2020-11-14 00:27:09 +00:00
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//! Handles ambient non-positional sounds
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use crate::{
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2022-03-19 09:14:54 +00:00
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audio::{
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channel::{AmbientChannel, AmbientChannelTag},
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AudioFrontend,
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},
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2020-11-14 00:27:09 +00:00
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scene::Camera,
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};
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2020-11-07 01:55:59 +00:00
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use client::Client;
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2020-12-13 01:09:57 +00:00
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use common::{
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assets::{self, AssetExt, AssetHandle},
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vol::ReadVol,
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};
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2021-04-06 15:47:03 +00:00
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use common_state::State;
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2020-11-07 01:55:59 +00:00
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use serde::Deserialize;
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use strum::IntoEnumIterator;
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2020-11-07 01:55:59 +00:00
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use std::time::Instant;
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use tracing::warn;
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2020-11-17 00:38:48 +00:00
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use vek::*;
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2020-11-07 01:55:59 +00:00
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#[derive(Debug, Default, Deserialize)]
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pub struct AmbientCollection {
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2020-11-14 00:27:09 +00:00
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tracks: Vec<AmbientItem>,
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2020-11-07 01:55:59 +00:00
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}
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/// Configuration for a single music track in the soundtrack
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#[derive(Debug, Deserialize)]
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2020-11-14 00:27:09 +00:00
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pub struct AmbientItem {
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path: String,
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/// Length of the track in seconds
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length: f32,
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2020-11-17 00:38:48 +00:00
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/// Specifies which ambient channel to play on
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2020-11-14 00:27:09 +00:00
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tag: AmbientChannelTag,
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2020-11-07 01:55:59 +00:00
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}
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pub struct AmbientMgr {
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pub ambience: AssetHandle<AmbientCollection>,
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2020-11-07 01:55:59 +00:00
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}
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impl AmbientMgr {
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2020-11-07 10:02:29 +00:00
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pub fn maintain(
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&mut self,
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audio: &mut AudioFrontend,
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state: &State,
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client: &Client,
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camera: &Camera,
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) {
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let sfx_volume = audio.get_sfx_volume();
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// iterate through each tag
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for tag in AmbientChannelTag::iter() {
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// check if current conditions necessitate the current tag at all
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let should_create: bool = match tag {
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AmbientChannelTag::Wind => self.check_wind_necessity(client, camera),
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AmbientChannelTag::Rain => self.check_rain_necessity(client),
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};
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if should_create {
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// iterate through the supposed number of channels - one for each tag
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for index in 0..AmbientChannelTag::iter().len() {
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// if index would exceed current number of channels, create a new one with
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// current tag
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if index >= audio.ambient_channels.len() {
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audio.new_ambient_channel(tag);
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}
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// update with sfx volume
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audio.ambient_channels[index].set_volume(sfx_volume);
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// if current channel's tag is not the current tag, move on to next channel
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if audio.ambient_channels[index].get_tag() == tag {
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// maintain: get the correct multiplier of whatever the tag of the current
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// channel is
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let target_volume =
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audio.ambient_channels[index].maintain(state, client, camera);
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// get multiplier of the current channel
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let initial_volume = audio.ambient_channels[index].get_multiplier();
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// lerp multiplier of current channel
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audio.ambient_channels[index].set_multiplier(Lerp::lerp(
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initial_volume,
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target_volume,
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0.01,
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));
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// set the duration of the loop to whatever the current value is (0.0 by
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// default)
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let next_track_change =
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audio.ambient_channels[index].get_next_track_change();
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// if the sound should loop at this point:
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if audio.ambient_channels[index]
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.get_began_playing()
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.elapsed()
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.as_secs_f32()
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> next_track_change
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{
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let ambience = self.ambience.read();
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let track = ambience.tracks.iter().find(|track| track.tag == tag);
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// set the track's start point at this instant
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audio.ambient_channels[index].set_began_playing(Instant::now());
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if let Some(track) = track {
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// set loop duration to the one specified in the ron
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audio.ambient_channels[index].set_next_track_change(track.length);
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// play the file of the current tag at the current multiplier
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let current_multiplier =
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audio.ambient_channels[index].get_multiplier();
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audio.play_ambient(tag, &track.path, current_multiplier);
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}
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};
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// remove channel if not playing
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if audio.ambient_channels[index].get_multiplier() == 0.0 {
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audio.ambient_channels[index].stop();
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audio.ambient_channels.remove(index);
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};
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// move on to next tag
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break;
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} else {
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// channel tag and current tag don't match, move on to next channel
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continue;
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}
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}
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} else {
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// no need to run code at all, move on to the next tag
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continue;
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}
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}
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}
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fn check_wind_necessity(&mut self, client: &Client, camera: &Camera) -> bool {
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let focus_off = camera.get_focus_pos().map(f32::trunc);
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let cam_pos = camera.dependents().cam_pos + focus_off;
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let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
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(chunk.meta().alt(), chunk.meta().tree_density())
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} else {
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(0.0, 0.0)
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};
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// Wind volume increases with altitude
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let alt_multiplier = (cam_pos.z / 1200.0).abs();
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// Tree density factors into wind volume. The more trees,
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// the lower wind volume. The trees make more of an impact
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// the closer the camera is to the ground.
