Merge remote-tracking branch 'origin/move-handleMaterialSFX'

This commit is contained in:
hiker
2018-05-03 10:23:51 +10:00
7 changed files with 57 additions and 46 deletions

View File

@@ -829,8 +829,7 @@ void SlipStream::update(int ticks)
kp->getSlipstreamMaxSpeedIncrease(),
kp->getSlipstreamMaxSpeedIncrease(),
kp->getSlipstreamAddPower(),
m_bonus_time,
stk_config->ticks2Time(fade_out) );
stk_config->time2Ticks(m_bonus_time), fade_out);
}
if(!is_sstreaming)

View File

@@ -194,10 +194,10 @@ void RubberBand::update(int ticks)
diff.normalize(); // diff can't be zero here
m_owner->getBody()->applyCentralForce(diff*force);
m_owner->increaseMaxSpeed(MaxSpeed::MS_INCREASE_RUBBER,
kp->getPlungerBandSpeedIncrease(),
/*engine_force*/ 0.0f,
/*duration*/stk_config->time2Ticks(0.1f),
kp->getPlungerBandFadeOutTicks());
kp->getPlungerBandSpeedIncrease(),
/*engine_force*/ 0.0f,
/*duration*/stk_config->time2Ticks(0.1f),
kp->getPlungerBandFadeOutTicks() );
if(m_attached_state==RB_TO_KART)
m_hit_kart->getBody()->applyCentralForce(diff*(-force));
}

View File

@@ -307,8 +307,8 @@ public:
* \param fade_out_time How long the maximum speed will fade out linearly.
*/
virtual void increaseMaxSpeed(unsigned int category, float add_speed,
float engine_force, float duration,
float fade_out_time) = 0;
float engine_force, int duration,
int fade_out_time) = 0;
// ----------------------------------------------------------------------------
/** This adjusts the top speed using increaseMaxSpeed, but additionally
@@ -323,8 +323,8 @@ public:
* \param fade_out_time How long the maximum speed will fade out linearly.
*/
virtual void instantSpeedIncrease(unsigned int category, float add_max_speed,
float speed_boost, float engine_force, float duration,
float fade_out_time) = 0;
float speed_boost, float engine_force,
int duration, int fade_out_time) = 0;
// ------------------------------------------------------------------------
/** Defines a slowdown, which is in fraction of top speed.

View File

@@ -197,6 +197,7 @@ Kart::Kart (const std::string& ident, unsigned int world_kart_id,
m_skid_sound = SFXManager::get()->createSoundSource( "skid" );
m_nitro_sound = SFXManager::get()->createSoundSource( "nitro" );
m_terrain_sound = NULL;
m_last_sound_material = NULL;
m_previous_terrain_sound = NULL;
} // Kart
@@ -460,23 +461,20 @@ void Kart::setXYZ(const Vec3& a)
// -----------------------------------------------------------------------------
void Kart::increaseMaxSpeed(unsigned int category, float add_speed,
float engine_force, float duration,
float fade_out_time)
float engine_force, int duration,
int fade_out_time)
{
m_max_speed->increaseMaxSpeed(category, add_speed, engine_force,
stk_config->time2Ticks(duration),
stk_config->time2Ticks(fade_out_time));
duration, fade_out_time);
} // increaseMaxSpeed
// -----------------------------------------------------------------------------
void Kart::instantSpeedIncrease(unsigned int category, float add_max_speed,
float speed_boost, float engine_force, float duration,
float fade_out_time)
float speed_boost, float engine_force,
int duration, int fade_out_time)
{
m_max_speed->instantSpeedIncrease(category, add_max_speed, speed_boost,
engine_force,
stk_config->time2Ticks(duration),
stk_config->time2Ticks(fade_out_time) );
engine_force, duration, fade_out_time);
} // instantSpeedIncrease
// -----------------------------------------------------------------------------
@@ -1205,7 +1203,8 @@ float Kart::getShieldTime() const
// ------------------------------------------------------------------------
/**
* Decreases the kart's shield time.
* \param t The time substracted from the shield timer. If t == 0.0f, the default amout of time is substracted.
* \param t The time substracted from the shield timer. If t == 0.0f, the
default amout of time is substracted.
*/
void Kart::decreaseShieldTime()
{
@@ -1586,7 +1585,6 @@ void Kart::update(int ticks)
}
body->setGravity(gravity);
} // if !flying
handleMaterialSFX(material);
if (material->isDriveReset() && isOnGround())
{
new RescueAnimation(this);
@@ -1780,7 +1778,7 @@ void Kart::setSquash(float time, float slowdown)
//-----------------------------------------------------------------------------
/** Plays any terrain specific sound effect.
*/
void Kart::handleMaterialSFX(const Material *material)
void Kart::handleMaterialSFX()
{
// If a terrain specific sfx is already being played, when a new
// terrain is entered, an old sfx should be finished (once, not
@@ -1793,7 +1791,14 @@ void Kart::handleMaterialSFX(const Material *material)
// FIXME: if there are already two sfx playing, don't add another
// one. This should reduce the performance impact when driving
// on the bridge in Cocoa.
if(getLastMaterial()!=material && !m_previous_terrain_sound)
const Material *material = m_terrain_info->getMaterial();
// We can not use getLastMaterial() since, since the last material might
// be updated several times during the physics updates, not indicating
// that we have reached a new material with regards to the sound effect.
// So we separately save the material last used for a sound effect and
// then use this for comparison.
if(m_last_sound_material!=material)
{
// First stop any previously playing terrain sound
// and remove it, so that m_previous_terrain_sound
@@ -1802,19 +1807,21 @@ void Kart::handleMaterialSFX(const Material *material)
{
m_previous_terrain_sound->deleteSFX();
}
m_previous_terrain_sound = m_terrain_sound;
if(m_previous_terrain_sound)
m_previous_terrain_sound->setLoop(false);
const std::string &s = material->getSFXName();
// Disable looping for the current terrain sound, and
// make it the previous terrain sound.
if (m_terrain_sound) m_terrain_sound->setLoop(false);
m_previous_terrain_sound = m_terrain_sound;
const std::string &sound_name = material ? material->getSFXName() : "";
// In multiplayer mode sounds are NOT positional, because we have
// multiple listeners. This would make the sounds of all AIs be
// audible at all times. So silence AI karts.
if (s.size()!=0 && (race_manager->getNumPlayers()==1 ||
m_controller->isLocalPlayerController() ) )
if (!sound_name.empty() && (race_manager->getNumPlayers()==1 ||
m_controller->isLocalPlayerController() ) )
{
m_terrain_sound = SFXManager::get()->createSoundSource(s);
m_terrain_sound = SFXManager::get()->createSoundSource(sound_name);
m_terrain_sound->play();
m_terrain_sound->setLoop(true);
}
@@ -1824,6 +1831,8 @@ void Kart::handleMaterialSFX(const Material *material)
}
}
// Check if a previous terrain sound (now not looped anymore)
// is finished and can be deleted.
if(m_previous_terrain_sound &&
m_previous_terrain_sound->getStatus()==SFXBase::SFX_STOPPED)
{
@@ -1840,14 +1849,16 @@ void Kart::handleMaterialSFX(const Material *material)
// terrain sound is not necessarily a looping sound so check its status before
// setting its speed, to avoid 'ressuscitating' sounds that had already stopped
if(m_terrain_sound && main_loop->isLastSubstep() &&
(m_terrain_sound->getStatus()==SFXBase::SFX_PLAYING ||
m_terrain_sound->getStatus()==SFXBase::SFX_PAUSED))
if(m_terrain_sound &&
(m_terrain_sound->getStatus()==SFXBase::SFX_PLAYING ||
m_terrain_sound->getStatus()==SFXBase::SFX_PAUSED) )
{
m_terrain_sound->setPosition(getXYZ());
material->setSFXSpeed(m_terrain_sound, m_speed, m_schedule_pause);
if(material)
material->setSFXSpeed(m_terrain_sound, m_speed, m_schedule_pause);
}
m_last_sound_material = material;
} // handleMaterialSFX
//-----------------------------------------------------------------------------
@@ -3041,7 +3052,7 @@ void Kart::updateGraphics(float dt)
handleMaterialGFX(dt);
updateEngineSFX(dt);
handleMaterialSFX();
} // updateGraphics
// ----------------------------------------------------------------------------

