The whole pitch system existed but was discarded: NoteAudioHandler captured the
MIDI note, ExecuteModel computed relativePitch from the control-chain cents --
and NOTHING ever called alSourcef(AL_PITCH). Every sample played at root.
Consequences fixed:
- The load-time 'chirping' ambience: an authored looped sequence (div=120
tempo=160, note 51 events on bank1:83) plays a rhythmic tick pitched ~9
semitones DOWN; at root it was a high click ('chirp'). Identified live via
the new BT_AUDIO_DUMP playing-source tape + user ear-match at cadence.
- Engine now revs: EngineMotor pitch rides the throttle (measured 1.0 -> 1.12).
- All sequence-authored patterns (alarms/klaxons/ambience) regain their pitch.
Implementation: BTNotePitchFactor(note) = 2^((note-60)/12); applied at all 3
patch-source StartImplementations (fresh attach) and all 3 ExecuteModels
(combined with the control-chain relativePitch, clamped 0.5..2.0 as before).
Uses the existing AudioSource::GetCurrentNoteValue().
Also: [seqcfg] sequence-config dump, g_bufferNames + BT_AUDIO_DUMP live tape
(1/s: every playing AL source with sample name/gain/pitch/loop),
tools/soundboard.py updated mapping.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
518 lines
13 KiB
C++
518 lines
13 KiB
C++
#include <cstdlib>
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#include "munga.h"
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#pragma hdrstop
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#include "audio.h"
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#include "audrend.h"
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#include "app.h"
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#include "..\munga_l4\openal\al.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Audio Constants ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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const Scalar AudioDoubleTriggerCutoff = 0.2f;
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const AudioControlValue MaxAudioVolume = 1.0f;
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const AudioControlValue MinAudioVolume = 0.0f;
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const AudioControlValue LowAudioVolumeThreshold = 0.3f;
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const AudioControlValue MaxAudioBrightness = 1.0f;
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const AudioControlValue MinAudioBrightness = 0.0f;
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const AudioControlValue MaxAudioAttack = 1.0f;
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const AudioControlValue MinAudioAttack = 0.0f;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioHead ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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//#############################################################################
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//
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AudioHead::AudioHead():
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headEntitySocket(NULL)
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{
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//
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// Start frame counter at 0, other counts should be at
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// NullAudioFrameCount
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//
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audioFrameCount = 0;
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//
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// Other audio parameters
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//
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clippingRadius = 100.0f;
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distanceBetweenEars = 1.0f;
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amplitudeRollOffExponent = 1.0f;
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amplitudeRollOffKnee = 10.0f,
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amplitudeRollOffDistanceScale = 0.05f;
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highFrequencyRollOffExponent = 0.5f;
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highFrequencyRollOffKnee = 10.0f;
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highFrequencyRollOffDistanceScale = 0.05f;
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reverbToDryRatio = 0.1f;
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audioSoundSpeed = 345.0f;
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audioDopplerConstant = 20.0f;
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sourceCompressionExponent = 0.5f;
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sourceCompressionScale = 0.5f;
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AudioHead::~AudioHead()
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{
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Check(this);
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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AudioHead::TestInstance() const
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{
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Check(&headEntitySocket);
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return True;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioHead::LinkToEntity(Entity *entity)
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{
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Check(this);
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Check(entity);
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//
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// Remove existing entity, add new one
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//
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if (headEntitySocket.GetCurrent() != NULL)
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{
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headEntitySocket.Remove();
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}
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headEntitySocket.Add(entity);
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alDistanceModel(AL_LINEAR_DISTANCE);
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alDopplerFactor(0.3f);
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#if 0
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//
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// Make the new clipping sphere
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//
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clippingSphere.SetCurrentOrigin(entity->localOrigin.linearPosition);
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#endif
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}
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//
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//#############################################################################
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//#############################################################################
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//
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LinearMatrix
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AudioHead::GetEarToWorld()
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{
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Check(this);
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Entity *entity = headEntitySocket.GetCurrent();
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Check(entity);
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return entity->localToWorld;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioHead::Execute()
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{
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Check(this);
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//
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// Increment frame counter
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//
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// AUDIO CLOCK CALIBRATION FIX: AudioTime consumers (sequence event timing,
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// compression curves) assume audioFrameCount advances at the renderer's
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// calibrationRate (DefaultRendererRate = 30 frames/sec:
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// Seconds_To_Frames = s * rate). The WinTesla port set raw Now().ticks here
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// (~hundreds/sec), running sequences ~18x off the authored timing -- the
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// AudioControlSequence events carrying the real footstep volumes never
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// landed where authored. Convert ticks -> calibrated frames properly.