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let tree_multiplier =
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((1.0 - tree_density) + ((cam_pos.z - terrain_alt).abs() / 150.0).powi(2)).min(1.0);
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return alt_multiplier * tree_multiplier > 0.0;
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}
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fn check_rain_necessity(&mut self, client: &Client) -> bool {
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client.current_weather().rain * 5.0 > 0.0
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}
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}
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impl AmbientChannel {
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pub fn maintain(&mut self, state: &State, client: &Client, camera: &Camera) -> f32 {
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let tag = self.get_tag();
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let focus_off = camera.get_focus_pos().map(f32::trunc);
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let cam_pos = camera.dependents().cam_pos + focus_off;
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let mut target_volume: f32 = match tag {
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// Get target volume of wind
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AmbientChannelTag::Wind => self.get_wind_volume(client, camera),
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// get target volume of rain
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AmbientChannelTag::Rain => self.get_rain_volume(client),
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};
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// TODO: make rain diminish with distance above terrain
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target_volume = self.check_camera(state, client, cam_pos, target_volume);
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return target_volume;
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}
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fn check_camera(
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&mut self,
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state: &State,
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client: &Client,
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cam_pos: Vec3<f32>,
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initial_volume: f32,
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) -> f32 {
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let mut volume_multiplier = initial_volume;
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let terrain_alt = if let Some(chunk) = client.current_chunk() {
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chunk.meta().alt()
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} else {
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0.0
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};
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// Checks if the camera is underwater to stop ambient sounds
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if state
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.terrain()
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.get((cam_pos).map(|e| e.floor() as i32))
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.map(|b| b.is_liquid())
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.unwrap_or(false)
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{
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volume_multiplier *= 0.1;
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}
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// Is the camera roughly under the terrain?
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if cam_pos.z < terrain_alt - 10.0 {
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volume_multiplier = 0.0;
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}
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volume_multiplier.clamped(0.0, 1.0)
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}
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fn get_wind_volume(&mut self, client: &Client, camera: &Camera) -> f32 {
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let focus_off = camera.get_focus_pos().map(f32::trunc);
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let cam_pos = camera.dependents().cam_pos + focus_off;
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2020-11-07 01:55:59 +00:00
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2022-03-19 09:14:54 +00:00
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let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
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(chunk.meta().alt(), chunk.meta().tree_density())
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} else {
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(0.0, 0.0)
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};
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// Wind volume increases with altitude
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let alt_multiplier = (cam_pos.z / 1200.0).abs();
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// Tree density factors into wind volume. The more trees,
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// the lower wind volume. The trees make more of an impact
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// the closer the camera is to the ground.
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let tree_multiplier =
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((1.0 - tree_density) + ((cam_pos.z - terrain_alt).abs() / 150.0).powi(2)).min(1.0);
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return alt_multiplier * tree_multiplier;
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}
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fn get_rain_volume(&mut self, client: &Client) -> f32 {
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// multipler at end will have to change depending on how intense rain normally
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// is
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let rain_intensity = client.current_weather().rain * 5.0;
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return rain_intensity;
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2020-11-07 01:55:59 +00:00
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}
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}
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2020-11-07 01:55:59 +00:00
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2022-03-19 09:14:54 +00:00
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pub fn load_ambience_items() -> AssetHandle<AmbientCollection> {
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AmbientCollection::load_or_insert_with("voxygen.audio.ambient", |error| {
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warn!(
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"Error reading ambience config file, ambience will not be available: {:#?}",
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error
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);
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AmbientCollection::default()
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})
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2020-11-07 01:55:59 +00:00
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}
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2020-12-12 22:14:24 +00:00
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impl assets::Asset for AmbientCollection {
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type Loader = assets::RonLoader;
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2020-12-13 01:09:57 +00:00
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const EXTENSION: &'static str = "ron";
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}
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