| 434 | } |
| 435 | |
| 436 | handle Soloud::play3dClocked(time aSoundTime, AudioSource &aSound, float aPosX, float aPosY, float aPosZ, float aVelX, float aVelY, float aVelZ, float aVolume, unsigned int aBus) |
| 437 | { |
| 438 | handle h = play(aSound, aVolume, 0, 1, aBus); |
| 439 | lockAudioMutex(); |
| 440 | int v = getVoiceFromHandle(h); |
| 441 | if (v < 0) |
| 442 | { |
| 443 | unlockAudioMutex(); |
| 444 | return h; |
| 445 | } |
| 446 | m3dData[v].mHandle = h; |
| 447 | mVoice[v]->mFlags |= AudioSourceInstance::PROCESS_3D; |
| 448 | set3dSourceParameters(h, aPosX, aPosY, aPosZ, aVelX, aVelY, aVelZ); |
| 449 | time lasttime = mLastClockedTime; |
| 450 | if (lasttime == 0) |
| 451 | mLastClockedTime = aSoundTime; |
| 452 | vec3 pos; |
| 453 | pos.mX = aPosX; |
| 454 | pos.mY = aPosY; |
| 455 | pos.mZ = aPosZ; |
| 456 | unlockAudioMutex(); |
| 457 | int samples = 0; |
| 458 | if (lasttime != 0) |
| 459 | { |
| 460 | samples = (int)floor((aSoundTime - lasttime) * mSamplerate); |
| 461 | } |
| 462 | if (aSound.mFlags & AudioSource::DISTANCE_DELAY) |
| 463 | { |
| 464 | float dist = pos.mag(); |
| 465 | samples += (int)floor((dist / m3dSoundSpeed) * mSamplerate); |
| 466 | } |
| 467 | |
| 468 | update3dVoices((unsigned int *)&v, 1); |
| 469 | lockAudioMutex(); |
| 470 | updateVoiceRelativePlaySpeed(v); |
| 471 | int j; |
| 472 | for (j = 0; j < MAX_CHANNELS; j++) |
| 473 | { |
| 474 | mVoice[v]->mChannelVolume[j] = m3dData[v].mChannelVolume[j]; |
| 475 | } |
| 476 | |
| 477 | updateVoiceVolume(v); |
| 478 | |
| 479 | // Fix initial voice volume ramp up |
| 480 | int i; |
| 481 | for (i = 0; i < MAX_CHANNELS; i++) |
| 482 | { |
| 483 | mVoice[v]->mCurrentChannelVolume[i] = mVoice[v]->mChannelVolume[i] * mVoice[v]->mOverallVolume; |
| 484 | } |
| 485 | |
| 486 | if (mVoice[v]->mOverallVolume < 0.01f) |
| 487 | { |
| 488 | // Inaudible. |
| 489 | mVoice[v]->mFlags |= AudioSourceInstance::INAUDIBLE; |
| 490 | |
| 491 | if (mVoice[v]->mFlags & AudioSourceInstance::INAUDIBLE_KILL) |
| 492 | { |
| 493 | stopVoice(v); |