//
// Written by Curtis Olson, started April 2004.
//
-// Copyright (C) 2004 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 2004 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
#include <simgear/compiler.h>
-#include <AL/al.h>
+#include STL_STRING
#include <simgear/debug/logstream.hxx>
+#include <plib/sg.h>
+
+#if defined(__APPLE__)
+# define AL_ILLEGAL_ENUM AL_INVALID_ENUM
+# define AL_ILLEGAL_COMMAND AL_INVALID_OPERATION
+# include <OpenAL/al.h>
+# include <OpenAL/alut.h>
+#else
+# include <AL/al.h>
+# include <AL/alut.h>
+#endif
+
+SG_USING_STD(string);
/**
* manages everything we need to know for an individual sound sample
private:
+ string sample_name;
+
// Buffers hold sound data.
ALuint buffer;
// Position of the source sound.
ALfloat source_pos[3];
+ // A constant offset to be applied to the final source_pos
+ ALfloat offset_pos[3];
+
+ // The orientation of the sound (direction and cut-off angles)
+ ALfloat direction[3];
+ ALfloat inner, outer, outergain;
+
// Velocity of the source sound.
ALfloat source_vel[3];
double pitch;
double volume;
+ double reference_dist;
+ double max_dist;
ALboolean loop;
+
public:
- SGSoundSample( const char *path, const char *file );
- SGSoundSample( unsigned char *_data, int len, int _freq );
+ /**
+ * Constructor
+ * @param path Path name to sound
+ * @param file File name of sound
+ * @param cleanup Request clean up the intermediate data (this
+ should usually be true unless you want to manipulate the data
+ later.)
+ */
+ SGSoundSample( const char *path, const char *file, bool cleanup );
+
+ /**
+ * Constructor.
+ * @param _data Pointer to a memory buffer containing the sample data
+ * @param len Byte length of array
+ * @param _freq Frequency of the provided data (bytes per second)
+ * @param cleanup Request clean up the intermediate data (this
+ should usually be true unless you want to manipulate the data
+ later.)
+ */
+ SGSoundSample( unsigned char *_data, int len, int _freq, bool cleanup );
+
~SGSoundSample();
/**
* Start playing this sample.
*
- * @param looped Define wether the sound should be played in a loop.
+ * @param _loop Define wether the sound should be played in a loop.
*/
void play( bool _loop );
alGetSourcei( source, AL_SOURCE_STATE, &result );
if ( alGetError() != AL_NO_ERROR) {
SG_LOG( SG_GENERAL, SG_ALERT,
- "Oops AL error in sample is_playing()!" );
+ "Oops AL error in sample is_playing(): " << sample_name );
}
return (result == AL_PLAYING) ;
}
alSourcef( source, AL_PITCH, pitch );
if ( alGetError() != AL_NO_ERROR) {
SG_LOG( SG_GENERAL, SG_ALERT,
- "Oops AL error in sample set_pitch()! " << p );
+ "Oops AL error in sample set_pitch()! " << p
+ << " for " << sample_name );
}
}
alSourcef( source, AL_GAIN, volume );
if ( alGetError() != AL_NO_ERROR) {
SG_LOG( SG_GENERAL, SG_ALERT,
- "Oops AL error in sample set_volume()!" );
+ "Oops AL error in sample set_volume()! " << v
+ << " for " << sample_name );
}
}
inline char *get_data() {
return (char *)data;
}
+
+ /**
+ * Set position of sound source (uses same coordinate system as opengl)
+ */
+ inline void set_source_pos( ALfloat *pos ) {
+ source_pos[0] = pos[0];
+ source_pos[1] = pos[1];
+ source_pos[2] = pos[2];
+
+ sgVec3 final_pos;
+ sgAddVec3( final_pos, source_pos, offset_pos );
+
+ alSourcefv( source, AL_POSITION, final_pos );
+ }
+
+ /**
+ * Set "constant" offset position of sound source (uses same
+ * coordinate system as opengl)
+ */
+ inline void set_offset_pos( ALfloat *pos ) {
+ offset_pos[0] = pos[0];
+ offset_pos[1] = pos[1];
+ offset_pos[2] = pos[2];
+
+ sgVec3 final_pos;
+ sgAddVec3( final_pos, source_pos, offset_pos );
+
+ alSourcefv( source, AL_POSITION, final_pos );
+ }
+
+ /**
+ * Set the orientation of the sound source, both for direction
+ * and audio cut-off angles.
+ */
+ inline void set_orientation( ALfloat *dir, ALfloat inner_angle=360.0,
+ ALfloat outer_angle=360.0,
+ ALfloat outer_gain=0.0)
+ {
+ inner = inner_angle;
+ outer = outer_angle;
+ outergain = outer_gain;
+ alSourcefv( source, AL_DIRECTION, dir);
+ alSourcef( source, AL_CONE_INNER_ANGLE, inner );
+ alSourcef( source, AL_CONE_OUTER_ANGLE, outer );
+ alSourcef( source, AL_CONE_OUTER_GAIN, outergain );
+ }
+
+ /**
+ * Set velocity of sound source (uses same coordinate system as opengl)
+ */
+ inline void set_source_vel( ALfloat *vel ) {
+ source_vel[0] = vel[0];
+ source_vel[1] = vel[1];
+ source_vel[2] = vel[2];
+ alSourcefv( source, AL_VELOCITY, source_vel );
+ }
+
+
+ /**
+ * Set reference distance of sound (the distance where the gain
+ * will be half.)
+ */
+ inline void set_reference_dist( ALfloat dist ) {
+ reference_dist = dist;
+ alSourcef( source, AL_REFERENCE_DISTANCE, reference_dist );
+ }
+
+
+ /**
+ * Set maximume distance of sound (the distance where the sound is
+ * no longer audible.
+ */
+ inline void set_max_dist( ALfloat dist ) {
+ max_dist = dist;
+ alSourcef( source, AL_MAX_DISTANCE, max_dist );
+ }
};