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#include "nw4r/snd/snd_Sound3DCalculator.h"
#include "nw4r/snd/snd_AxManager.h"
#include "nw4r/snd/snd_Sound3DListener.h"
#include "nw4r/snd/snd_Sound3DManager.h"
#include <cmath>
namespace nw4r {
namespace snd {
namespace {
/**
* Solves the linear equation:
* a*x + b*y + c = d
*
* Where:
* a = dFactor - cFactor
* b = dAngle - cAngle
* c = cAngle * cFactor
* d = dAngle * dFactor
*/
inline f32 SolveLinerFunction(f32 x, f32 dAngle, f32 cAngle, f32 dFactor,
f32 cFactor) { // @typo
if (dAngle == cAngle) {
return (dFactor + cFactor) / 2;
}
f32 b = dAngle - cAngle;
return x * (cFactor - dFactor) / b + (dAngle * dFactor - cAngle * cFactor) / b;
}
} // namespace
void Sound3DCalculator::CalcVolumeAndPriority(
const nw4r::snd::Sound3DManager &mgr, const nw4r::snd::Sound3DListener &listener,
const nw4r::snd::Sound3DParam ¶m, f32 *pVolume, int *pPriority
) {
math::VEC3 relativePos;
math::VEC3Sub(&relativePos, ¶m.position, &listener.GetPosition());
f32 distance = VEC3Len(&relativePos);
f32 decayRatio = param.decayRatio / 256.0f;
f32 maxVolumeDistance = listener.GetMaxVolumeDistance();
f32 unitDistance = listener.GetUnitDistance();
s32 maxPriorityReduction = mgr.GetMaxPriorityReduction();
u8 decayCurve = param.decayCurve;
f32 volume = 1.0f;
if (distance > maxVolumeDistance) {
switch (decayCurve) {
case Sound3DManager::DECAY_CURVE_LOGARITHMIC: {
f32 units = (distance - maxVolumeDistance) / unitDistance;
volume = std::pow(decayRatio, units);
break;
}
case Sound3DManager::DECAY_CURVE_LINEAR: {
f32 units = (distance - maxVolumeDistance) / unitDistance * (1.0f - decayRatio);
volume = 1.0f - units;
if (volume < 0.0f) {
volume = 0.0f;
}
break;
}
}
}
*pVolume = volume;
*pPriority = -static_cast<int>((1.0f - volume) * maxPriorityReduction);
}
inline void CalcPanInline(
const nw4r::math::VEC3 &relativePos, f32 speakerAngleStereo, f32 interiorSize, f32 distance, f32 panRange,
f32 frontSpeakerAngleDpl2, f32 rearSpeakerAngleDpl2, f32 initPan, f32 *pan, f32 *surroundPan
) {
switch (detail::AxManager::GetInstance().GetOutputMode()) {
case OUTPUT_MODE_SURROUND:
case OUTPUT_MODE_DPL2:
Sound3DCalculator::CalcPanDpl2(
relativePos, interiorSize, distance, panRange, frontSpeakerAngleDpl2, rearSpeakerAngleDpl2, initPan,
pan, surroundPan
);
break;
case OUTPUT_MODE_STEREO:
Sound3DCalculator::CalcPanStereo(
relativePos, interiorSize, distance, panRange, speakerAngleStereo, pan, surroundPan
);
break;
default:
*pan = 0.0f;
*surroundPan = 0.0f;
break;
}
}
void Sound3DCalculator::CalcPan(
const Sound3DManager &mgr, const Sound3DListener &listener, const Sound3DParam ¶m,
const Sound3DCalculator::CalcPanParam &panParam, f32 *pan, f32 *surroundPan
) {
math::VEC3 relativePos;
VEC3Transform(&relativePos, &listener.GetMatrix(), ¶m.position);
f32 distance = math::VEC3Len(&relativePos);
CalcPanInline(
relativePos, panParam.speakerAngleStereo, listener.GetInteriorSize(), distance, mgr.GetField0x20(), panParam.frontSpeakerAngleDpl2,
panParam.rearSpeakerAngleDpl2, panParam.initPan, pan, surroundPan
);
}
void Sound3DCalculator::CalcPitch(
const nw4r::snd::Sound3DManager &mgr, const nw4r::snd::Sound3DListener &listener,
const nw4r::snd::Sound3DParam ¶m, f32 *pPitch
) {
f32 f0 = mgr.GetField0x24();
if (f0 == 0.0f) {
*pPitch = 1.0f;
return;
}
math::VEC3 relativePos;
math::VEC3Sub(&relativePos, ¶m.position, &listener.GetPosition());
f32 distance = VEC3Len(&relativePos);
if (distance > 0.0f) {
relativePos /= distance;
}
f32 f3 = param.field_0x1E / 32.0f;
f32 f1, f2;
if (distance > 0.0f) {
f1 = -math::VEC3Dot(&relativePos, ¶m.velocity);
f2 = -math::VEC3Dot(&relativePos, &listener.GetVelocity());
} else {
f1 = -math::VEC3Len(¶m.velocity);
f2 = math::VEC3Len(&listener.GetVelocity());
}
f32 pitch;
f1 *= f3;
f2 *= f3;
if (f2 > f0) {
pitch = 0.0f;
} else if (f1 >= f0) {
pitch = 65535.0f;
} else {
pitch = (f0 - f2) / (f0 - f1);
}
*pPitch = pitch;
}
void Sound3DCalculator::CalcBiquadFilterValue(
const nw4r::snd::Sound3DManager &mgr, const nw4r::snd::Sound3DListener &listener,
const nw4r::snd::Sound3DParam ¶m, f32 *pBiquadValue
