Some organization. Faster volume lerping.

This commit is contained in:
DaforLynx 2022-04-09 01:01:26 -07:00 committed by IsseW
parent 08b0989789
commit a6fd5d5c8b
3 changed files with 163 additions and 170 deletions

View File

@ -23,7 +23,6 @@ pub struct AmbientCollection {
tracks: Vec<AmbientItem>,
}
/// Configuration for a single music track in the soundtrack
#[derive(Debug, Deserialize)]
pub struct AmbientItem {
path: String,
@ -46,55 +45,50 @@ impl AmbientMgr {
camera: &Camera,
) {
let ambience_volume = audio.get_ambience_volume();
// iterate through each tag
// Iterate through each tag
for tag in AmbientChannelTag::iter() {
// check if current conditions necessitate the current tag at all
let should_create: bool = match tag {
AmbientChannelTag::Wind => self.check_wind_necessity(client, camera),
AmbientChannelTag::Rain => self.check_rain_necessity(client, camera),
AmbientChannelTag::Thunder => self.check_thunder_necessity(client),
AmbientChannelTag::Leaves => self.check_leaves_necessity(client, camera),
};
// if the conditions warrant creating a channel of that tag
if should_create && audio.get_ambient_channel(tag).is_none() {
// iterate through the supposed number of channels - one for each tag
// If the conditions warrant creating a channel of that tag
if self.check_ambience_necessity(tag, client, camera)
&& audio.get_ambient_channel(tag).is_none()
{
// Iterate through the supposed number of channels - one for each tag
for index in 0..AmbientChannelTag::iter().len() {
// if index would exceed current number of channels, create a new one with
// If index would exceed current number of channels, create a new one with
// current tag
if index >= audio.ambient_channels.len() {
audio.new_ambient_channel(tag);
break;
}
}
// even if the conditions don't warrant the creation of a
// If the conditions don't warrant the creation of a
// channel with that tag, but a channel with
// that tag remains nonetheless, run the code
// that tag remains nonetheless, run the volume code
} else if audio.get_ambient_channel(tag).is_some() {
for index in 0..AmbientChannelTag::iter().len() {
// update with sfx volume
// Update with sfx volume
audio.ambient_channels[index].set_volume(ambience_volume);
// if current channel's tag is not the current tag, move on to next channel
// If current channel's tag is not the current tag, move on to next channel
if audio.ambient_channels[index].get_tag() == tag {
// maintain: get the correct multiplier of whatever the tag of the current
// Maintain: get the correct multiplier of whatever the tag of the current
// channel is
let target_volume =
audio.ambient_channels[index].maintain(state, client, camera);
// get multiplier of the current channel
// Get multiplier of the current channel
let initial_volume = audio.ambient_channels[index].get_multiplier();
// lerp multiplier of current channel
// Lerp multiplier of current channel
audio.ambient_channels[index].set_multiplier(Lerp::lerp(
initial_volume,
target_volume,
0.01,
0.03,
));
// set the duration of the loop to whatever the current value is (0.0 by
// Set the duration of the loop to whatever the current value is (0.0 by
// default)
let next_track_change =
audio.ambient_channels[index].get_next_track_change();
// if the sound should loop at this point:
// If the sound should loop at this point:
if audio.ambient_channels[index]
.get_began_playing()
.elapsed()
@ -103,92 +97,94 @@ impl AmbientMgr {
{
let ambience = self.ambience.read();
let track = ambience.tracks.iter().find(|track| track.tag == tag);
// set the channel's start point at this instant
// Set the channel's start point at this instant
audio.ambient_channels[index].set_began_playing(Instant::now());
if let Some(track) = track {
// set loop duration to the one specified in the ron
// Set loop duration to the one specified in the ron
audio.ambient_channels[index].set_next_track_change(track.length);
// play the file of the current tag at the current multiplier
// Play the file of the current tag at the current multiplier
let current_multiplier =
audio.ambient_channels[index].get_multiplier();
audio.play_ambient(tag, &track.path, current_multiplier);
}
};
// remove channel if not playing
// Remove channel if not playing
if audio.ambient_channels[index].get_multiplier() == 0.0 {
audio.ambient_channels[index].stop();
audio.ambient_channels.remove(index);
};
// move on to next tag
// Move on to next tag
break;
} else {
// channel tag and current tag don't match, move on to next channel
// Channel tag and current tag don't match, move on to next channel
continue;
}
}
} else {
// no need to run code at all, move on to the next tag
// No need to run code at all, move on to the next tag
continue;
}
}
}
fn check_wind_necessity(&mut self, client: &Client, camera: &Camera) -> bool {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
fn check_ambience_necessity(
&mut self,
tag: AmbientChannelTag,
client: &Client,
camera: &Camera,
) -> bool {
match tag {
AmbientChannelTag::Wind => {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
(chunk.meta().alt(), chunk.meta().tree_density())
} else {
(0.0, 0.0)
};
let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
(chunk.meta().alt(), chunk.meta().tree_density())
} else {
(0.0, 0.0)
};
// Wind volume increases with altitude
let alt_multiplier = (cam_pos.z / 1200.0).abs();
let alt_multiplier = (cam_pos.z / 1200.0).abs();
// Tree density factors into wind volume. The more trees,
// the lower wind volume. The trees make more of an impact
// the closer the camera is to the ground.
