1 // sample_openal.hxx -- Audio sample encapsulation class
3 // Written by Curtis Olson, started April 2004.
4 // Modified to match the new SoundSystem by Erik Hofman, October 2009
6 // Copyright (C) 2004 Curtis L. Olson - http://www.flightgear.org/~curt
7 // Copyright (C) 2009 Erik Hofman <erik@ehofman.com>
9 // This program is free software; you can redistribute it and/or
10 // modify it under the terms of the GNU General Public License as
11 // published by the Free Software Foundation; either version 2 of the
12 // License, or (at your option) any later version.
14 // This program is distributed in the hope that it will be useful, but
15 // WITHOUT ANY WARRANTY; without even the implied warranty of
16 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 // General Public License for more details.
19 // You should have received a copy of the GNU General Public License
20 // along with this program; if not, write to the Free Software Foundation,
21 // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
26 * \file audio sample.hxx
27 * Provides a audio sample encapsulation
30 #ifndef _SG_SAMPLE_HXX
31 #define _SG_SAMPLE_HXX 1
34 # error This library requires C++
39 #include <simgear/compiler.h>
40 #include <simgear/debug/logstream.hxx>
41 #include <simgear/structure/SGReferenced.hxx>
42 #include <simgear/structure/SGSharedPtr.hxx>
43 #include <simgear/math/SGMath.hxx>
45 // #include <plib/sg.h>
48 * manages everything we need to know for an individual audio sample
51 class SGSoundSample : public SGReferenced {
55 * Empty constructor, can be used to read data to the systems
56 * memory and not to the driver.
62 * @param path Path name to sound
63 * @param file File name of sound
64 Buffer data is freed by the sample group
66 SGSoundSample( const char *path, const char *file );
70 * @param data Pointer to a memory buffer containing this audio sample data
71 The application may free the data by calling free_data(), otherwise it
72 will be resident untill the class is destroyed. This pointer will be
73 set to NULL after calling this function.
74 * @param len Byte length of array
75 * @param freq Frequency of the provided data (bytes per second)
76 * @param format OpenAL format id of the data
78 SGSoundSample( void** data, int len, int freq, int format=AL_FORMAT_MONO8 );
79 SGSoundSample( const unsigned char** data, int len, int freq,
80 int format = AL_FORMAT_MONO8 );
88 * Detect wheter this audio sample holds the information of a sound file.
89 * @return Return true if this audio sample is to be constructed from a file.
91 inline bool is_file() const { return _is_file; }
94 * Test if this audio sample configuration has changed since the last call.
95 * Calling this function will reset the flag so calling it a second
96 * time in a row will return false.
97 * @return Return true is the configuration has changed in the mean time.
100 bool b = _changed; _changed = false; return b;
104 * Test if static dataa of audio sample configuration has changed.
105 * Calling this function will reset the flag so calling it a second
106 * time in a row will return false.
107 * @return Return true is the static data has changed in the mean time.
109 bool has_static_data_changed() {
110 bool b = _static_changed; _static_changed = false; return b;
114 * Schedule this audio sample for playing. Actual playing will only start
115 * at the next call op SoundGroup::update()
116 * @param _loop Define whether this sound should be played in a loop.
118 void play( bool loop ) {
119 _playing = true; _loop = loop; _changed = true;
123 * Check if this audio sample is set to be continuous looping.
124 * @return Return true if this audio sample is set to looping.
126 inline bool get_looping() { return _loop; }
129 * Schedule this audio sample to stop playing.
132 _playing = false; _changed = true;
136 * Schedule this audio sample to play once.
139 inline void play_once() { play(false); }
142 * Schedule this audio sample to play looped.
145 inline void play_looped() { play(true); }
148 * Test if a audio sample is scheduled for playing.
149 * @return true if this audio sample is playing, false otherwise.
151 inline bool is_playing() { return _playing; }
154 * Set the data associated with this audio sample
155 * @param data Pointer to a memory block containg this audio sample data.
