mkjs/code/entities/soundMaker.js

77 lines
1.5 KiB
JavaScript

//
// soundMaker.js
//--------------------
// Provides env sound object, such as crowd for figure 8
// by RHY3756547
//
//0008
window.ObjSoundMaker = function(obji, scene) {
var obji = obji;
var t = this;
t.pos = vec3.clone(obji.pos);
t.soundProps = {};
t.sndUpdate = sndUpdate;
t.requireRes = requireRes;
t.provideRes = provideRes;
t.update = update;
t.draw = draw;
var mat = mat4.create();
var frame = 0;
var sound = null;
var sN = 0;
var threshold = 0.2;
var gain = 1;
switch (obji.ID) {
case 0x0008:
sN = 259;
gain = 2;
threshold = 0.2;
break;
}
function draw(view, pMatrix) {
}
function update() {
}
function sndUpdate(view) {
t.soundProps.pos = vec3.transformMat4([], t.pos, view);
t.soundProps.pos = [0, 0, Math.sqrt(vec3.dot(t.soundProps.pos, t.soundProps.pos))]
//if (t.soundProps.lastPos != null) t.soundProps.vel = vec3.sub([], t.soundProps.pos, t.soundProps.lastPos);
//else t.soundProps.vel = [0, 0, 0];
//t.soundProps.lastPos = t.soundProps.pos;
t.soundProps.refDistance = 1024/1024;
//t.soundProps.rolloffFactor = 1;
var calcVol = (t.soundProps.refDistance / (t.soundProps.refDistance + t.soundProps.rolloffFactor * (t.soundProps.pos[2] - t.soundProps.refDistance)));
if (calcVol<threshold) {
if (sound != null) {
nitroAudio.instaKill(sound);
sound = null;
}
} else {
if (sound == null) {
sound = nitroAudio.playSound(sN, {}, 0, t);
sound.gainN.gain.value = gain;
}
}
}
function requireRes() {
return {mdl: []};
}
function provideRes(r) { }
}