215 lines
8 KiB
C++
215 lines
8 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 fmodAudioManager.h
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* @author cort
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* @date 2003-01-22
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* @author ben
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* @date 2003-10-22
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* Prior system by: cary
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* @author Stan Rosenbaum "Staque" - Spring 2006
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*
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* Hello, all future Panda audio code people! This is my errata
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* documentation to help any future programmer maintain FMOD and PANDA.
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*
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* This documentation more then that is needed, but I wanted to go all
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* out, with the documentation. Because I was a totally newbie at
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* programming [especially with C/C++] this semester I want to make
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* sure future code maintainers have that insight I did not when
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* starting on the PANDA project here at the ETC/CMU.
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*
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* As of Spring 2006, Panda's FMOD audio support has been pretty much
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* completely rewritten. This has been done so PANDA can use FMOD-EX
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* [or AKA FMOD 4] and some of its new features.
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*
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* First, the FMOD-EX API itself has been completely rewritten compared
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* to previous versions. FMOD now handles any type of audio files, wave
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* audio [WAV, AIF, MP3, OGG, etc...] or musical file [MID, TRACKERS]
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* as the same type of an object. The API has also been structured more
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* like a sound studio, with 'sounds' and 'channels'. This will be
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* covered more in the FmodAudioSound.h/.cxx sources.
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*
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* Second, FMOD now offers virtually unlimited sounds to be played at
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* once via their virtual channels system. Actually the theoretical
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* limit is around 4000, but that is still a lot. What you need to know
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* about this, is that even thought you might only hear 32 sound being
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* played at once, FMOD will keep playing any additional sounds, and
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* swap those on virtual channels in and out with those on real
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* channels depending on priority, or distance [if you are dealing with
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* 3D audio].
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*
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* Third, FMOD's DSP support has been added. So you can now add GLOBAL
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* or SOUND specific DSP effects. Right not you can only use FMOD's
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* built in DSP effects. But adding support for FMOD's support of VST
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* effects shouldn't be that hard.
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*
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* As for the FmodManager itself, it is pretty straight forward, I
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* hope. As a manager class, it will create the FMOD system with the
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* "_system" variable which is an instance of FMOD::SYSTEM. (Actually,
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* we create only one global _system variable now, and share it with
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* all outstanding FmodManager objects--this appears to be the way FMOD
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* wants to work.) The FmodManager class is also the one responsible
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* for creation of Sounds, DSP, and maintaining the GLOBAL DSP chains
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* [The GLOBAL DSP chain is the DSP Chain which affects ALL the
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* sounds].
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*
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* Any way that is it for an intro, lets move on to looking at the rest
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* of the code.
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*/
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#ifndef __FMOD_AUDIO_MANAGER_H__
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#define __FMOD_AUDIO_MANAGER_H__
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// First the includes.
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#include "pandabase.h"
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#include "pset.h"
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#include "audioManager.h"
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// The includes needed for FMOD
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#include <fmod.hpp>
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#include <fmod_errors.h>
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class FmodAudioSound;
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extern void fmod_audio_errcheck(const char *context, FMOD_RESULT n);
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class EXPCL_FMOD_AUDIO FmodAudioManager : public AudioManager {
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friend class FmodAudioSound;
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public:
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FmodAudioManager();
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virtual ~FmodAudioManager();
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virtual bool is_valid();
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virtual PT(AudioSound) get_sound(const Filename &, bool positional = false, int mode=SM_heuristic);
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virtual PT(AudioSound) get_sound(MovieAudio *, bool positional = false, int mode=SM_heuristic);
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virtual int get_speaker_setup();
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virtual void set_speaker_setup(SpeakerModeCategory cat);
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virtual void set_volume(PN_stdfloat);
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virtual PN_stdfloat get_volume() const;
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virtual void set_wavwriter(bool);
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virtual void set_active(bool);
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virtual bool get_active() const;
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virtual void stop_all_sounds();
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virtual void update();
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// This controls the "set of ears" that listens to 3D spacialized sound px,
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// py, pz are position coordinates. Can be 0.0f to ignore. vx, vy, vz are
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// a velocity vector in UNITS PER SECOND (default: meters). fx, fy and fz
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// are the respective components of a unit forward-vector ux, uy and uz are
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// the respective components of a unit up-vector These changes will NOT be
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// invoked until audio_3d_update() is called.