156 This pointer will be set to NULL after calling this function.
158 inline void set_data( const unsigned char **data ) {
159 _data = (unsigned char*)*data; *data = NULL;
161 inline void set_data( void **data ) {
162 _data = (unsigned char*)*data; *data = NULL;
166 * Return the data associated with this audio sample.
167 * @return A pointer to this sound data of this audio sample.
169 inline void* get_data() const { return _data; }
172 * Free the data associated with this audio sample
175 if ( _data ) free( _data ); _data = NULL;
179 * Set the source id of this source
180 * @param sid OpenAL source-id
182 void set_source(unsigned int sid) {
183 _source = sid; _valid_source = true; _changed = true;
187 * Get the OpenAL source id of this source
188 * @return OpenAL source-id
190 inline unsigned int get_source() { return _source; }
193 * Test if the source-id of this audio sample may be passed to OpenAL.
194 * @return true if the source-id is valid
196 inline bool is_valid_source() const { return _valid_source; }
199 * Set the source-id of this audio sample to invalid.
201 inline void no_valid_source() { _valid_source = false; }
204 * Set the OpenAL buffer-id of this source
205 * @param bid OpenAL buffer-id
207 void set_buffer(unsigned int bid) {
208 _buffer = bid; _valid_buffer = true; _changed = true;
212 * Get the OpenAL buffer-id of this source
213 * @return OpenAL buffer-id
215 inline unsigned int get_buffer() { return _buffer; }
218 * Test if the buffer-id of this audio sample may be passed to OpenAL.
219 * @return true if the buffer-id is valid
221 inline bool is_valid_buffer() const { return _valid_buffer; }
224 * Set the buffer-id of this audio sample to invalid.
226 inline void no_valid_buffer() { _valid_buffer = false; }
229 * Set the playback pitch of this audio sample.
230 * Should be between 0.0 and 2.0 for maximum compatibility.
233 inline void set_pitch( float p ) { _pitch = p; _changed = true; }
236 * Get the current pitch value of this audio sample.
239 inline float get_pitch() { return _pitch; }
242 * Set the master volume of this sample. Should be between 0.0 and 1.0.
243 * The final volume is calculated by multiplying the master and audio sample
247 inline void set_master_volume( float v ) {
248 _master_volume = v; _changed = true;
252 * Set the volume of this audio sample. Should be between 0.0 and 1.0.
253 * The final volume is calculated by multiplying the master and audio sample
257 inline void set_volume( float v ) { _volume = v; _changed = true; }
260 * Get the final volume value of this audio sample.
263 inline float get_volume() { return _volume * _master_volume; }
266 * Set the OpenAL format of this audio sample.
267 * @param format OpenAL format-id
269 inline void set_format( int format ) { _format = format; }
272 * Returns the format of this audio sample.
273 * @return OpenAL format-id
275 inline int get_format() { return _format; }
278 * Set the frequency (in Herz) of this audio sample.
279 * @param freq Frequency
281 inline void set_frequency( int freq ) { _freq = freq; _changed = true; }
284 * Returns the frequency (in Herz) of this audio sample.
287 inline int get_frequency() { return _freq; }
290 * Sets the size (in bytes) of this audio sample.
291 * @param size Data size
293 inline void set_size( size_t size ) { _size = size; }
296 * Returns the size (in bytes) of this audio sample.
299 inline size_t get_size() const { return _size; }
302 * Set the position of this sound relative to the base position.
303 * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
304 * @param pos Relative position of this sound
306 inline void set_relative_position( const SGVec3f& pos ) {
307 _relative_pos = toVec3d(pos); _changed = true;
311 * Set the base position of this sound in Geodetic coordinates.
312 * @param pos Geodetic position
314 inline void set_position( const SGGeod& pos ) {
315 _base_pos = pos; _changed = true;
319 * Get the absolute position of this sound.
