1 // soundmgr.cxx -- Sound effect management class
3 // Sound manager initially written by David Findlay
4 // <david_j_findlay@yahoo.com.au> 2001
6 // C++-ified by Curtis Olson, started March 2001.
8 // Copyright (C) 2001 Curtis L. Olson - curt@flightgear.org
10 // This program is free software; you can redistribute it and/or
11 // modify it under the terms of the GNU General Public License as
12 // published by the Free Software Foundation; either version 2 of the
13 // License, or (at your option) any later version.
15 // This program is distributed in the hope that it will be useful, but
16 // WITHOUT ANY WARRANTY; without even the implied warranty of
17 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 // General Public License for more details.
20 // You should have received a copy of the GNU General Public License
21 // along with this program; if not, write to the Free Software
22 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27 #include <simgear/debug/logstream.hxx>
28 #include <simgear/misc/sg_path.hxx>
30 #include <Main/globals.hxx>
32 #include "soundmgr.hxx"
34 #define FG_SOUND_SAFETY_MULT 3
35 #define FG_MAX_SOUND_SAFETY ( 1.0 / FG_SOUND_SAFETY_MULT )
38 FGSimpleSound::FGSimpleSound( string file ) {
39 SGPath slfile( globals->get_fg_root() );
40 slfile.append( file );
41 sample = new slSample ( (char *)slfile.c_str() );
42 pitch_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
43 volume_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
44 pitch_envelope->setStep ( 0, 0.01, 1.0 );
45 volume_envelope->setStep ( 0, 0.01, 1.0 );
48 FGSimpleSound::FGSimpleSound( unsigned char *buffer, int len ) {
49 sample = new slSample ( buffer, len );
50 pitch_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
51 volume_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
52 pitch_envelope->setStep ( 0, 0.01, 1.0 );
53 volume_envelope->setStep ( 0, 0.01, 1.0 );
57 FGSimpleSound::~FGSimpleSound() {
58 delete pitch_envelope;
59 delete volume_envelope;
65 FGSoundMgr::FGSoundMgr() {
66 audio_sched = new slScheduler( 8000 );
67 audio_mixer = new smMixer;
69 SG_LOG( SG_GENERAL, SG_INFO,
70 "Rate = " << audio_sched->getRate()
71 << " Bps = " << audio_sched->getBps()
72 << " Stereo = " << audio_sched->getStereo() );
76 FGSoundMgr::~FGSoundMgr() {
77 sound_map_iterator current = sounds.begin();
78 sound_map_iterator end = sounds.end();
79 for ( ; current != end; ++current ) {
80 FGSimpleSound *s = current->second;
81 delete s->get_sample();
90 // initialize the sound manager
91 bool FGSoundMgr::init() {
93 safety = FG_MAX_SOUND_SAFETY;
95 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
96 audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
98 sound_map_iterator current = sounds.begin();
99 sound_map_iterator end = sounds.end();
100 for ( ; current != end; ++current ) {
101 FGSimpleSound *s = current->second;
102 delete s->get_sample();
107 if ( audio_sched->not_working() ) {
115 // run the audio scheduler
116 bool FGSoundMgr::update() {
120 double elapsed = (double)(current - last) / 1000000.0;
123 if ( elapsed > safety ) {
126 safety = safety * 0.99 + elapsed * 0.01;
128 if ( safety > FG_MAX_SOUND_SAFETY ) {
129 safety = FG_MAX_SOUND_SAFETY;
131 // cout << "safety = " << safety << endl;
132 audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
134 if ( !audio_sched->not_working() ) {
135 audio_sched -> update();
143 // add a sound effect, return true if successful
144 bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
145 sounds[refname] = sound;
151 // remove a sound effect, return true if successful
152 bool FGSoundMgr::remove( const string& refname ) {
154 sound_map_iterator it = sounds.find( refname );
155 if ( it != sounds.end() ) {
156 // first stop the sound from playing (so we don't bomb the
158 FGSimpleSound *sample = it->second;
160 // cout << "Playing " << sample->get_sample()->getPlayCount()
161 // << " instances!" << endl;
163 audio_sched->stopSample( sample->get_sample() );
164 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
167 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
169 SL_VOLUME_ENVELOPE );
171 #if defined ( PLIB_1_2_X )
172 // if PLIB_1_2_X, we can't reliably remove sounds
173 // that are currently being played. :-( So, let's just not
174 // remove them and return false. The effects of this are that
175 // the sound sample will continue to finish playing (or
176 // continue to loop forever.) And the sound sample will
177 // remain registered in the plib audio system. This is a
178 // memory leak, and eventually this could cause us to max out
179 // the total number of allowed sound samples in plib, but what
180 // are you going to do? Hopefully the plib team will do a new
181 // stable relase with these problems fixed.
183 // cout << "plib broken audio, skipping actual remove" << endl;
187 // must call audio_sched->update() after stopping the sound
188 // but before deleting it.
189 audio_sched -> update();
190 // cout << "Still playing " << sample->get_sample()->getPlayCount()
191 // << " instances!" << endl;
204 // return true of the specified sound exists in the sound manager system
205 bool FGSoundMgr::exists( const string& refname ) {
206 sound_map_iterator it = sounds.find( refname );
207 if ( it != sounds.end() ) {
215 // return a pointer to the FGSimpleSound if the specified sound exists
216 // in the sound manager system, otherwise return NULL
217 FGSimpleSound *FGSoundMgr::find( const string& refname ) {
218 sound_map_iterator it = sounds.find( refname );
219 if ( it != sounds.end() ) {
227 // tell the scheduler to play the indexed sample in a continuous
229 bool FGSoundMgr::play_looped( const string& refname ) {
230 sound_map_iterator it = sounds.find( refname );
231 if ( it != sounds.end() ) {
232 FGSimpleSound *sample = it->second;
233 audio_sched->loopSample( sample->get_sample() );
234 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
235 sample->get_pitch_envelope(),
237 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
238 sample->get_volume_envelope(),
239 SL_VOLUME_ENVELOPE );
248 // tell the scheduler to play the indexed sample once
249 bool FGSoundMgr::play_once( const string& refname ) {
250 sound_map_iterator it = sounds.find( refname );
251 if ( it != sounds.end() ) {
252 FGSimpleSound *sample = it->second;
253 audio_sched->stopSample( sample->get_sample() );
254 audio_sched->playSample( sample->get_sample() );
255 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
256 sample->get_pitch_envelope(),
258 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
259 sample->get_volume_envelope(),
260 SL_VOLUME_ENVELOPE );
269 // return true of the specified sound is currently being played
270 bool FGSoundMgr::is_playing( const string& refname ) {
271 sound_map_iterator it = sounds.find( refname );
272 if ( it != sounds.end() ) {
273 FGSimpleSound *sample = it->second;
274 return (sample->get_sample()->getPlayCount() > 0 );
282 // immediate stop playing the sound
283 bool FGSoundMgr::stop( const string& refname ) {
284 sound_map_iterator it = sounds.find( refname );
285 if ( it != sounds.end() ) {
286 FGSimpleSound *sample = it->second;
287 audio_sched->stopSample( sample->get_sample() );