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"
36 FGSimpleSound::FGSimpleSound( string file ) {
37 SGPath slfile( globals->get_fg_root() );
38 slfile.append( file );
39 sample = new slSample ( (char *)slfile.c_str() );
40 pitch_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
41 volume_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
42 pitch_envelope->setStep ( 0, 0.01, 1.0 );
43 volume_envelope->setStep ( 0, 0.01, 1.0 );
46 FGSimpleSound::FGSimpleSound( unsigned char *buffer, int len ) {
47 sample = new slSample ( buffer, len );
48 pitch_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
49 volume_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
50 pitch_envelope->setStep ( 0, 0.01, 1.0 );
51 volume_envelope->setStep ( 0, 0.01, 1.0 );
55 FGSimpleSound::~FGSimpleSound() {
56 delete pitch_envelope;
57 delete volume_envelope;
63 FGSoundMgr::FGSoundMgr() {
64 audio_sched = new slScheduler( 8000 );
65 audio_mixer = new smMixer;
67 SG_LOG( SG_GENERAL, SG_INFO,
68 "Rate = " << audio_sched->getRate()
69 << " Bps = " << audio_sched->getBps()
70 << " Stereo = " << audio_sched->getStereo() );
74 FGSoundMgr::~FGSoundMgr() {
75 sound_map_iterator current = sounds.begin();
76 sound_map_iterator end = sounds.end();
77 for ( ; current != end; ++current ) {
78 FGSimpleSound *s = current->second;
79 delete s->get_sample();
88 // initialize the sound manager
89 bool FGSoundMgr::init() {
90 audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
91 audio_sched -> setSafetyMargin ( 1.0 ) ;
93 sound_map_iterator current = sounds.begin();
94 sound_map_iterator end = sounds.end();
95 for ( ; current != end; ++current ) {
96 FGSimpleSound *s = current->second;
97 delete s->get_sample();
102 if ( audio_sched->not_working() ) {
110 // run the audio scheduler
111 bool FGSoundMgr::update() {
112 if ( !audio_sched->not_working() ) {
113 audio_sched -> update();
121 // add a sound effect, return true if successful
122 bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
123 sounds[refname] = sound;
129 // remove a sound effect, return true if successful
130 bool FGSoundMgr::remove( const string& refname ) {
132 sound_map_iterator it = sounds.find( refname );
133 if ( it != sounds.end() ) {
134 // first stop the sound from playing (so we don't bomb the
136 FGSimpleSound *sample = it->second;
138 // cout << "Playing " << sample->get_sample()->getPlayCount()
139 // << " instances!" << endl;
141 audio_sched->stopSample( sample->get_sample() );
142 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
145 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
147 SL_VOLUME_ENVELOPE );
149 #if defined ( PLIB_1_2_X )
150 // if PLIB_1_2_X, we can't reliably remove sounds
151 // that are currently being played. :-( So, let's just not
152 // remove them and return false. The effects of this are that
153 // the sound sample will continue to finish playing (or
154 // continue to loop forever.) And the sound sample will
155 // remain registered in the plib audio system. This is a
156 // memory leak, and eventually this could cause us to max out
157 // the total number of allowed sound samples in plib, but what
158 // are you going to do? Hopefully the plib team will do a new
159 // stable relase with these problems fixed.
161 // cout << "plib broken audio, skipping actual remove" << endl;
165 // must call audio_sched->update() after stopping the sound
166 // but before deleting it.
167 audio_sched -> update();
168 // cout << "Still playing " << sample->get_sample()->getPlayCount()
169 // << " instances!" << endl;
182 // return true of the specified sound exists in the sound manager system
183 bool FGSoundMgr::exists( const string& refname ) {
184 sound_map_iterator it = sounds.find( refname );
185 if ( it != sounds.end() ) {
193 // return a pointer to the FGSimpleSound if the specified sound exists
194 // in the sound manager system, otherwise return NULL
195 FGSimpleSound *FGSoundMgr::find( const string& refname ) {
196 sound_map_iterator it = sounds.find( refname );
197 if ( it != sounds.end() ) {
205 // tell the scheduler to play the indexed sample in a continuous
207 bool FGSoundMgr::play_looped( const string& refname ) {
208 sound_map_iterator it = sounds.find( refname );
209 if ( it != sounds.end() ) {
210 FGSimpleSound *sample = it->second;
211 audio_sched->loopSample( sample->get_sample() );
212 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
213 sample->get_pitch_envelope(),
215 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
216 sample->get_volume_envelope(),
217 SL_VOLUME_ENVELOPE );
226 // tell the scheduler to play the indexed sample once
227 bool FGSoundMgr::play_once( const string& refname ) {
228 sound_map_iterator it = sounds.find( refname );
229 if ( it != sounds.end() ) {
230 FGSimpleSound *sample = it->second;
231 audio_sched->stopSample( sample->get_sample() );
232 audio_sched->playSample( sample->get_sample() );
233 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
234 sample->get_pitch_envelope(),
236 audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
237 sample->get_volume_envelope(),
238 SL_VOLUME_ENVELOPE );
247 // return true of the specified sound is currently being played
248 bool FGSoundMgr::is_playing( const string& refname ) {
249 sound_map_iterator it = sounds.find( refname );
250 if ( it != sounds.end() ) {
251 FGSimpleSound *sample = it->second;
252 return (sample->get_sample()->getPlayCount() > 0 );
260 // immediate stop playing the sound
261 bool FGSoundMgr::stop( const string& refname ) {
262 sound_map_iterator it = sounds.find( refname );
263 if ( it != sounds.end() ) {
264 FGSimpleSound *sample = it->second;
265 audio_sched->stopSample( sample->get_sample() );