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virtual void audio_3d_set_listener_attributes(PN_stdfloat px, PN_stdfloat py, PN_stdfloat pz,
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PN_stdfloat vx, PN_stdfloat xy, PN_stdfloat xz,
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PN_stdfloat fx, PN_stdfloat fy, PN_stdfloat fz,
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PN_stdfloat ux, PN_stdfloat uy, PN_stdfloat uz);
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// REMOVE THIS ONE
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virtual void audio_3d_get_listener_attributes(PN_stdfloat *px, PN_stdfloat *py, PN_stdfloat *pz,
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PN_stdfloat *vx, PN_stdfloat *vy, PN_stdfloat *vz,
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PN_stdfloat *fx, PN_stdfloat *fy, PN_stdfloat *fz,
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PN_stdfloat *ux, PN_stdfloat *uy, PN_stdfloat *uz);
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// Control the "relative scale that sets the distance factor" units for 3D
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// spacialized audio. This is a float in units-per-meter. Default value is
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// 1.0, which means that Panda units are understood as meters; for e.g.
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// feet, set 3.28. This factor is applied only to Fmod and OpenAL at the
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// moment.
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virtual void audio_3d_set_distance_factor(PN_stdfloat factor);
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virtual PN_stdfloat audio_3d_get_distance_factor() const;
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// Control the presence of the Doppler effect. Default is 1.0 Exaggerated
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// Doppler, use >1.0 Diminshed Doppler, use <1.0
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virtual void audio_3d_set_doppler_factor(PN_stdfloat factor);
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virtual PN_stdfloat audio_3d_get_doppler_factor() const;
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// Exaggerate or diminish the effect of distance on sound. Default is 1.0
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// Faster drop off, use >1.0 Slower drop off, use <1.0
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virtual void audio_3d_set_drop_off_factor(PN_stdfloat factor);
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virtual PN_stdfloat audio_3d_get_drop_off_factor() const;
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// THESE ARE NOT USED ANYMORE. THEY ARE ONLY HERE BECAUSE THEY are still
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// needed by Miles. THESE are stubs in FMOD-EX version
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virtual void set_concurrent_sound_limit(unsigned int limit = 0);
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virtual unsigned int get_concurrent_sound_limit() const;
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virtual void reduce_sounds_playing_to(unsigned int count);
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virtual void uncache_sound(const Filename &);
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virtual void clear_cache();
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virtual void set_cache_limit(unsigned int count);
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virtual unsigned int get_cache_limit() const;
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private:
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FMOD::DSP *make_dsp(const FilterProperties::FilterConfig &conf);
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void update_dsp_chain(FMOD::DSP *head, FilterProperties *config);
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virtual bool configure_filters(FilterProperties *config);
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private:
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// This global lock protects all access to FMod library interfaces.
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static ReMutex _lock;
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static FMOD::System *_system;
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static pset<FmodAudioManager *> _all_managers;
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static bool _system_is_valid;
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static PN_stdfloat _distance_factor;
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static PN_stdfloat _doppler_factor;
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static PN_stdfloat _drop_off_factor;
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FMOD::ChannelGroup *_channelgroup;
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FMOD_VECTOR _position;
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FMOD_VECTOR _velocity;
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FMOD_VECTOR _forward;
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FMOD_VECTOR _up;
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// DLS info for MIDI files
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std::string _dlsname;
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FMOD_CREATESOUNDEXINFO _midi_info;
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bool _is_valid;
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bool _active;
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// The set of all sounds. Needed only to implement stop_all_sounds.
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typedef pset<FmodAudioSound *> SoundSet;
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SoundSet _all_sounds;
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FMOD_OUTPUTTYPE _saved_outputtype;
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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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AudioManager::init_type();
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register_type(_type_handle, "FmodAudioManager", AudioManager::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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EXPCL_FMOD_AUDIO AudioManager *Create_FmodAudioManager();
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#endif /* __FMOD_AUDIO_MANAGER_H__ */
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