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Re-order sound-related code (#12382)

Dropped ServerSoundParams -> moved to ServerPlayingSound. This gets rid of the duplicated
'fade' and 'pitch' values on server-side where only one was used anyway.
SimpleSoundSpec is the basic sound without positional information, hence 'loop' is included.

Recursively added PROTOCOL_VERSION to most functions to reduce the versioning mess in the
future. Per-type version numbers are kept for now as a safety rope in a special case.
This commit is contained in:
SmallJoker
2022-06-20 21:56:12 +02:00
committed by GitHub
parent 0b41533763
commit a463620edb
20 changed files with 140 additions and 188 deletions

View File

@@ -96,30 +96,26 @@ struct MediaInfo
}
};
struct ServerSoundParams
// Combines the pure sound (SimpleSoundSpec) with positional information
struct ServerPlayingSound
{
enum Type {
SSP_LOCAL,
SSP_POSITIONAL,
SSP_OBJECT
} type = SSP_LOCAL;
float gain = 1.0f;
float fade = 0.0f;
float pitch = 1.0f;
bool loop = false;
float gain = 1.0f; // for amplification of the base sound
float max_hear_distance = 32 * BS;
v3f pos;
u16 object = 0;
std::string to_player = "";
std::string exclude_player = "";
std::string to_player;
std::string exclude_player;
v3f getPos(ServerEnvironment *env, bool *pos_exists) const;
};
struct ServerPlayingSound
{
ServerSoundParams params;
SimpleSoundSpec spec;
std::unordered_set<session_t> clients; // peer ids
};
@@ -236,8 +232,7 @@ public:
// Returns -1 if failed, sound handle on success
// Envlock
s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams &params,
bool ephemeral=false);
s32 playSound(ServerPlayingSound &params, bool ephemeral=false);
void stopSound(s32 handle);
void fadeSound(s32 handle, float step, float gain);