* Constructor.
* @param data Pointer to a memory buffer containing this audio sample data
The application may free the data by calling free_data(), otherwise it
- will be resident untill the class is destroyed.
+ will be resident untill the class is destroyed. This pointer will be
+ set to NULL after calling this function.
* @param len Byte length of array
* @param freq Frequency of the provided data (bytes per second)
* @param format OpenAL format id of the data
*/
- SGSoundSample( unsigned char *data, int len, int freq,
+ SGSoundSample( void** data, int len, int freq, int format=AL_FORMAT_MONO8 );
+ SGSoundSample( const unsigned char** data, int len, int freq,
int format = AL_FORMAT_MONO8 );
/**
* Check if this audio sample is set to be continuous looping.
* @return Return true if this audio sample is set to looping.
*/
- inline bool get_looping() { return _loop; }
+ inline bool is_looping() { return _loop; }
/**
* Schedule this audio sample to stop playing.
inline bool is_playing() { return _playing; }
/**
- * sSt the data associated with this audio sample
+ * Set the data associated with this audio sample
* @param data Pointer to a memory block containg this audio sample data.
+ This pointer will be set to NULL after calling this function.
*/
- inline void set_data( unsigned char* data ) { _data = data; }
+ inline void set_data( const unsigned char **data ) {
+ _data = (unsigned char*)*data; *data = NULL;
+ }
+ inline void set_data( void **data ) {
+ _data = (unsigned char*)*data; *data = NULL;
+ }
/**
* Return the data associated with this audio sample.
* Free the data associated with this audio sample
*/
void free_data() {
- if (_data != NULL) { delete _data; _data = NULL; }
+ if ( _data ) free( _data ); _data = NULL;
}
/**
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
* @param pos Relative position of this sound
*/
- void set_relative_position( const SGVec3f& pos );
+ inline void set_relative_position( const SGVec3f& pos ) {
+ _relative_pos = toVec3d(pos); _changed = true;
+ }
/**
* Set the base position of this sound in Geodetic coordinates.
* @param pos Geodetic position
*/
- void set_position( const SGGeod& pos );
+ inline void set_position( const SGGeod& pos ) {
+ _base_pos = pos; _changed = true;
+ }
/**
* Get the absolute position of this sound.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
* @return Absolute position
*/
- float *get_position() const { return toVec3f(_absolute_pos).data(); }
+ SGVec3d& get_position() { return _absolute_pos; }
/**
* Set the orientation of this sound.
* @param ori Quaternation containing the orientation information
*/
- void set_orientation( const SGQuatd& ori );
+ inline void set_orientation( const SGQuatd& ori ) {
+ _orientation = ori; _changed = true;
+ }
/**
* Set direction of this sound relative to the orientation.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
* @param dir Sound emission direction
*/
- void set_direction( const SGVec3d& dir );
+ inline void set_direction( const SGVec3f& dir ) {
+ _direction = dir; _changed = true;
+ }
/**
* Define the audio cone parameters for directional audio.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
* @return Orientaton vector
*/
- float *get_orientation() { return _orivec.data(); }
+ SGVec3f& get_orientation() { return _orivec; }
+ SGVec3f& get_direction() { return _direction; }
/**
* Get the inner angle of the audio cone.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
* @param Velocity vector
*/
- inline void set_velocity( const SGVec3d& vel ) {
+ inline void set_velocity( const SGVec3f& vel ) {
_velocity = vel; _changed = true;
}
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
* @return Velocity vector
*/
- float *get_velocity() { return toVec3f(_velocity).data(); }
+ SGVec3f& get_velocity() { return _velocity; }
/**
*/
inline std::string get_sample_name() const { return _refname; }
+ void update_absolute_position();
+
private:
// Position of the source sound.
SGVec3d _absolute_pos; // absolute position
SGVec3d _relative_pos; // position relative to the base position
- SGVec3d _direction; // orientation offset
- SGVec3d _velocity; // Velocity of the source sound.
+ SGVec3f _direction; // orientation offset
+ SGVec3f _velocity; // Velocity of the source sound.
// The position and orientation of this sound
SGQuatd _orientation; // base orientation
SGGeod _base_pos; // base position
std::string _refname; // name or file path
- unsigned char *_data;
+ unsigned char* _data;
// configuration values
int _format;
bool _static_changed;
bool _is_file;
- void update_absolute_position();
+ string random_string();
};