) {
math::VEC3 relativePos;
math::VEC3Sub(&relativePos, ¶m.position, &listener.GetPosition());
f32 distance = VEC3Len(&relativePos);
f32 value = 0.0f;
f32 maxVolumeDistance = listener.GetMaxVolumeDistance();
f32 maxValue = listener.GetUnitBiquadFilterMax();
if (distance > maxVolumeDistance) {
value = ((distance - maxVolumeDistance) / listener.GetUnitDistance()) * listener.GetUnitBiquadFilterValue();
if (value > maxValue) {
value = maxValue;
}
}
*pBiquadValue = value;
}
void Sound3DCalculator::CalcPanDpl2(
const nw4r::math::VEC3 &relativePos, f32 interiorSize, f32 distance, f32 mPanRange, f32 mFrontSpeakerAngleDpl2,
f32 mRearSpeakerAngleDpl2, f32 mInitPan, f32 *pan, f32 *surroundPan
) {
f32 angle, distanceNrm;
CalcAngleAndDistance(relativePos, distance, interiorSize, &angle, &distanceNrm);
f32 panLR, panFR;
f32 angleRearLeft = -mRearSpeakerAngleDpl2;
f32 angleFrontLeft = -mFrontSpeakerAngleDpl2;
f32 angleFrontRight = mFrontSpeakerAngleDpl2;
f32 angleRearRight = mRearSpeakerAngleDpl2;
// clang-format off
if (angle < angleRearLeft) {
panLR = SolveLinerFunction(angle, -NW4R_MATH_PI, angleRearLeft, -1.0f, 0.0f);
panFR = 1.0f;
} else if (angle < -NW4R_MATH_PI / 2) {
panLR = -1.0f;
panFR = SolveLinerFunction(angle, angleRearLeft, -NW4R_MATH_PI / 2, 0.0f, 1.0f);
} else if (angle < angleFrontLeft) {
panLR = -1.0f;
panFR = SolveLinerFunction(angle, -NW4R_MATH_PI / 2, angleFrontLeft, -1.0f, 0.0f);
} else if (angle < angleFrontRight) {
panLR = SolveLinerFunction(angle, angleFrontLeft, angleFrontRight, 1.0f, -1.0f);
panFR = -1.0f;
} else if (angle < NW4R_MATH_PI / 2) {
panLR = 1.0f;
panFR = SolveLinerFunction(angle, angleFrontRight, NW4R_MATH_PI / 2, 0.0f, -1.0f);
} else if (angle < angleRearRight) {
panLR = 1.0f;
panFR = SolveLinerFunction(angle, NW4R_MATH_PI / 2, angleRearRight, 1.0f, 0.0f);
} else {
panLR = SolveLinerFunction(angle, angleRearRight, NW4R_MATH_PI, 0.0f, 1.0f);
panFR = 1.0f;
}
// clang-format on
f32 cosAvg = (std::cos(mFrontSpeakerAngleDpl2) + std::cos(mRearSpeakerAngleDpl2)) / 2.0f;
f32 rearFactor = cosAvg / (cosAvg + -std::cos(mRearSpeakerAngleDpl2));
panLR *= mPanRange;
panFR *= mPanRange;
*pan = panLR * distanceNrm;
*surroundPan = mInitPan + (1.0f + (panFR * distanceNrm + rearFactor * (1.0f - distanceNrm)));
}
void Sound3DCalculator::CalcPanStereo(
const nw4r::math::VEC3 &relativePos, f32 interiorSize, f32 distance, f32 panRange, f32 speakerAngleStereo,
f32 *surroundPan, f32 *pan
) {
f32 angle, distanceNrm;
CalcAngleAndDistance(relativePos, distance, interiorSize, &angle, &distanceNrm);
f32 factor;
f32 angleRearLeft = -NW4R_MATH_PI + speakerAngleStereo;
f32 angleFrontLeft = -speakerAngleStereo;
f32 angleFrontRight = speakerAngleStereo;
f32 angleRearRight = NW4R_MATH_PI - speakerAngleStereo;
if (angle < angleRearLeft) {
factor = SolveLinerFunction(angle, -NW4R_MATH_PI, angleRearLeft, -1.0f, 0.0f);
} else if (angle < angleFrontLeft) {
factor = -1.0f;
} else if (angle < angleFrontRight) {
factor = SolveLinerFunction(angle, angleFrontLeft, angleFrontRight, 1.0f, -1.0f);
} else if (angle < angleRearRight) {
factor = 1.0f;
} else {
factor = SolveLinerFunction(angle, angleRearRight, NW4R_MATH_PI, 0.0f, 1.0f);
}
factor *= panRange;
*surroundPan = factor * distanceNrm;
*pan = 0.0f;
}
void Sound3DCalculator::CalcAngleAndDistance(
const nw4r::math::VEC3 &relativePos, f32 distance, f32 interiorSize, f32 *pAngle, f32 *pDistance
) {
math::VEC3 adjustedPos;
if (0.0f == distance) {
adjustedPos.z = 0.0f;
adjustedPos.y = 0.0f;
adjustedPos.x = 0.0f;
} else {
math::VEC3 relativeXZ(relativePos.x, 0.0f, relativePos.z);
f32 distanceXZ = VEC3Len(&relativeXZ);
if (distanceXZ > interiorSize) {
relativeXZ.x *= interiorSize / distanceXZ;
relativeXZ.z *= interiorSize / distanceXZ;
}
f32 ratioXZ = VEC3Len(&relativeXZ);
adjustedPos.x = relativePos.x * ratioXZ / distance;
adjustedPos.y = 0.0f;
adjustedPos.z = relativePos.z * ratioXZ / distance;
}
*pAngle = atan2(adjustedPos.x, -adjustedPos.z);
*pDistance = VEC3Len(&adjustedPos) / interiorSize;
}
} // namespace snd
} // namespace nw4r
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