224 lines
5.6 KiB
Haskell
224 lines
5.6 KiB
Haskell
{- |
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Module : Dodge.SoundLogic
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Description : Messages to "Sound" backend
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This module allows us to talk to the "Sound" module.
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-}
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module Dodge.SoundLogic (
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-- * Manipulation of individual sounds
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soundStart,
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soundContinue,
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soundContinueVol,
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soundMultiFrom,
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stopSoundFrom,
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-- soundWithStatus,
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-- * helper to determine the angle of a sound given a world position
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soundAngle,
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-- * Manipulation of all sounds
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haltSound,
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resumeSound,
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pauseSound,
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module Dodge.SoundLogic.LoadSound,
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) where
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import Control.Lens
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import Data.Int (Int16)
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import qualified Data.Map as M
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import Data.Maybe
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import Dodge.Data.Universe
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import Dodge.SoundLogic.LoadSound
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import Geometry.Data
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import Geometry.Vector
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import Sound.Data
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import SDL.Mixer as Mix
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-- | Placeholder...
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haltSound :: World -> World
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haltSound = id
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-- | Placeholder...
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pauseSound :: Universe -> Universe
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pauseSound = uvIOEffects %~ \f u -> do
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Mix.pause (-1)
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f u
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-- | Placeholder...
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resumeSound :: Universe -> Universe
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resumeSound = uvIOEffects %~ \f u -> do
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Mix.resume (-1)
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f u
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soundWithStatusVolume ::
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-- | Volume factor, 0 - 1
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Float ->
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PlayStatus ->
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-- | \"Creator\" of sound
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SoundOrigin ->
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-- | Position of sound
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Point2 ->
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-- | ID of sound to be played
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SoundID ->
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-- | Frames to play sound for, Nothing for until finished
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Maybe Int ->
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World ->
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World
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soundWithStatusVolume vol status so fpos sType mtime w =
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w & toPlaySounds
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%~ M.insert
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so
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(aSound vol status fpos sType mtime w)
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aSound ::
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-- | Volume factor, 0 - 1
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Float ->
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PlayStatus ->
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-- | Position of sound
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Point2 ->
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-- | ID of sound to be played
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SoundID ->
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-- | Frames to play sound for, Nothing for until finished
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Maybe Int ->
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World ->
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Sound
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aSound vol status fpos sType mtime w =
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Sound
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{ _soundChunkID = sType
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, _soundTime = mtime
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, _soundStatus =
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SoundStatus
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{ _playStatus = status
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, _soundIsLooping = isJust mtime
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}
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, _soundChannel = Nothing
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, _soundAngDist = Just (a, floor (225 * (1 - vol)))
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, _soundPos = fpos
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, _soundVolume = soundToVol sType * vol
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, _soundVolumeFraction = vol
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}
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where
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a = soundAngle fpos w
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soundWithStatus ::
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PlayStatus ->
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-- | \"Creator\" of sound
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SoundOrigin ->
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-- | Position of sound
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Point2 ->
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-- | ID of sound to be played
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SoundID ->
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-- | Frames to play sound for, Nothing for until finished
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Maybe Int ->
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World ->
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World
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soundWithStatus = soundWithStatusVolume 1
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soundStart ::
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-- | \"Creator\" of sound
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SoundOrigin ->
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-- | Position of sound
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Point2 ->
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-- | ID of sound to be played
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SoundID ->
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-- | Frames to play sound for, Nothing for until finished
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Maybe Int ->
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World ->
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World
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soundStart = soundWithStatus ToStart
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soundContinue ::
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-- | \"Creator\" of sound
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SoundOrigin ->
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-- | Position of sound
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Point2 ->
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-- | ID of sound to be played
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SoundID ->
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-- | Frames to play sound for, Nothing for until finished
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Maybe Int ->
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World ->
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World
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soundContinue = soundWithStatus ToContinueStart
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-- this needs to all be cleaned up, moved to general sounds
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soundContinueVol ::
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-- | volume
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Float ->
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-- | \"Creator\" of sound
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SoundOrigin ->
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-- | Position of sound
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Point2 ->
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-- | ID of sound to be played
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SoundID ->
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-- | Frames to play sound for, Nothing for until finished
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Maybe Int ->
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World ->
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World
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soundContinueVol vol = soundWithStatusVolume vol ToContinueStart
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{- | Calculates the angle of a sound with reference to '_cameraViewFrom'.
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Within 10 units considers the sound to be directly in front.
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-}
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soundAngle :: Point2 -> World -> Int16
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{-# INLINE soundAngle #-}
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soundAngle p w
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| d < 10 = 0
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| otherwise =
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round
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. radToDeg
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. f
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. normalizeAngle
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. (+ pi)
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$ argV (vNormal (p -.- earPos)) - (w ^. wCam . camRot)
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where
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earPos = w ^. wCam . camViewFrom
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d = dist p earPos
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-- the following should soften the positional effect
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-- when you are close to the sound source
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f x | x < pi / 2 = x * dfact
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| x < 3 * pi / 2 = pi + (dfact * (x - pi))
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| otherwise = 2*pi + (dfact * (x - 2*pi))
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dfact = min ((d - 10) / 100) 1
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{- | Uses the first free origin from a list.
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Does nothing if all origins are already creating sounds.
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-}
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soundMultiFrom ::
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[SoundOrigin] ->
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-- | Position
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Point2 ->
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-- | Sound ID
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SoundID ->
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-- | Frames to play for, Nothing for full length
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Maybe Int ->
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World ->
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World
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soundMultiFrom [] _ _ _ w = w
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soundMultiFrom (so : sos) pos sType mtime w
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| so `M.member` _playingSounds w = soundMultiFrom sos pos sType mtime w
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| otherwise = over toPlaySounds (M.insert so sound) w
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where
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sound =
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Sound
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{ _soundChunkID = sType
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, _soundTime = mtime
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, _soundStatus =
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SoundStatus
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{ _playStatus = ToStart
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, _soundIsLooping = isJust mtime
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}
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, _soundChannel = Nothing
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, _soundAngDist = Just (a, 0)
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, _soundPos = pos
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, _soundVolume = soundToVol sType
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, _soundVolumeFraction = 1
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}
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a = soundAngle pos w
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-- | Sets '_soundTime' to 0.
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stopSoundFrom :: SoundOrigin -> World -> World
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stopSoundFrom so = playingSounds . ix so . soundTime ?~ 0
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--stopSoundFrom so = over (playingSounds . ix so . soundTime) (fmap $ min 0)
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