Use real CalculateSoundPosition with NOSOUND

Fixes big-endian tests, which currently build with `-DNOSOUND`
to reduce build time.
This commit is contained in:
Gleb Mazovetskiy
2022-12-09 11:09:05 +00:00
parent b13f413fc2
commit 9a1587060d
8 changed files with 40 additions and 21 deletions
+1
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@@ -106,6 +106,7 @@ set(libdevilutionx_SRCS
engine/palette.cpp
engine/path.cpp
engine/random.cpp
engine/sound_position.cpp
engine/surface.cpp
engine/trn.cpp
+1 -19
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@@ -8,6 +8,7 @@
#include "engine/random.hpp"
#include "engine/sound.h"
#include "engine/sound_defs.hpp"
#include "engine/sound_position.hpp"
#include "init.h"
#include "player.h"
#include "utils/stdcompat/algorithm.hpp"
@@ -1201,25 +1202,6 @@ void stream_stop()
}
}
bool CalculateSoundPosition(Point soundPosition, int *plVolume, int *plPan)
{
const auto &playerPosition = MyPlayer->position.tile;
const auto delta = soundPosition - playerPosition;
int pan = (delta.deltaX - delta.deltaY) * 256;
*plPan = clamp(pan, PAN_MIN, PAN_MAX);
int volume = playerPosition.ApproxDistance(soundPosition);
volume *= -64;
if (volume <= ATTENUATION_MIN)
return false;
*plVolume = volume;
return true;
}
void PlaySFX(_sfx_id psfx)
{
psfx = RndSFX(psfx);
-1
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@@ -1177,7 +1177,6 @@ extern _sfx_id sfxdnum;
bool effect_is_playing(int nSFX);
void stream_stop();
bool CalculateSoundPosition(Point soundPosition, int *plVolume, int *plPan);
void PlaySFX(_sfx_id psfx);
void PlaySfxLoc(_sfx_id psfx, Point position, bool randomizeByCategory = true);
void sound_stop();
-1
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@@ -12,7 +12,6 @@ _sfx_id sfxdnum;
// clang-format off
bool effect_is_playing(int nSFX) { return false; }
void stream_stop() { }
bool CalculateSoundPosition(Point soundPosition, int *plVolume, int *plPan) { return false; }
void PlaySFX(_sfx_id psfx)
{
switch (psfx) {
+27
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@@ -0,0 +1,27 @@
#include "engine/sound_position.hpp"
#include "engine/sound_defs.hpp"
#include "player.h"
namespace devilution {
bool CalculateSoundPosition(Point soundPosition, int *plVolume, int *plPan)
{
const auto &playerPosition = MyPlayer->position.tile;
const auto delta = soundPosition - playerPosition;
int pan = (delta.deltaX - delta.deltaY) * 256;
*plPan = clamp(pan, PAN_MIN, PAN_MAX);
int volume = playerPosition.ApproxDistance(soundPosition);
volume *= -64;
if (volume <= ATTENUATION_MIN)
return false;
*plVolume = volume;
return true;
}
} // namespace devilution
+9
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@@ -0,0 +1,9 @@
#pragma once
#include "engine/point.hpp"
namespace devilution {
bool CalculateSoundPosition(Point soundPosition, int *plVolume, int *plPan);
} // namespace devilution
+1
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@@ -21,6 +21,7 @@
#include "engine/points_in_rectangle_range.hpp"
#include "engine/random.hpp"
#include "engine/render/clx_render.hpp"
#include "engine/sound_position.hpp"
#include "engine/world_tile.hpp"
#include "init.h"
#include "levels/crypt.h"
+1
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@@ -1,6 +1,7 @@
#include <gtest/gtest.h>
#include "effects.h"
#include "engine/sound_position.hpp"
#include "player.h"
using namespace devilution;