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{
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double tps = (double)SystemClock::GetTicksPerSecond();
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if (tps <= 0.0) tps = 1000.0; // GetTickCount ms fallback (static not yet measured)
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audioFrameCount = (AudioFrameCount)(
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(double)Now().ticks
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* (double)application->GetAudioRenderer()->GetCalibrationRate()
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/ tps);
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}
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Verify(audioFrameCount < LONG_MAX);
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if (getenv("BT_AUDIO_SPATIAL")) { static long s_hx=0; if ((++s_hx % 300)==0)
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DEBUG_STREAM << "[audioclock] frame=" << audioFrameCount << " execs=" << s_hx << "\n" << std::flush; }
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//set current listener orientation
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Vector3D headVelocity;
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headVelocity.MultiplyByInverse(this->GetHeadEntity()->GetWorldLinearVelocity(), this->GetHeadEntity()->localToWorld);
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alListener3f(AL_VELOCITY, -headVelocity.x, -headVelocity.y, -headVelocity.z);
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// LIVE-PLAYING DUMP (BT_AUDIO_DUMP): once a second list every playing AL
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// source with its sample name / gain / pitch / loop -- catches "mystery
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// sounds" (wrong sample, wrong pitch, chopped) red-handed.
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if (getenv("BT_AUDIO_DUMP")) {
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static long s_dumpTick = 0;
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if ((++s_dumpTick % 45) == 0) {
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extern ALuint *g_buffers; extern int g_numBuffers; extern const char *g_bufferNames[512];
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for (ALuint sid = 1; sid <= 40; ++sid) {
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if (!alIsSource(sid)) continue;
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ALint st = 0; alGetSourcei(sid, AL_SOURCE_STATE, &st);
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if (st != AL_PLAYING) continue;
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ALint buf = 0, looping = 0; ALfloat gain = 0, pitch = 0;
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alGetSourcei(sid, AL_BUFFER, &buf);
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alGetSourcei(sid, AL_LOOPING, &looping);
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alGetSourcef(sid, AL_GAIN, &gain);
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alGetSourcef(sid, AL_PITCH, &pitch);
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const char *nm = "?";
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for (int b = 0; b < g_numBuffers && b < 512; ++b)
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if ((ALint)g_buffers[b] == buf) { nm = g_bufferNames[b] ? g_bufferNames[b] : "?"; break; }
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DEBUG_STREAM << "[playing] src=" << sid << " " << nm
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<< " gain=" << gain << " pitch=" << pitch
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<< " loop=" << looping << "\n" << std::flush;
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}
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}
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}
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#if 0
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//
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// Get the entity
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//
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Entity *entity = headEntitySocket.GetCurrent();
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Check(entity);
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//
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// Make the new clipping sphere
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//
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clippingSphere.SetCurrentOrigin(entity->localOrigin.linearPosition);
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#endif
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioHead::DefineClippingSphere(Scalar radius)
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{
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Check(this);
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clippingRadius = radius;
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#if 0
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//
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// Get entity position
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//
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Entity *entity;
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Point3D position(0.0f, 0.0f, 0.0f);
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if ((entity = headEntitySocket.GetCurrent()) != NULL)
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{
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Check(entity);
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position = entity->localOrigin.linearPosition;
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}
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//
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// Make the new clipping sphere
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//
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clippingSphere.SetCurrentOrigin(position);
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clippingSphere.SetReferenceRadius(radius);
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#endif
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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AudioHead::IsPointClipped(const Point3D &point)
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{
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Check(this);
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Entity
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*entity;
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Vector3D
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difference;
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entity = headEntitySocket.GetCurrent();
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Check(entity);
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difference.Subtract(entity->localOrigin.linearPosition, point);
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return difference.LengthSquared() > clippingRadius*clippingRadius;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioHead::ControlDopplerEffect(
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Scalar doppler_constant,
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Scalar sound_speed
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)
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{
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Check(this);
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audioDopplerConstant = doppler_constant;
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audioSoundSpeed = sound_speed;
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioHead::ControlAmplitudeRollOff(
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Scalar exponent,
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Scalar amplitude_rolloff_knee,
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Scalar distance_scale
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)
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{
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Check(this);
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amplitudeRollOffExponent = exponent;
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amplitudeRollOffKnee = amplitude_rolloff_knee;
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amplitudeRollOffDistanceScale = distance_scale;
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioHead::ControlHighFrequencyRollOff(
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Scalar exponent,
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Scalar high_frequency_rolloff_knee,
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Scalar distance_scale
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)
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{
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Check(this);
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highFrequencyRollOffExponent = exponent;
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highFrequencyRollOffKnee = high_frequency_rolloff_knee;
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highFrequencyRollOffDistanceScale = distance_scale;
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioHead::ControlSourceCompression(
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Scalar exponent,
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Scalar scale
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)
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{