320 * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
321 * @return Absolute position
323 float *get_position() const { return toVec3f(_absolute_pos).data(); }
324 SGVec3f get_position_vec() const { return toVec3f(_absolute_pos); }
327 * Set the orientation of this sound.
328 * @param ori Quaternation containing the orientation information
330 inline void set_orientation( const SGQuatd& ori ) {
331 _orientation = ori; _changed = true;
335 * Set direction of this sound relative to the orientation.
336 * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
337 * @param dir Sound emission direction
339 inline void set_direction( const SGVec3d& dir ) {
340 _direction = dir; _changed = true;
344 * Define the audio cone parameters for directional audio.
345 * Note: setting it to 1 degree will result in 0.5 degrees to both sides.
346 * @param inner Inner cone angle (0 - 360 degrees)
347 * @param outer Outer cone angle (0 - 360 degrees)
348 * @param gain Remaining gain at the edge of the outer cone (0.0 - 1.0)
350 void set_audio_cone( float inner, float outer, float gain ) {
351 _inner_angle = inner;
352 _outer_angle = outer;
354 _static_changed = true;
358 * Get the orientation vector of this sound.
359 * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
360 * @return Orientaton vector
362 float *get_orientation() { return _orivec.data(); }
365 * Get the inner angle of the audio cone.
366 * @return Inner angle in degrees
368 float get_innerangle() { return _inner_angle; }
371 * Get the outer angle of the audio cone.
372 * @return Outer angle in degrees
374 float get_outerangle() { return _outer_angle; }
377 * Get the remaining gain at the edge of the outer cone.
380 float get_outergain() { return _outer_gain; }
383 * Set the velocity vector (in meters per second) of this sound.
384 * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
385 * @param Velocity vector
387 inline void set_velocity( const SGVec3d& vel ) {
388 _velocity = vel; _changed = true;
392 * Get velocity vector (in meters per second) of this sound.
393 * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
394 * @return Velocity vector
396 float *get_velocity() { return toVec3f(_velocity).data(); }
400 * Set reference distance (in meters) of this sound.
401 * This is the distance where the gain will be half.
402 * @param dist Reference distance
404 inline void set_reference_dist( float dist ) {
405 _reference_dist = dist; _static_changed = true;
409 * Get reference distance ((in meters) of this sound.
410 * This is the distance where the gain will be half.
411 * @return Reference distance
413 inline float get_reference_dist() { return _reference_dist; }
417 * Set maximum distance (in meters) of this sound.
418 * This is the distance where this sound is no longer audible.
419 * @param dist Maximum distance
421 inline void set_max_dist( float dist ) {
422 _max_dist = dist; _static_changed = true;
426 * Get maximum distance (in meters) of this sound.
427 * This is the distance where this sound is no longer audible.
428 * @return dist Maximum distance
430 inline float get_max_dist() { return _max_dist; }
433 * Get the reference name of this audio sample.
434 * @return Sample name
436 inline std::string get_sample_name() const { return _refname; }
438 void update_absolute_position();
442 // Position of the source sound.
443 SGVec3d _absolute_pos; // absolute position
444 SGVec3d _relative_pos; // position relative to the base position
445 SGVec3d _direction; // orientation offset
446 SGVec3d _velocity; // Velocity of the source sound.
448 // The position and orientation of this sound
449 SGQuatd _orientation; // base orientation
450 SGVec3f _orivec; // orientation vector for OpenAL
451 SGGeod _base_pos; // base position
453 std::string _refname; // name or file path
454 unsigned char* _data;
456 // configuration values
461 // Buffers hold sound data.
463 unsigned int _buffer;
465 // Sources are points emitting sound.
467 unsigned int _source;
469 // The orientation of this sound (direction and cut-off angles)
476 float _master_volume;
477 float _reference_dist;
483 bool _static_changed;
486 string random_string();
490 #endif // _SG_SAMPLE_HXX