235 lines
7.8 KiB
C++
235 lines
7.8 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 fmodAudioSound.h
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* @author cort
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* @date 2003-01-22
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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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* [FIRST READ FmodAudioManager for an Introduction if you haven't
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* already].
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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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* Well, if you reading this you probably want to know how PANDA deals
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* with sounds directly using FMOD-EX. Well I am going to tell you.
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*
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* The first thing, you as the programmer have to understand,
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* especially if you never have done sound programming before, is how
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* the FMOD-EX API works.
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*
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* With FMOD-EX the guys at Firelight, adopted a model of managing
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* sounds with FMOD similar to how a Sound Designer creates sound in a
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* sound studio using SOUNDS and CHANNELS. Although this may seem
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* strange at first, if you are not familiar with sound programming,
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* there is a very good metaphor you are probably already familiar with
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* to explain how FMOD-EX works.
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*
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* Think of you standard GUI API. Usually a GUI API is made up of two
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* things: Windows and Widgets. These correspond to CHANNELS and
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* SOUNDS, where a Channel is a Window and a Sound is Widget. Sounds
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* are played within channels, and channels don't exist unless they
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* have something to display.
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*
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* Now why am I explaining all of this? When PANDA was created they set
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* up the basic audio classes to handle only the idea of a SOUND. The
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* idea of a Channel really wasn't prevalent as in more modern Audio
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* APIs. With this rewrite of PANDA to use the FMOD-EX API, the PANDA
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* FmodAudioSound Class, now has to handle two different parts of the
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* FMOD-EX API in order to play a sound.
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*
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* SOUND: The object the handles the audio data in form of WAV, AIF,
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* OGG, MID, IT, MP3, etc... And CHANNEL: The object that actually
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* plays the sound and manipulates it in real time.
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*
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* Ultimately this isn't a problem expect for a couple situations when
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* you go to play a sound, which I will explain in more detail in that
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* part of the code. All that you have to know right now is that
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* Channels in FMOD do not exist unless they are playing a sound. And
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* in the PANDA FmodAudioSound API class there is only ONE dedicated
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* channel per sound. Otherwise there is really nothing to worry
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* about.
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*/
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#ifndef __FMOD_AUDIO_SOUND_H__
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#define __FMOD_AUDIO_SOUND_H__
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#include "pandabase.h"
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#include "audioSound.h"
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#include "reMutex.h"
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#include "fmodAudioManager.h"
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#include <fmod.hpp>
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#include <fmod_errors.h>
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class VirtualFile;
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class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
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public:
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FmodAudioSound(AudioManager *manager, VirtualFile *file, bool positional);
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~FmodAudioSound();
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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 start_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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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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AudioSound::SoundStatus status() const;
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virtual PN_stdfloat get_speaker_mix(int speaker);
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virtual void set_speaker_mix(PN_stdfloat frontleft, PN_stdfloat frontright, PN_stdfloat center, PN_stdfloat sub, PN_stdfloat backleft, PN_stdfloat backright, PN_stdfloat sideleft, PN_stdfloat sideright);
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void set_active(bool active=true);
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bool get_active() const;
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void finished();
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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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private:
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PT(FmodAudioManager) _manager;
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FMOD::Sound *_sound;
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FMOD::Channel *_channel;
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Filename _file_name;
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float _volume;
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float _balance;
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float _playrate;
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int _priority;
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float _mix[AudioManager::SPK_COUNT];
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float _sampleFrequency;
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mutable float _length; //in seconds.
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FMOD_SPEAKERMODE _speakermode;
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FMOD_VECTOR _location;
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FMOD_VECTOR _velocity;
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PN_stdfloat _min_dist;
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PN_stdfloat _max_dist;
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void start_playing();
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void set_volume_on_channel();
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void set_balance_on_channel();
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void set_play_rate_on_channel();
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void set_speaker_mix_on_channel();
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void set_3d_attributes_on_channel();
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// void add_dsp_on_channel();
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void set_speaker_mix_or_balance_on_channel();
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virtual int get_priority();
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virtual void set_priority(int priority);
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bool _active;
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bool _paused;
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PN_stdfloat _start_time;
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std::string _finished_event;
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// This reference-counting pointer is set to this while the sound is
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// playing, and cleared when we get an indication that the sound has
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// stopped. This prevents a sound from destructing while it is playing. We
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// use a PT instead of managing the reference counts by hand to help guard
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// against accidental reference count leaks or other mismanagement.
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PT(FmodAudioSound) _self_ref;
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static FMOD_RESULT F_CALLBACK
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sound_end_callback(FMOD_CHANNEL * channel,
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FMOD_CHANNEL_CALLBACKTYPE type,
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void *commanddata1,
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void *commanddata2);
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static FMOD_RESULT F_CALLBACK
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open_callback(const char *name, int unicode, unsigned int *file_size,
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void **handle, void **user_data);
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static FMOD_RESULT F_CALLBACK
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close_callback(void *handle, void *user_data);
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static FMOD_RESULT F_CALLBACK
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read_callback(void *handle, void *buffer, unsigned int size_bytes,
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unsigned int *bytes_read, void *user_data);
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static FMOD_RESULT F_CALLBACK
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seek_callback(void *handle, unsigned int pos, void *user_data);
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// These are needed for Panda's Pointer System. DO NOT ERASE!
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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, "FmodAudioSound", 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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// DONE
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};
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#include "fmodAudioSound.I"
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#endif /* __FMOD_AUDIO_SOUND_H__ */
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