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Clean up sound_fade (#10119)
Add proper documentation and correct gain reduction calculations. Co-authored-by: hecktest <>
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@ -5238,9 +5238,12 @@ Sounds
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* `minetest.sound_fade(handle, step, gain)`
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* `handle` is a handle returned by `minetest.sound_play`
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* `step` determines how fast a sound will fade.
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Negative step will lower the sound volume, positive step will increase
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the sound volume.
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The gain will change by this much per second,
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until it reaches the target gain.
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Note: Older versions used a signed step. This is deprecated, but old
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code will still work. (the client uses abs(step) to correct it)
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* `gain` the target gain for the fade.
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Fading to zero will delete the sound.
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Timing
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------
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@ -337,14 +337,12 @@ private:
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};
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std::unordered_map<int, FadeState> m_sounds_fading;
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float m_fade_delay;
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public:
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OpenALSoundManager(SoundManagerSingleton *smg, OnDemandSoundFetcher *fetcher):
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m_fetcher(fetcher),
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m_device(smg->m_device.get()),
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m_context(smg->m_context.get()),
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m_next_id(1),
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m_fade_delay(0)
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m_next_id(1)
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{
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infostream << "Audio: Initialized: OpenAL " << std::endl;
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}
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@ -616,38 +614,45 @@ public:
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void fadeSound(int soundid, float step, float gain)
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{
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m_sounds_fading[soundid] = FadeState(step, getSoundGain(soundid), gain);
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// Ignore the command if step isn't valid.
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if (step == 0)
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return;
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float current_gain = getSoundGain(soundid);
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step = gain - current_gain > 0 ? abs(step) : -abs(step);
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if (m_sounds_fading.find(soundid) != m_sounds_fading.end()) {
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auto current_fade = m_sounds_fading[soundid];
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// Do not replace the fade if it's equivalent.
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if (current_fade.target_gain == gain && current_fade.step == step)
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return;
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m_sounds_fading.erase(soundid);
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}
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gain = rangelim(gain, 0, 1);
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m_sounds_fading[soundid] = FadeState(step, current_gain, gain);
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}
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void doFades(float dtime)
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{
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m_fade_delay += dtime;
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for (auto i = m_sounds_fading.begin(); i != m_sounds_fading.end();) {
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FadeState& fade = i->second;
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assert(fade.step != 0);
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fade.current_gain += (fade.step * dtime);
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if (m_fade_delay < 0.1f)
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return;
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float chkGain = 0;
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for (auto i = m_sounds_fading.begin();
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i != m_sounds_fading.end();) {
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if (i->second.step < 0.f)
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chkGain = -(i->second.current_gain);
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if (fade.step < 0.f)
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fade.current_gain = std::max(fade.current_gain, fade.target_gain);
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else
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chkGain = i->second.current_gain;
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fade.current_gain = std::min(fade.current_gain, fade.target_gain);
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if (chkGain < i->second.target_gain) {
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i->second.current_gain += (i->second.step * m_fade_delay);
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i->second.current_gain = rangelim(i->second.current_gain, 0, 1);
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updateSoundGain(i->first, i->second.current_gain);
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++i;
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} else {
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if (i->second.target_gain <= 0.f)
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stopSound(i->first);
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if (fade.current_gain <= 0.f)
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stopSound(i->first);
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else
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updateSoundGain(i->first, fade.current_gain);
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// The increment must happen during the erase call, or else it'll segfault.
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if (fade.current_gain == fade.target_gain)
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m_sounds_fading.erase(i++);
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}
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else
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i++;
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}
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m_fade_delay = 0;
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}
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bool soundExists(int sound)
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