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* Add MathX.ExponentialDecay, similar to our C++ version of it * Replace SmoothDamp usage in audio components with expdecay
165 lines
4.1 KiB
C#
165 lines
4.1 KiB
C#
using System.Threading;
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namespace Sandbox.Audio;
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class DirectSource : IDisposable
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{
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LowPassProcessor _lowPass;
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Lock _lock = new Lock();
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public Transform Transform { get; private set; }
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internal DirectSource()
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{
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}
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~DirectSource()
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{
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Dispose();
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}
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public void Dispose()
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{
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_lowPass = null;
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GC.SuppressFinalize( this );
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}
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float? _occlusion;
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float _targetOcclusion = 1.0f;
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/// <summary>
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/// Time tracking for occlusion updates, managed by SoundOcclusionSystem
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/// </summary>
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internal RealTimeUntil TimeUntilNextOcclusionCalc { get; set; } = 0;
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public void Update( Transform position, Vector3 listenerPos, Mixer targetMixer, PhysicsWorld world )
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{
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lock ( _lock )
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{
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Transform = position;
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// Smooth damp towards target occlusion (set by SoundOcclusionSystem)
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if ( Occlusion && !ListenLocal )
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{
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if ( _occlusion.HasValue )
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{
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_occlusion = MathX.ExponentialDecay( _occlusion.Value, _targetOcclusion, 0.05f, RealTime.Delta );
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}
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else
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{
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Snap();
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}
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}
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else
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{
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_targetOcclusion = 1.0f;
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Snap();
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}
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}
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}
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/// <summary>
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/// Stop any lerping and jump straight to the target occlusion
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/// </summary>
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public void Snap()
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{
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_occlusion = _targetOcclusion;
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}
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/// <summary>
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/// Set the target occlusion value. Called by SoundOcclusionSystem after computing occlusion.
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/// </summary>
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internal void SetTargetOcclusion( float value )
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{
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lock ( _lock )
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{
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_targetOcclusion = value;
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}
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}
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[ConVar] public static float snd_lowpass_power { get; set; } = 4;
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[ConVar] public static float snd_lowpass_trans { get; set; } = 0.40f;
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[ConVar] public static float snd_lowpass_dist { get; set; } = 0.85f;
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[ConVar] public static float snd_gain_trans { get; set; } = 0.8f;
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public void Apply( in Listener listener, MultiChannelBuffer input, MultiChannelBuffer output, float occlusionMultiplier, float inputGain )
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{
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lock ( _lock )
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{
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Vector3 listenerPos = listener.MixTransform.Position;
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float distanceInUnits = Transform.Position.Distance( listenerPos );
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//
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// Calculate using the Distance float and Attenuation Curve
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//
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float curveVal = MathX.Clamp( distanceInUnits / Distance, 0f, 1f );
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float distanceAtten = Falloff.Evaluate( curveVal );
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//
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// TODO
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//
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float directivity = 1.0f;
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//
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// This is calculated in Update
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//
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float occlusion = _occlusion ?? 1.0f + (1 - occlusionMultiplier).Clamp( 0, 1 );
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//
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// Not real transmission, like Steam Audio does it, where it gets the material and tries to measure how
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// many walls are between and the surface. But we're making video games - not science!
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//
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float transmission = 0;
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if ( !DistanceAttenuation ) distanceAtten = 1;
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if ( !Occlusion ) occlusion = 1;
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float lowPass = 0;
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// Add low pass effect on sounds coming through walls
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if ( Transmission )
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{
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transmission = (1 - occlusion).Clamp( 0, 1 );
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lowPass += transmission * snd_lowpass_trans;
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}
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// Add low pass effect on sounds coming from a distance
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if ( AirAbsorption )
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{
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lowPass += curveVal.Remap( 0, 1, 0, 1 ) * snd_lowpass_dist;
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}
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lowPass = lowPass.Remap( 0, 1, -0.5f, 1f );
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if ( lowPass > 0 )
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{
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_lowPass ??= new LowPassProcessor();
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_lowPass.Cutoff = MathF.Pow( (1 - lowPass).Clamp( 0.005f, 1.0f ), snd_lowpass_power );
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_lowPass.SetListener( listener );
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_lowPass.ProcessInPlace( input );
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}
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// reduce the volume of sounds coming through surfaces
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transmission = snd_gain_trans;
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var gain = distanceAtten * directivity * (occlusion + transmission);
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output.CopyFromUpmix( input );
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output.Scale( gain.Clamp( 0, 1 ) * inputGain );
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}
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}
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public bool ListenLocal { get; set; } = false;
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public bool AirAbsorption { get; set; } = true;
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public bool Transmission { get; set; } = true;
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public bool Occlusion { get; set; } = true;
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public bool DistanceAttenuation { get; set; } = true;
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public float OcclusionSize { get; set; } = 16.0f;
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public float Distance { get; set; } = 15_000f;
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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 ) );
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}
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