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add listenerNode
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@ -28,9 +28,11 @@ class SoundInterval(Interval.Interval):
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# the sound is caused by the delay between the end of the sound
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# and the next taskMgr cycle). There still seems to be a skip
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# in Miles when looping MP3s. =(
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# RAU 03/01/07 add listenerNode in case we dont want to
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# use base.camera as the listener, node must not be None
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def __init__(self, sound, loop = 0, duration = 0.0, name = None,
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volume = 1.0, startTime = 0.0, node=None,
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seamlessLoop=True):
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seamlessLoop=True, listenerNode = None):
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"""__init__(sound, loop, name)
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"""
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# Generate unique name
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@ -46,6 +48,7 @@ class SoundInterval(Interval.Interval):
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self.volume = volume
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self.startTime = startTime
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self.node = node
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self.listenerNode = listenerNode
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self._seamlessLoop = seamlessLoop
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if self._seamlessLoop:
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self._fLoop = True
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@ -88,7 +91,8 @@ class SoundInterval(Interval.Interval):
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t1 = 0.0
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if (t1 < self.soundDuration) and not (self._seamlessLoop and self._soundPlaying):
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base.sfxPlayer.playSfx(
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self.sound, self.fLoop, 1, self.volume, t1, self.node)
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self.sound, self.fLoop, 1, self.volume, t1, self.node,
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listenerNode = self.listenerNode)
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self._soundPlaying = True
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self.state = CInterval.SStarted
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self.currT = t
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@ -99,7 +103,13 @@ class SoundInterval(Interval.Interval):
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t1 = t + self.startTime
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if t1 < self.soundDuration:
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base.sfxPlayer.playSfx(
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self.sound, self.fLoop, 1, self.volume, t1, self.node)
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self.sound, self.fLoop, 1, self.volume, t1, self.node,
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listenerNode = self.listenerNode)
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if self.listenerNode and not self.listenerNode.isEmpty() and \
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self.node and not self.node.isEmpty():
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base.sfxPlayer.setFinalVolume(self.sound, self.node, self.volume,
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self.listenerNode)
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self.state = CInterval.SStarted
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self.currT = t
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@ -35,16 +35,24 @@ class SfxPlayer:
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# this is a scale factor to convert distances so that a sound
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# located at self.cutoffDistance will have a volume
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# of self.cutoffVolume
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self.distanceScale = rawCutoffDistance / self.cutoffDistance
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self.distanceScale = rawCutoffDistance / self.cutoffDistance
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def getLocalizedVolume(self, node):
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def getCutoffDistance(self):
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"""Return the curent cutoff distance."""
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return self.cutoffDistance
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def getLocalizedVolume(self, node, listenerNode = None):
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"""
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Get the volume that a sound should be played at if it is
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localized at this node. We compute this wrt the camera
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or to listenerNode.
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"""
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d = None
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if not node.isEmpty():
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d = node.getDistance(base.cam)
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if listenerNode and not listenerNode.isEmpty():
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d = node.getDistance(listenerNode)
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else:
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d = node.getDistance(base.cam)
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if d == None or d > self.cutoffDistance:
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volume = 0
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else:
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@ -59,25 +67,31 @@ class SfxPlayer:
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def playSfx(
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self, sfx, looping = 0, interrupt = 1, volume = None,
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time = 0.0, node=None):
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time = 0.0, node=None, listenerNode = None):
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if sfx:
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# If we have either a node or a volume, we need to adjust the sfx
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# The volume passed in multiplies the distance base volume
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if node or (volume is not None):
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if node:
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finalVolume = self.getLocalizedVolume(node)
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else:
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finalVolume = 1
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if volume is not None:
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finalVolume *= volume
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if node is not None:
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finalVolume *= node.getNetAudioVolume()
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sfx.setVolume(finalVolume)
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self.setFinalVolume(sfx, node, volume, listenerNode)
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# dont start over if it's already playing, unless
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# "interrupt" was specified
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if interrupt or (sfx.status() != AudioSound.PLAYING):
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sfx.setTime(time)
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sfx.setLoop(looping)
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sfx.play()
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def setFinalVolume(self, sfx, node, volume, listenerNode):
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"""Calculate the final volume based on all contributed factors."""
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# If we have either a node or a volume, we need to adjust the sfx
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# The volume passed in multiplies the distance base volume
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if node or (volume is not None):
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if node:
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finalVolume = self.getLocalizedVolume(node, listenerNode)
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else:
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finalVolume = 1
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if volume is not None:
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finalVolume *= volume
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if node is not None:
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finalVolume *= node.getNetAudioVolume()
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sfx.setVolume(finalVolume)
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