the sound source, e.g. where the sound comes from. For instance, when a flipper is activated, its method call to emit a sound now includes a reference to the flipper object; when a ball goes under a SkillShotGate, its method call to emit a sound now includes a reference to the corresponding light; and so on. For some cases, like light rollovers, the sound source is taken from the ball that triggered the light rollover. For other cases, like holes, flags and targets, the sound source is taken from the object itself. For some special cases like ramp activation, sound source is taken from the nearest light position that makes sense. For all game-progress sounds, like mission completion sounds or ball drain sounds, the sound source is undefined (set to nullptr), and the Sound::PlaySound() method takes care of positioning them at a default location, where speakers on a pinball machine normally are. - Make the Sound::PlaySound() method accept a new argument, a TPinballComponent reference, as described above. If the stereo option is turned on, the Sound::PlaySound() method calls the get_coordinates() method of the TPinballComponent reference to get the sound position. This project uses SDL_mixer and there is a function called Mix_SetPosition() that allows placing a sound in the stereo field, by giving it a distance and an angle. We arbitrarily place the player's ears at the bottom of the table; we set the ears' height to half a table's length. Intensity of the stereo effect is directly related to this value; the farther the player's ears from the table, the narrowest the stereo picture gets, and vice-versa. From there we have all we need to calculate distance and angle; we do just that and position all the sounds. * Copy-paste typo fix.
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void Sound::PlaySound(Mix_Chunk* wavePtr, int time, TPinballComponent *soundSource, const char* info)
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{
if (wavePtr && enabled_flag)
{
if (Mix_Playing(-1) == num_channels)
{
auto oldestChannel = std::min_element(TimeStamps, TimeStamps + num_channels) - TimeStamps;
Mix_HaltChannel(oldestChannel);
}
auto channel = Mix_PlayChannel(-1, wavePtr, 0);
Implement stereo sound. (#138) * Implement stereo sound. Original Space Cadet has mono sound. To achieve stereo, the following steps were accomplished: - Add a game option to turn on/off stereo sound. Default is on. - TPinballComponent objects were extended with a method called get_coordinates() that returns a single 2D point, approximating the on-screen position of the object, re-mapped between 0 and 1 vertically and horizontally, {0, 0} being at the top-left. - For static objects like bumpers and lights, the coordinate refers to the geometric center of the corresponding graphic sprite, and is precalculated at initialization. - For ball objects, the coordinate refers to the geometric center of the ball, calculated during play when requested. - Extend all calls to sound-playing methods so that they include a TPinballComponent* argument that refers to the sound source, e.g. where the sound comes from. For instance, when a flipper is activated, its method call to emit a sound now includes a reference to the flipper object; when a ball goes under a SkillShotGate, its method call to emit a sound now includes a reference to the corresponding light; and so on. For some cases, like light rollovers, the sound source is taken from the ball that triggered the light rollover. For other cases, like holes, flags and targets, the sound source is taken from the object itself. For some special cases like ramp activation, sound source is taken from the nearest light position that makes sense. For all game-progress sounds, like mission completion sounds or ball drain sounds, the sound source is undefined (set to nullptr), and the Sound::PlaySound() method takes care of positioning them at a default location, where speakers on a pinball machine normally are. - Make the Sound::PlaySound() method accept a new argument, a TPinballComponent reference, as described above. If the stereo option is turned on, the Sound::PlaySound() method calls the get_coordinates() method of the TPinballComponent reference to get the sound position. This project uses SDL_mixer and there is a function called Mix_SetPosition() that allows placing a sound in the stereo field, by giving it a distance and an angle. We arbitrarily place the player's ears at the bottom of the table; we set the ears' height to half a table's length. Intensity of the stereo effect is directly related to this value; the farther the player's ears from the table, the narrowest the stereo picture gets, and vice-versa. From there we have all we need to calculate distance and angle; we do just that and position all the sounds. * Copy-paste typo fix.
