212 lines
6.2 KiB
C++
212 lines
6.2 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file openalAudioSound.h
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* @author Ben Buchwald <bb2@alumni.cmu.edu>
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*/
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#ifndef __OPENAL_AUDIO_SOUND_H__
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#define __OPENAL_AUDIO_SOUND_H__
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#include "pandabase.h"
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#include "audioSound.h"
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#include "movieAudioCursor.h"
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#include "trueClock.h"
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#include "openalAudioManager.h"
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// OSX uses the OpenAL framework
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#ifdef HAVE_OPENAL_FRAMEWORK
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#include <OpenAL/al.h>
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#include <OpenAL/alc.h>
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#else
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#include <AL/al.h>
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#include <AL/alc.h>
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#endif
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class EXPCL_OPENAL_AUDIO OpenALAudioSound : public AudioSound {
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friend class OpenALAudioManager;
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public:
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~OpenALAudioSound();
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// For best compatibility, set the loop_count, start_time, volume, and
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// balance, prior to calling play(). You may set them while they're
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// playing, but it's implementation specific whether you get the results.
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void play();
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void stop();
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// loop: false = play once; true = play forever. inits to false.
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void set_loop(bool loop=true);
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bool get_loop() const;
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// loop_count: 0 = forever; 1 = play once; n = play n times. inits to 1.
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void set_loop_count(unsigned long loop_count=1);
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unsigned long get_loop_count() const;
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// 0 = beginning; length() = end. inits to 0.0.
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void set_time(PN_stdfloat time=0.0);
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PN_stdfloat get_time() const;
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// 0 = minimum; 1.0 = maximum. inits to 1.0.
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void set_volume(PN_stdfloat volume=1.0);
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PN_stdfloat get_volume() const;
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// -1.0 is hard left 0.0 is centered 1.0 is hard right inits to 0.0.
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void set_balance(PN_stdfloat balance_right=0.0);
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PN_stdfloat get_balance() const;
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// play_rate is any positive float value. inits to 1.0.
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void set_play_rate(PN_stdfloat play_rate=1.0f);
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PN_stdfloat get_play_rate() const;
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// inits to manager's state.
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void set_active(bool active=true);
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bool get_active() const;
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// This is the string that throw_event() will throw when the sound finishes
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// playing. It is not triggered when the sound is stopped with stop().
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void set_finished_event(const std::string& event);
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const std::string& get_finished_event() const;
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const std::string &get_name() const;
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// return: playing time in seconds.
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PN_stdfloat length() const;
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// Controls the position of this sound's emitter. pos is a pointer to an
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// xyz triplet of the emitter's position. vel is a pointer to an xyz
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// triplet of the emitter's velocity.
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void set_3d_attributes(PN_stdfloat px, PN_stdfloat py, PN_stdfloat pz, PN_stdfloat vx, PN_stdfloat vy, PN_stdfloat vz);
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void get_3d_attributes(PN_stdfloat *px, PN_stdfloat *py, PN_stdfloat *pz, PN_stdfloat *vx, PN_stdfloat *vy, PN_stdfloat *vz);
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void set_3d_min_distance(PN_stdfloat dist);
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PN_stdfloat get_3d_min_distance() const;
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void set_3d_max_distance(PN_stdfloat dist);
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PN_stdfloat get_3d_max_distance() const;
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void set_3d_drop_off_factor(PN_stdfloat factor);
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PN_stdfloat get_3d_drop_off_factor() const;
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AudioSound::SoundStatus status() const;
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void finished();
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private:
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OpenALAudioSound(OpenALAudioManager* manager,
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MovieAudio *movie,
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bool positional,
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int mode);
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INLINE void set_calibrated_clock(double rtc, double t, double playrate);
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INLINE double get_calibrated_clock(double rtc) const;
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void correct_calibrated_clock(double rtc, double t);
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void cache_time(double rtc);
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void cleanup();
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void restart_stalled_audio();
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void delete_queued_buffers();
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ALuint make_buffer(int samples, int channels, int rate, unsigned char *data);
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void queue_buffer(ALuint buffer, int samples, int loop_index, double time_offset);
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int read_stream_data(int bytelen, unsigned char *data);
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void pull_used_buffers();
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void push_fresh_buffers();
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INLINE bool require_sound_data();
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INLINE void release_sound_data(bool force);
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INLINE bool is_valid() const;
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INLINE bool is_playing() const;
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INLINE bool has_sound_data() const;
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private:
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PT(MovieAudio) _movie;
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OpenALAudioManager::SoundData *_sd;
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struct QueuedBuffer {
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ALuint _buffer;
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int _samples;
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int _loop_index;
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double _time_offset;
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};
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int _playing_loops;
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PN_stdfloat _playing_rate;
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pdeque<QueuedBuffer> _stream_queued;
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int _loops_completed;
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ALuint _source;
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PT(OpenALAudioManager) _manager;
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PN_stdfloat _volume; // 0..1.0
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PN_stdfloat _balance; // -1..1
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PN_stdfloat _play_rate; // 0..1.0
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bool _positional;
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ALfloat _location[3];
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ALfloat _velocity[3];
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PN_stdfloat _min_dist;
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PN_stdfloat _max_dist;
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PN_stdfloat _drop_off_factor;
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double _length;
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int _loop_count;
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int _desired_mode;
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// The calibrated clock is initialized when the sound starts playing, and is
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// periodically corrected thereafter.
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double _calibrated_clock_base;
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double _calibrated_clock_scale;
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double _calibrated_clock_decavg;
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// The start_time field affects the next call to play.
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double _start_time;
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// The current_time field is updated every frame during the AudioManager
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// update. Updates need to be atomic, because get_time can be called in the
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// cull thread.
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PN_stdfloat _current_time;
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// This is the string that throw_event() will throw when the sound finishes
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// playing. It is not triggered when the sound is stopped with stop().
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std::string _finished_event;
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Filename _basename;
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// _active is for things like a 'turn off sound effects' in a preferences
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// pannel. _active is not about whether a sound is currently playing. Use
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// status() for info on whether the sound is playing.
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bool _active;
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bool _paused;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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AudioSound::init_type();
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register_type(_type_handle, "OpenALAudioSound", AudioSound::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {
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init_type();
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return get_class_type();
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}
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private:
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static TypeHandle _type_handle;
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};
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#include "openalAudioSound.I"
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#endif /* __OPENAL_AUDIO_SOUND_H__ */
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