View File

@@ -226,7 +226,12 @@ protected:
static const int EMITTER_COUNT = 3;
SFXBase *m_emitters[EMITTER_COUNT];
SFXBase *m_engine_sound;
/** Sound to be played depending on terrain. */
SFXBase *m_terrain_sound;
/** The material for which the last sound effect was played. */
const Material *m_last_sound_material;
SFXBase *m_nitro_sound;
/** A pointer to the previous terrain sound needs to be saved so that an
* 'older' sfx can be finished and an abrupt end of the sfx is avoided. */
@@ -244,7 +249,7 @@ protected:
int m_min_nitro_ticks;
void updatePhysics(int ticks);
void handleMaterialSFX(const Material *material);
void handleMaterialSFX();
void handleMaterialGFX(float dt);
void updateFlying();
void updateSliding();
@@ -278,11 +283,11 @@ public:
virtual void startEngineSFX ();
virtual void adjustSpeed (float f);
virtual void increaseMaxSpeed(unsigned int category, float add_speed,
float engine_force, float duration,
float fade_out_time);
float engine_force, int duration,
int fade_out_time) OVERRIDE;
virtual void instantSpeedIncrease(unsigned int category, float add_max_speed,
float speed_boost, float engine_force, float duration,
float fade_out_time);
float speed_boost, float engine_force,
int duration, int fade_out_time) OVERRIDE;
virtual void setSlowdown(unsigned int category, float max_speed_fraction,
int fade_in_time);
virtual int getSpeedIncreaseTicksLeft(unsigned int category) const;

View File

@@ -87,8 +87,8 @@ void Skidding::reset()
// ----------------------------------------------------------------------------
/** Save the skidding state of a kart. It only saves the important physics
* values including m_remaining_jump_time (while this is mostly a graphical
* effect, ou ycan't skid while still doing a jump, so it does affect the
* staet), but not visual only values like m_visual_rotation. Similarly
* effect, you can't skid while still doing a jump, so it does affect the
* state), but not visual only values like m_visual_rotation. Similarly
* m_real_steering is output of updateRewind() and will be recomputed every
* frame when update() is called, and similar for m_skid_bonus_ready
* \param buffer Buffer for the state information.

View File

@@ -54,10 +54,6 @@ public:
/** Returns true if STK is to be stoppe. */
bool isAborted() const { return m_abort; }
// ------------------------------------------------------------------------
/** Returns if this is the last substep. Used to reduce the amount
* of updates (e.g. to sfx position) to once per rendered frame. */
bool isLastSubstep() const { return m_is_last_substep; }
// ------------------------------------------------------------------------
void setFrameBeforeLoadingWorld() { m_frame_before_loading_world = true; }
}; // MainLoop