-// soundmgr.hxx -- Sound effect management class
+// sample_group.hxx -- Manage a group of samples relative to a base position
//
-// Sampel Group handler initially written by Erik Hofman
+// Written for the new SoundSystem by Erik Hofman, October 2009
//
-// Copyright (C) 2009 Erik Hofman - <erik@ehofman.com>
+// Copyright (C) 2009 Erik Hofman <erik@ehofman.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
#if defined(__APPLE__)
# include <OpenAL/al.h>
+#elif defined(OPENALSDK)
+# include <al.h>
#else
# include <AL/al.h>
#endif
#include <string>
+#include <vector>
#include <map>
#include <simgear/compiler.h>
using std::map;
using std::string;
-typedef map < string, SGSharedPtr<SGSoundSample> > sample_map;
+typedef SGSharedPtr<SGSoundSample> SGSoundSample_ptr;
+typedef map < string, SGSoundSample_ptr > sample_map;
typedef sample_map::iterator sample_map_iterator;
typedef sample_map::const_iterator const_sample_map_iterator;
class SGSampleGroup : public SGReferenced
{
public:
+
+ /**
+ * Empty constructor for class encapsulation.
+ * Note: The sample group should still be activated before use
+ */
SGSampleGroup ();
+
+ /**
+ * Constructor
+ * Register this sample group at the sound manager using refname
+ * Note: The sample group should still be activated before use
+ * @param smgr Pointer to a pre-initialized sound manager class
+ * @param refname Name of this group for reference purposes.
+ */
SGSampleGroup ( SGSoundMgr *smgr, const string &refname );
+
+ /**
+ * Destructor
+ */
~SGSampleGroup ();
+ /**
+ * Set the status of this sample group to active.
+ */
+ inline void activate() { _active = true; }
+
+ /**
+ * Update function.
+ * Call this function periodically to update the OpenAL state of all
+ * samples associated with this class. None op the configuration changes
+ * take place without a call to this function.
+ */
virtual void update (double dt);
/**
- * add a sound effect, return true if successful
+ * Register an audio sample to this group.
+ * @param sound Pointer to a pre-initialized audio sample
+ * @param refname Name of this audio sample for reference purposes
+ * @return return true if successful
*/
bool add( SGSoundSample *sound, const string& refname );
/**
- * remove a sound effect, return true if successful
+ * Remove an audio sample from this group.
+ * @param refname Reference name of the audio sample to remove
+ * @return return true if successful
*/
bool remove( const string& refname );
/**
- * return true of the specified sound exists in the sound manager system
+ * Test if a specified audio sample is registered at this sample group
+ * @param refname Reference name of the audio sample to test for
+ * @return true if the specified audio sample exists
*/
bool exists( const string& refname );
/**
- * return a pointer to the SGSoundSample if the specified sound
- * exists in the sound manager system, otherwise return NULL
+ * Find a specified audio sample in this sample group
+ * @param refname Reference name of the audio sample to find
+ * @return A pointer to the SGSoundSample
*/
SGSoundSample *find( const string& refname );
/**
- * request to stop playing all associated samples until further notice
+ * Request to stop playing all audio samples until further notice.
*/
void suspend();
/**
- * request to resume playing all associated samples
+ * Request to resume playing all audio samples.
*/
void resume();
-
/**
- * request to start playing the associated samples
+ * Request to start playing the refered audio sample.
+ * @param refname Reference name of the audio sample to start playing
+ * @param looping Define if the sound should loop continuously
+ * @return true if the audio sample exsists and is scheduled for playing
*/
bool play( const string& refname, bool looping );
/**
- * tell the scheduler to play the indexed sample in a continuous
- * loop
+ * Request to start playing the refered audio sample looping.
+ * @param refname Reference name of the audio sample to start playing
+ * @return true if the audio sample exsists and is scheduled for playing
*/
inline bool play_looped( const string& refname ) {
return play( refname, true );
}
/**
- * tell the scheduler to play the indexed sample once
+ * Request to start playing the refered audio sample once.
+ * @param refname Reference name of the audio sample to start playing
+ * @return true if the audio sample exsists and is scheduled for playing
*/
inline bool play_once( const string& refname ) {
return play( refname, false );
}
/**
- * return true of the specified sound is currently being played
+ * Test if a referenced sample is playing or not.
+ * @param refname Reference name of the audio sample to test for
+ * @return True of the specified sound is currently playing
*/
bool is_playing( const string& refname );
/**
- * request to stop playing the associated samples
+ * Request to stop playing the refered audio sample.
+ * @param refname Reference name of the audio sample to stop
+ * @return true if the audio sample exsists and is scheduled to stop
*/
bool stop( const string& refname );
/**
- * set overall volume for the application.
- * @param must be between 0.0 and 1.0
+ * Set the master volume for this sample group.
+ * @param vol Volume (must be between 0.0 and 1.0)
*/
void set_volume( float vol );
/**
- * set the positions of all managed sound sources
+ * Set the velocity vector of this sample group.
+ * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
+ * @param vel Velocity vector
*/
- void set_position( SGVec3d pos );
+ void set_velocity( const SGVec3d& vel );
/**
- * set the velocities of all managed sound sources
+ * Set the position of this sample group.
+ * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
+ * @param pos Base position
*/
- void set_velocity( SGVec3f vel );
+ void set_position( const SGGeod& pos );
/**
- * set the orientation of all managed sound sources
+ * Set the orientation of this sample group.
+ * @param ori Quaternation containing the orientation information
*/
- void set_orientation( SGVec3f ori );
+ void set_orientation( const SGQuatd& ori );
/**
- * load the data of the sound sample
+ * Tie this sample group to the listener position, orientation and velocity
*/
- void load_file(SGSoundSample *sound);
+ void tie_to_listener() { _tied_to_listener = true; }
protected:
SGSoundMgr *_smgr;
+ string _refname;
bool _active;
private:
- bool _changed;
- bool _position_changed;
-
+ bool _pause;
float _volume;
+ bool _tied_to_listener;
- SGVec3d _position;
- SGVec3f _orientation;
+ SGVec3d _velocity;
+ SGQuatd _orientation;
+ SGGeod _position;
sample_map _samples;
+ std::vector<SGSoundSample_ptr> _removed_samples;
bool testForALError(string s);
bool testForError(void *p, string s);