let tree_multiplier =
((1.0 - tree_density) + ((cam_pos.z - terrain_alt).abs() / 150.0).powi(2)).min(1.0);
let tree_multiplier = ((1.0 - tree_density)
+ ((cam_pos.z - terrain_alt).abs() / 150.0).powi(2))
.min(1.0);
return alt_multiplier * tree_multiplier > 0.0;
}
return alt_multiplier * tree_multiplier > 0.0;
},
AmbientChannelTag::Rain => {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
fn check_rain_necessity(&mut self, client: &Client, camera: &Camera) -> bool {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
let terrain_alt = if let Some(chunk) = client.current_chunk() {
chunk.meta().alt()
} else {
0.0
};
let camera_multiplier =
1.0 - ((cam_pos.z - terrain_alt).abs() / 75.0).powi(2).min(1.0);
let terrain_alt = if let Some(chunk) = client.current_chunk() {
chunk.meta().alt()
} else {
0.0
};
// make rain diminish with camera distance above terrain
let camera_multiplier = 1.0 - ((cam_pos.z - terrain_alt).abs() / 75.0).powi(2).min(1.0);
return client.weather_at_player().rain > 0.001 || camera_multiplier > 0.0;
},
AmbientChannelTag::Thunder => return client.weather_at_player().rain * 500.0 > 0.7,
AmbientChannelTag::Leaves => {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
client.weather_at_player().rain > 0.001 || camera_multiplier > 0.0
}
let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
(chunk.meta().alt(), chunk.meta().tree_density())
} else {
(0.0, 0.0)
};
let tree_multiplier = 1.0
- (((1.0 - tree_density)
+ ((cam_pos.z - terrain_alt + 20.0).abs() / 150.0).powi(2))
.min(1.0));
fn check_thunder_necessity(&mut self, client: &Client) -> bool {
client.weather_at_player().rain * 500.0 > 0.7
}
fn check_leaves_necessity(&mut self, client: &Client, camera: &Camera) -> bool {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
(chunk.meta().alt(), chunk.meta().tree_density())
} else {
(0.0, 0.0)
};
let tree_multiplier = 1.0
- (((1.0 - tree_density) + ((cam_pos.z - terrain_alt + 20.0).abs() / 150.0).powi(2))
.min(1.0));
return tree_multiplier > 0.1;
return tree_multiplier > 0.1;
},
}
}
}
@ -199,16 +195,7 @@ impl AmbientChannel {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
let mut target_volume: f32 = match tag {
// Get target volume of wind
AmbientChannelTag::Wind => self.get_wind_volume(client, camera),
// Get target volume of rain
AmbientChannelTag::Rain => self.get_rain_volume(client, camera),
// Get target volume of thunder
AmbientChannelTag::Thunder => self.get_thunder_volume(client),
// Get target volume of leaves
AmbientChannelTag::Leaves => self.get_leaves_volume(client, camera),
};
let mut target_volume: f32 = self.get_ambience_volume(tag, client, camera);
target_volume = self.check_camera(state, client, cam_pos, target_volume);
@ -228,7 +215,7 @@ impl AmbientChannel {
} else {
0.0
};
// Checks if the camera is underwater to stop ambient sounds
// Checks if the camera is underwater to diminish ambient sounds
if state
.terrain()
.get((cam_pos).map(|e| e.floor() as i32))
@ -245,88 +232,97 @@ impl AmbientChannel {
volume_multiplier.clamped(0.0, 1.0)
}
fn get_wind_volume(&mut self, client: &Client, camera: &Camera) -> f32 {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
// Float from around -30.0 to 30.0
let client_wind_speed_sq = client.weather_at_player().wind.magnitude_squared();
// Gets appropriate volume for each tag
fn get_ambience_volume(
&mut self,
tag: AmbientChannelTag,
client: &Client,
camera: &Camera,
) -> f32 {
match tag {
AmbientChannelTag::Wind => {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
(chunk.meta().alt(), chunk.meta().tree_density())
} else {
(0.0, 0.0)
};
let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
(chunk.meta().alt(), chunk.meta().tree_density())
} else {
(0.0, 0.0)
};
// Wind volume increases with altitude
let alt_multiplier = (cam_pos.z / 1200.0).abs();
// Wind volume increases with altitude
let alt_multiplier = (cam_pos.z / 1200.0).abs();
// Tree density factors into wind volume. The more trees,
// the lower wind volume. The trees make more of an impact
// the closer the camera is to the ground.