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Check(this);
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sourceCompressionExponent = exponent;
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sourceCompressionScale = scale;
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioHead::SetPositionalCulling(Logical)
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{
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Check(this);
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioComponent ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//#############################################################################
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//#############################################################################
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//
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const Receiver::HandlerEntry
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AudioComponent::MessageHandlerEntries[]=
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{
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{
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AudioComponent::ReceiveControlMessageID,
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"ReceiveControl",
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(AudioComponent::Handler)&AudioComponent::ReceiveControlMessageHandler
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}
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};
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AudioComponent::MessageHandlerSet& AudioComponent::GetMessageHandlers()
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{
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static AudioComponent::MessageHandlerSet messageHandlers(ELEMENTS(AudioComponent::MessageHandlerEntries), AudioComponent::MessageHandlerEntries, Component::GetMessageHandlers());
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return messageHandlers;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Derivation* AudioComponent::GetClassDerivations()
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{
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static Derivation classDerivations(Component::GetClassDerivations(), "AudioComponent");
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return &classDerivations;
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}
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AudioComponent::SharedData
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AudioComponent::DefaultData(
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AudioComponent::GetClassDerivations(),
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AudioComponent::GetMessageHandlers()
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);
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//
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//#############################################################################
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//#############################################################################
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//
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AudioComponent::AudioComponent(
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PlugStream *stream,
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SharedData &shared_data
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):
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Component(stream, shared_data),
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audioWatcherSocket(NULL)
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{
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nextExecuteWatcherFrame = NullAudioFrameCount;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AudioComponent::~AudioComponent()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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AudioComponent::TestInstance() const
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{
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if (!IsDerivedFrom(*GetClassDerivations()))
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{
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return False;
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}
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Check(&audioWatcherSocket);
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return True;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioComponent::ExecuteWatchers()
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{
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Check(this);
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//
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// Execute watchers if this is the next watcher frame
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//
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AudioFrameCount
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audio_frame_count;
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Check(application);
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Check(application->GetAudioRenderer());
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audio_frame_count = application->GetAudioRenderer()->GetAudioFrameCount();
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if (nextExecuteWatcherFrame <= audio_frame_count)
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{
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nextExecuteWatcherFrame = audio_frame_count + DefaultAudioFrameDelay;
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//
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// Execute watchers
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//
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ChainIteratorOf<Component*>
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iterator(&audioWatcherSocket);
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Component
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*component;
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while ((component = iterator.ReadAndNext()) != NULL)
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{
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Check(component);
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component->Execute();
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}
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}
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioComponent::Execute()
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{
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Check(this);
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ExecuteWatchers();
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioComponent::ReceiveControl(
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AudioControlID,
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AudioControlValue
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)
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{
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Fail("AudioComponent::ReceiveControl - Should never reach here");
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioComponent::PostReceiveControl(
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AudioControlID control_ID,
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AudioControlValue control_value
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)
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{
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Check(this);
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ReceiveControlMessage
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message(control_ID, control_value);
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Check(application);
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// ECH 1/26/96 - application->Post(HighEventPriority, this, &message);
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application->Post(DefaultEventPriority, this, &message);
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioComponent::ReceiveControlMessageHandler(ReceiveControlMessage *message)
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{
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Check(this);
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Check(message);
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ReceiveControl(message->controlID, message->controlValue);
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~ AudioComponent__ReceiveControlMessage ~~~~~~~~~~~~~~~~~~~~
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AudioComponent__ReceiveControlMessage::AudioComponent__ReceiveControlMessage(
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AudioControlID control_ID,
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AudioControlValue control_value
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):
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Receiver::Message(
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AudioComponent::ReceiveControlMessageID,
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sizeof(AudioComponent__ReceiveControlMessage)
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)
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{
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controlID = control_ID;
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controlValue = control_value;
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}
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