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c_audio.c
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c_audio.c
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#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "c_audio.h"
#include "p_game.h"
#include "c_player.h"
#include "c_map.h"
#include "i_math.h"
#include "main.h"
audio_t * audio_ctor (void)
{
audio_t * self = (audio_t *) malloc(sizeof(struct audio_s));
__GUARD(self, "audio_t obj");
if (self == NULL)
{
IERROR("Failed to create audio object");
return NULL;
}
printf("[AUDIO] Create object at %p\n", self);
strcpy(self->name, "__AUDIO");
self->next = NULL;
return self;
}
/*
FIXME: Actuall destroy samples
*/
void audio_dtor (audio_t * self)
{
audio_t * ptr;
audio_t * nxt;
int i;
al_stop_samples();
for (ptr = self->next; ptr != NULL; ptr = nxt)
{
nxt = ptr->next;
for (i = 0; i < ptr->normal_count; i++)
al_destroy_sample(ptr->normal[i]);
for (i = 0; i < ptr->muffled_count; i++)
al_destroy_sample(ptr->muffled[i]);
__UNGUARD(ptr, "audio_t node");
free(ptr);
}
__UNGUARD(self, "audio_t obj");
free(self);
}
audio_t * audio_find (audio_t * self, char * name)
{
audio_t * ptr;
for (ptr = self; ptr != NULL; ptr = ptr->next)
{
// printf("cmping: %s/%s\n", ptr->name, name);
if (strcmp(ptr->name, name) == 0)
return ptr;
}
return NULL;
}
void audio_play_master (audio_t * self, char * name)
{
audio_t * aud = audio_find(self, name);
// printf("Wsiuming %p\n", aud);
if (aud == NULL)
{
IERROR("Audio does not exist!");
return;
}
int idx = get_random_int(0, aud->normal_count - 1, 1);
al_play_sample(aud->normal[idx], 1.0, 0, 1.0, ALLEGRO_PLAYMODE_ONCE, NULL);
}
void audio_play (audio_t * self, game_t * game, char * name, float x, float y)
{
audio_t * ptr = audio_find(self, name);
if (ptr == NULL)
{
printf("[AUDIO] Could not play sample: %s\n", name);
return;
}
// is sound muffled or not?
ALLEGRO_SAMPLE * sample;
if (map_line_of_sight(game->map, game->player->x, game->player->y, x, y))
sample = ptr->normal[get_random_long(0, ptr->normal_count - 1, 1)];
else
sample = ptr->muffled[get_random_long(0, ptr->muffled_count - 1, 1)];
if (sample == NULL)
IERROR("[AUDIO] Encounterd NULL sample");
// calculate pan and volume
float ang = fmod(2 * ANG360 + atan2(y - game->player->y, x - game->player->x) - game->player->ang, ANG180);
float pan = (fabs(ang - 3.1415) < 0.3) ? 0 : 2 * ang / ANG180 - 1;
float vol = 1000 / (sqrt(pow(game->player->x - x, 2) + pow(game->player->y - y, 2)) + 1);
if (vol > 3)
vol = 3;
al_play_sample(sample, vol, -1 * pan, 1.0, ALLEGRO_PLAYMODE_ONCE, NULL);
}
bool audio_load (audio_t * self, char * path, char * name)
{
// first, create new list node
audio_t * aud = (audio_t *) malloc(sizeof(struct audio_s));
__GUARD(aud, "audio_t node");
if (aud == NULL)
{
IERROR("Failed to create audio node");
return false;
}
strcpy(aud->name, name);
aud->next = self->next;
self->next = aud;
// load both normal and muffled
int i = 0;
char buff[0xFF];
/* load normal sounds */
do
{
sprintf(buff, "./DATA/%s/norm_%s_%d.ogg", path, name, i);
aud->normal[i] = al_load_sample(buff);
if (aud->normal[i++] == NULL)
break;
else
printf("\tLOADED NORMAL AUDIO %s AS SAMPLE %d\n", buff, i);
}
while (i < 4);
aud->normal_count = i - 1;
// printf("Loaded %d normal sounds\n", i);
/* load muffled sounds */
i = 0;
do
{
sprintf(buff, "./DATA/%s/muff_%s_%d.ogg", path, name, i);
aud->muffled[i] = al_load_sample(buff);
if (aud->muffled[i++] == NULL)
break;
else
printf("\tLOADED MUFFLED AUDIO %s AS SAMPLE %d\n", buff, i);
}
while (i < 4);
aud->muffled_count = i - 1;
}