let tree_multiplier =
((1.0 - tree_density) + ((cam_pos.z - terrain_alt).abs() / 150.0).powi(2)).min(1.0);
// Tree density factors into wind volume. The more trees,
// the lower wind volume. The trees make more of an impact
// the closer the camera is to the ground.
let tree_multiplier = ((1.0 - tree_density)
+ ((cam_pos.z - terrain_alt).abs() / 150.0).powi(2))
.min(1.0);
// Lastly, we of course have to take into account actual wind speed from
// weathersim
let wind_speed_multiplier = (client_wind_speed_sq / 30.0_f32.powi(2)).min(1.0);
// Lastly, we of course have to take into account actual wind speed from
// weathersim
// Client wind speed is a float approx. -30.0 to 30.0 (polarity depending on
// direction)
let wind_speed_multiplier = (client.weather_at_player().wind.magnitude_squared()
/ 30.0_f32.powi(2))
.min(1.0);
return alt_multiplier
* tree_multiplier
* (wind_speed_multiplier + ((cam_pos.z - terrain_alt).abs() / 150.0).powi(2)).min(1.0);
}
return alt_multiplier
* tree_multiplier
* (wind_speed_multiplier + ((cam_pos.z - terrain_alt).abs() / 150.0).powi(2))
.min(1.0);
},
AmbientChannelTag::Rain => {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
fn get_rain_volume(&mut self, client: &Client, camera: &Camera) -> f32 {
// multipler at end will have to change depending on how intense rain normally
// is
let terrain_alt = if let Some(chunk) = client.current_chunk() {
chunk.meta().alt()
} else {
0.0
};
// Make rain diminish with camera distance above terrain
let camera_multiplier =
1.0 - ((cam_pos.z - terrain_alt).abs() / 75.0).powi(2).min(1.0);
// TODO: make rain diminish with distance above terrain
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
let rain_intensity = (client.weather_at_player().rain * 500.0) * camera_multiplier;
let terrain_alt = if let Some(chunk) = client.current_chunk() {
chunk.meta().alt()
} else {
0.0
};
// make rain diminish with camera distance above terrain
let camera_multiplier = 1.0 - ((cam_pos.z - terrain_alt).abs() / 75.0).powi(2).min(1.0);
return rain_intensity.min(0.9);
},
AmbientChannelTag::Thunder => {
let rain_intensity = client.weather_at_player().rain * 500.0;
let rain_intensity = (client.weather_at_player().rain * 500.0) * camera_multiplier;
if rain_intensity < 0.7 {
0.0
} else {
rain_intensity
}
},
AmbientChannelTag::Leaves => {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
return rain_intensity.min(0.9);
}
let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
(chunk.meta().alt(), chunk.meta().tree_density())
} else {
(0.0, 0.0)
};
fn get_thunder_volume(&mut self, client: &Client) -> f32 {
let thunder_intensity = client.weather_at_player().rain * 500.0;
// Tree density factors into leaves volume. The more trees,
// the higher volume. The trees make more of an impact
// the closer the camera is to the ground
let tree_multiplier = 1.0
- (((1.0 - tree_density)
+ ((cam_pos.z - terrain_alt + 20.0).abs() / 150.0).powi(2))
.min(1.0));
if thunder_intensity < 0.7 {
0.0
} else {
thunder_intensity
}
}
fn get_leaves_volume(&mut self, client: &Client, camera: &Camera) -> f32 {
let focus_off = camera.get_focus_pos().map(f32::trunc);
let cam_pos = camera.dependents().cam_pos + focus_off;
let (terrain_alt, tree_density) = if let Some(chunk) = client.current_chunk() {