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if (channel != -1) {
TimeStamps[channel] = time;
Implement stereo sound. (#138) * Implement stereo sound. Original Space Cadet has mono sound. To achieve stereo, the following steps were accomplished: - Add a game option to turn on/off stereo sound. Default is on. - TPinballComponent objects were extended with a method called get_coordinates() that returns a single 2D point, approximating the on-screen position of the object, re-mapped between 0 and 1 vertically and horizontally, {0, 0} being at the top-left. - For static objects like bumpers and lights, the coordinate refers to the geometric center of the corresponding graphic sprite, and is precalculated at initialization. - For ball objects, the coordinate refers to the geometric center of the ball, calculated during play when requested. - Extend all calls to sound-playing methods so that they include a TPinballComponent* argument that refers to the sound source, e.g. where the sound comes from. For instance, when a flipper is activated, its method call to emit a sound now includes a reference to the flipper object; when a ball goes under a SkillShotGate, its method call to emit a sound now includes a reference to the corresponding light; and so on. For some cases, like light rollovers, the sound source is taken from the ball that triggered the light rollover. For other cases, like holes, flags and targets, the sound source is taken from the object itself. For some special cases like ramp activation, sound source is taken from the nearest light position that makes sense. For all game-progress sounds, like mission completion sounds or ball drain sounds, the sound source is undefined (set to nullptr), and the Sound::PlaySound() method takes care of positioning them at a default location, where speakers on a pinball machine normally are. - Make the Sound::PlaySound() method accept a new argument, a TPinballComponent reference, as described above. If the stereo option is turned on, the Sound::PlaySound() method calls the get_coordinates() method of the TPinballComponent reference to get the sound position. This project uses SDL_mixer and there is a function called Mix_SetPosition() that allows placing a sound in the stereo field, by giving it a distance and an angle. We arbitrarily place the player's ears at the bottom of the table; we set the ears' height to half a table's length. Intensity of the stereo effect is directly related to this value; the farther the player's ears from the table, the narrowest the stereo picture gets, and vice-versa. From there we have all we need to calculate distance and angle; we do just that and position all the sounds. * Copy-paste typo fix.
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if (options::Options.SoundStereo) {
/* Think 3D sound positioning, where:
* - x goes from 0 to 1, left to right on the screen,
* - y goes from 0 to 1, top to bottom on the screen,
* - z goes from 0 to infinity, from table-level to the sky.
*
* We position the listener at the bottom center of the table,
* at 0.5 height, so roughly a table half-length. Coords of
* the listener are thus {0.5, 1.0, 0.5}.
*
* We use basic trigonometry to calculate the angle and distance
* from a sound source to the listener.
*
* Mix_SetPosition expects an angle in (Sint16)degrees, where
* 0 degrees is in front, 90 degrees is to the right, and so on.
* Mix_SetPosition expects a (Uint8)distance from 0 (near) to 255 (far).
*/
/* Get the sound source position. */
vector2 coordinates;
/* Some sounds are unpositioned; for that case the caller sends
* a NULL pointer as a soundSource; in those cases we position
* the sound at the center top of the table.
*/
if (!soundSource) {
coordinates.X = 0.5f;
coordinates.Y = 0.0f;
}
else {
coordinates = soundSource->get_coordinates();
};
/* Player position. */
auto pX = 0.5f;
auto pY = 1.0f;
auto pZ = 0.5f;
/* Calculate lengths of three sides of a triangle.
* ptos (Player-to-sound): distance from listener to the sound source,
* ptom (player-to-middle): distance from listener to the sound source
* when the latter is repositioned to the
* X center,
* stom (sound-to-middle): distance from ptos to ptom.
*/
auto ptos = sqrt(((coordinates.X - pX) * (coordinates.X - pX)) + ((coordinates.Y - pY) * (coordinates.Y - pY)) + (pZ * pZ));
auto ptom = sqrt(((coordinates.Y - pY) * (coordinates.Y - pY)) + (pZ * pZ));
auto stom = fabs(coordinates.X - 0.5);
/* Calculate the angle using the law of cosines and acos().
* That will return an angle in radians, e.g. in the [0,PI] range;
* we remap to [0,180], and cast to an integer.
*/
Sint16 angle = (Sint16)(acos(((stom * stom) - (ptos * ptos) - (ptom * ptom)) / (-2.0f * ptos * ptom)) * 180.0f / IM_PI);
/* Because we are using distances to calculate the angle,
* we now have no clue if the sound is to the right or the
* left. If the sound is to the right, the current value
* is good, but to the left, we need substract it from 360.
*/
if (coordinates.X < 0.5) {
angle = (360 - angle);
}
/* Distance from listener to the ball (ptos) is roughly
* in the [0.5,1.55] range; remap to 50-155 by multiplying
* by 100 and cast to an integer. */
Uint8 distance = (Uint8)(100.0f * ptos);
Mix_SetPosition(channel, angle, distance);
/* Output position of each sound emitted so we can verify
* the sanity of the implementation.
*/
/*
printf("X: %3.3f Y: %3.3f Angle: %3d Distance: %3d, Object: %s\n",
coordinates.X,
coordinates.Y,
angle,
distance,
info
);
*/
}
}
}
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}
Mix_Chunk* Sound::LoadWaveFile(const std::string& lpName)
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{
auto wavFile = fopenu(lpName.c_str(), "r");
if (!wavFile)
return nullptr;
fclose(wavFile);
return Mix_LoadWAV(lpName.c_str());
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}
void Sound::FreeSound(Mix_Chunk* wave)
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{
if (wave)
Mix_FreeChunk(wave);
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}
void Sound::SetChannels(int channels)
{
if (channels <= 0)
channels = 8;
num_channels = channels;
delete[] TimeStamps;
TimeStamps = new int[num_channels]();
Mix_AllocateChannels(num_channels);
SetVolume(Volume);
}
void Sound::SetVolume(int volume)
{
Volume = volume;
Mix_Volume(-1, volume);
}