historical/toontown-classic.git/panda/include/openalAudioSound.h
2024-01-16 11:20:27 -06:00

212 lines
6.2 KiB
C++

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