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sbox-public/engine/Sandbox.Engine/Systems/Audio/SteamAudio/DirectSimulator.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

205 lines
5.2 KiB
C#

using System.Threading;
namespace Sandbox.Audio;
class DirectSource : IDisposable
{
LowPassProcessor _lowPass;
Lock _lock = new Lock();
public Transform Transform { get; private set; }
internal DirectSource()
{
}
~DirectSource()
{
Dispose();
}
public void Dispose()
{
_lowPass = null;
GC.SuppressFinalize( this );
}
float? _occlusion;
float _targetOcclusion = 1.0f;
float _occlusionVelocity = 0.0f;
public void Update( Transform position, Vector3 listenerPos, Mixer targetMixer, PhysicsWorld world )
{
lock ( _lock )
{
Transform = position;
if ( Occlusion && !ListenLocal )
{
_targetOcclusion = ComputeOcclusion( Transform.Position, listenerPos, OcclusionSize, targetMixer, world );
if ( _occlusion.HasValue )
{
_occlusion = MathX.SmoothDamp( _occlusion.Value, _targetOcclusion, ref _occlusionVelocity, 0.3f, RealTime.Delta );
}
else
{
Snap();
}
}
else
{
_targetOcclusion = 1.0f;
Snap();
}
}
}
/// <summary>
/// Stop any lerping and jump straight to the target occlusion
/// </summary>
public void Snap()
{
_occlusion = _targetOcclusion;
_occlusionVelocity = 0;
}
RealTimeUntil timeUntilNextOcclusionCalc = 0;
[ConVar] public static float snd_lowpass_power { get; set; } = 4;
[ConVar] public static float snd_lowpass_trans { get; set; } = 0.40f;
[ConVar] public static float snd_lowpass_dist { get; set; } = 0.85f;
[ConVar] public static float snd_gain_trans { get; set; } = 0.8f;
/// <summary>
/// Compute how occluded a sound is. Returns 0 if fully occluded, 1 if not occluded
/// </summary>
private float ComputeOcclusion( Vector3 position, Vector3 listener, float occlusionSize, Mixer targetMixer, PhysicsWorld world )
{
// Don't calculate occlusion every frame
if ( timeUntilNextOcclusionCalc > 0 )
return _targetOcclusion;
if ( !world.IsValid() )
return 1.0f;
var distance = Vector3.DistanceBetween( position, listener ).Remap( 0, 4096, 1, 0 );
timeUntilNextOcclusionCalc = distance.Remap( 0.15f, 2.0f ) * Random.Shared.Float( 0.95f, 1.15f );
int iRays = (occlusionSize.Remap( 0, 64, 1, 32 ) * distance).CeilToInt().Clamp( 1, 32 );
int iHits = 0;
var tags = targetMixer.GetOcclusionTags();
// tags are defined, but are empty, means hit nothing - so 0% occluded
// if it is null, then we just use the "world" tag
if ( tags is not null && tags.Count == 0 ) return 1.0f;
System.Threading.Tasks.Parallel.For( 0, iRays, i =>
{
var startPos = position + Vector3.Random * occlusionSize * 0.5f;
var tq = world.Trace.FromTo( startPos, listener );
if ( tags is null )
{
tq = tq.WithTag( "world" );
}
else
{
tq = tq.WithAnyTags( tags );
}
var tr = tq.Run();
if ( tr.Hit )
{
Interlocked.Add( ref iHits, 1 );
}
} );
return 1 - (iHits / (float)iRays);
}
public void Apply( in Listener listener, MultiChannelBuffer input, MultiChannelBuffer output, float occlusionMultiplier, float inputGain )
{
lock ( _lock )
{
Vector3 listenerPos = listener.MixTransform.Position;
float distanceInUnits = Transform.Position.Distance( listenerPos );
//
// Calculate using the Distance float and Attenuation Curve
//
float curveVal = MathX.Clamp( distanceInUnits / Distance, 0f, 1f );
float distanceAtten = Falloff.Evaluate( curveVal );
//
// TODO
//
float directivity = 1.0f;
//
// This is calculated in Update
//
float occlusion = _occlusion ?? 1.0f + (1 - occlusionMultiplier).Clamp( 0, 1 );
//
// Not real transmission, like Steam Audio does it, where it gets the material and tries to measure how
// many walls are between and the surface. But we're making video games - not science!
//
float transmission = 0;
if ( !DistanceAttenuation ) distanceAtten = 1;
if ( !Occlusion ) occlusion = 1;
float lowPass = 0;
// Add low pass effect on sounds coming through walls
if ( Transmission )
{
transmission = (1 - occlusion).Clamp( 0, 1 );
lowPass += transmission * snd_lowpass_trans;
}
// Add low pass effect on sounds coming from a distance
if ( AirAbsorption )
{
lowPass += curveVal.Remap( 0, 1, 0, 1 ) * snd_lowpass_dist;
}
lowPass = lowPass.Remap( 0, 1, -0.5f, 1f );
if ( lowPass > 0 )
{
_lowPass ??= new LowPassProcessor();
_lowPass.Cutoff = MathF.Pow( (1 - lowPass).Clamp( 0.005f, 1.0f ), snd_lowpass_power );
_lowPass.SetListener( listener );
_lowPass.ProcessInPlace( input );
}
// reduce the volume of sounds coming through surfaces
transmission = snd_gain_trans;
var gain = distanceAtten * directivity * (occlusion + transmission);
output.CopyFromUpmix( input );
output.Scale( gain.Clamp( 0, 1 ) * inputGain );
}
}
public bool ListenLocal { get; set; } = false;
public bool AirAbsorption { get; set; } = true;
public bool Transmission { get; set; } = true;
public bool Occlusion { get; set; } = true;
public bool DistanceAttenuation { get; set; } = true;
public float OcclusionSize { get; set; } = 16.0f;
public float Distance { get; set; } = 15_000f;
public Curve Falloff { get; set; } = new Curve( new( 0, 1, 0, -1.8f ), new( 0.05f, 0.22f, 3.5f, -3.5f ), new( 0.2f, 0.04f, 0.16f, -0.16f ), new( 1, 0 ) );
}