(chunk.meta().alt(), chunk.meta().tree_density())
} else {
(0.0, 0.0)
};
// Tree density factors into leaves volume. The more trees,
// the higher volume. The trees make more of an impact
// the closer the camera is to the ground
let tree_multiplier = 1.0
- (((1.0 - tree_density) + ((cam_pos.z - terrain_alt + 20.0).abs() / 150.0).powi(2))
.min(1.0));
if tree_multiplier > 0.1 {
tree_multiplier
} else {
0.0
if tree_multiplier > 0.1 {
tree_multiplier
} else {
0.0
}
},
}
}
}

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@ -331,7 +331,7 @@ impl AudioFrontend {
Ok(())
}
// plays a file at a given volume in the channel with a given tag
// Plays a file at a given volume in the channel with a given tag
fn play_ambient(
&mut self,
channel_tag: AmbientChannelTag,
@ -346,7 +346,7 @@ impl AudioFrontend {
}
}
// adds a new ambient channel of the given tag at zero volume
// Adds a new ambient channel of the given tag at zero volume
fn new_ambient_channel(&mut self, channel_tag: AmbientChannelTag) {
if let Some(audio_stream) = &self.audio_stream {
let ambient_channel = AmbientChannel::new(audio_stream, channel_tag, 0.0);
@ -354,7 +354,7 @@ impl AudioFrontend {
}
}
// retrieves the channel currently having the given tag
// Retrieves the channel currently having the given tag
fn get_ambient_channel(
&mut self,
channel_tag: AmbientChannelTag,
@ -379,7 +379,8 @@ impl AudioFrontend {
}
}
// sets the volume of the channel with the given tag to the given volume
// Unused code that may be useful in the future:
// Sets the volume of the channel with the given tag to the given volume
// fn set_ambient_volume(&mut self, channel_tag: AmbientChannelTag,
// volume_multiplier: f32) { if self.audio_stream.is_some() {
// let sfx_volume = self.get_sfx_volume();
@ -390,7 +391,7 @@ impl AudioFrontend {
// }
// }
// retrieves volume (pre-sfx-setting) of the channel with a given tag
// Retrieves volume (pre-sfx-setting) of the channel with a given tag
// fn get_ambient_volume(&mut self, channel_tag: AmbientChannelTag) -> f32 {
// if self.audio_stream.is_some() {
// if let Some(channel) = self.get_ambient_channel(channel_tag) {
@ -462,13 +463,13 @@ impl AudioFrontend {
}
}
// this retrieves the current setting for sfx volume
// Retrieves the current setting for sfx volume
pub fn get_sfx_volume(&self) -> f32 { self.sfx_volume * self.master_volume }
// this retrieves the current setting for ambience volume
// Retrieves the current setting for ambience volume
pub fn get_ambience_volume(&self) -> f32 { self.ambience_volume * self.master_volume }
// this retrieves the current setting for music volume
// Retrieves the current setting for music volume
pub fn get_music_volume(&self) -> f32 { self.music_volume * self.master_volume }
pub fn sfx_enabled(&self) -> bool { self.get_sfx_volume() > 0.0 }

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@ -103,8 +103,6 @@ pub struct Scene {
pub sfx_mgr: SfxMgr,
music_mgr: MusicMgr,
ambient_mgr: AmbientMgr,
// ambient_wind_mgr: AmbientWindMgr,
// ambient_rain_mgr: AmbientRainMgr,
}
pub struct SceneData<'a> {
@ -321,8 +319,6 @@ impl Scene {
ambient_mgr: AmbientMgr {
ambience: ambient::load_ambience_items(),
},
// ambient_wind_mgr: AmbientWindMgr::default(),
// ambient_rain_mgr: AmbientRainMgr::default(),
}
}