201 lines
6.1 KiB
Haskell
201 lines
6.1 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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, soundFromGeneral
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, soundMultiFrom
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, stopSoundFrom
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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 Dodge.Data
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import Sound.Data
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import Geometry.Data
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import Geometry.Vector
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import Dodge.SoundLogic.LoadSound
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import Control.Lens
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import qualified Data.Map as M
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import Data.Int (Int16)
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import Data.Maybe
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{-| Placeholder...-}
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haltSound :: World -> World
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haltSound w = w
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{-| Placeholder...-}
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pauseSound :: World -> World
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pauseSound w = w
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{-| Placeholder...-}
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resumeSound :: Universe -> Universe
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resumeSound w = w
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soundWithStatusVolume
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:: Float -- ^ Volume factor, 0 - 1
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-> PlayStatus
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-> SoundOrigin -- ^ \"Creator\" of sound
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-> Point2 -- ^ Position of sound
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-> SoundID -- ^ ID of sound to be played
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-> Maybe Int -- ^ Frames to play sound for, Nothing for until finished
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-> World
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-> World
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soundWithStatusVolume vol status so pos sType mtime w = over toPlaySounds (M.insertWith f so sound) w
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where
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sound = Sound
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{ _soundChunkID = sType
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, _soundTime = mtime
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, _soundStatus = SoundStatus
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{_playStatus = status
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,_isLooping = 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 = pos
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, _soundVolume = soundToVol sType * vol
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, _soundVolumeFraction = vol
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}
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f _ s = s {_soundTime = mtime }
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a = soundAngle pos w
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soundWithStatus
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:: PlayStatus
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-> SoundOrigin -- ^ \"Creator\" of sound
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-> Point2 -- ^ Position of sound
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-> SoundID -- ^ ID of sound to be played
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-> Maybe Int -- ^ Frames to play sound for, Nothing for until finished
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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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:: SoundOrigin -- ^ \"Creator\" of sound
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-> Point2 -- ^ Position of sound
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-> SoundID -- ^ ID of sound to be played
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-> Maybe Int -- ^ Frames to play sound for, Nothing for until finished
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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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:: SoundOrigin -- ^ \"Creator\" of sound
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-> Point2 -- ^ Position of sound
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-> SoundID -- ^ ID of sound to be played
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-> Maybe Int -- ^ Frames to play sound for, Nothing for until finished
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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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:: Float -- ^ volume
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-> SoundOrigin -- ^ \"Creator\" of sound
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-> Point2 -- ^ Position of sound
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-> SoundID -- ^ ID of sound to be played
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-> Maybe Int -- ^ Frames to play sound for, Nothing for until finished
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-> World
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-> World
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soundContinueVol vol = soundWithStatusVolume vol ToContinueStart
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soundFromGeneral
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:: SoundOrigin -- ^ \"Creator\" of sound
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-> (World -> Point2) -- ^ Position of sound
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-> SoundID -- ^ ID of sound to be played
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-> Maybe Int -- ^ Frames to play sound for, Nothing for until finished
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-> World
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-> World
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soundFromGeneral so fpos sType mtime w = over toPlaySounds (M.insertWith f so sound) w
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where
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sound = Sound
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{ _soundChunkID = sType
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, _soundTime = mtime
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, _soundStatus = SoundStatus
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{ _playStatus = ToStart
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, _isLooping = 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 = fpos w
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, _soundVolume = soundToVol sType
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, _soundVolumeFraction = 1
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}
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f _ s = s {_soundTime = mtime }
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a = soundAngle (fpos w) w
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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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| dist p earPos < 10 = 0
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| otherwise = round
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. radToDeg
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. normalizeAngle
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. (+ pi)
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$ argV (vNormal (p -.- earPos)) - _cameraRot w
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where
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earPos = _cameraViewFrom w
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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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soundMultiFrom
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:: [SoundOrigin]
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-> Point2 -- ^ Position
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-> SoundID -- ^ Sound ID
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-> Maybe Int -- ^ Frames to play for, Nothing for full length
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-> World
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-> World
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soundMultiFrom [] _ _ _ w = w
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soundMultiFrom [so] pos sType mtime w
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= over toPlaySounds (M.insert so sound) w
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where
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sound = Sound
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{ _soundChunkID = sType
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, _soundTime = mtime
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, _soundStatus = SoundStatus
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{ _playStatus = ToStart
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, _isLooping = 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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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 = Sound
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{ _soundChunkID = sType
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, _soundTime = mtime
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, _soundStatus = SoundStatus
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{ _playStatus = ToStart
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, _isLooping = 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 = over (playingSounds . ix so . soundTime) (fmap $ min 0)
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