-// sample.hxx -- Sound sample encapsulation class
+// sample_openal.hxx -- Audio sample encapsulation class
//
// Written by Curtis Olson, started April 2004.
+// Modified to match the new SoundSystem by Erik Hofman, October 2009
//
// Copyright (C) 2004 Curtis L. Olson - http://www.flightgear.org/~curt
+// 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
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+// along with this program; if not, write to the Free Software Foundation,
+// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
/**
- * \file sample.hxx
- * Provides a sound sample encapsulation
+ * \file audio sample.hxx
+ * Provides a audio sample encapsulation
*/
#ifndef _SG_SAMPLE_HXX
# error This library requires C++
#endif
-#include <simgear/compiler.h>
-
#include <string>
+#include <cstdlib>
+#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/structure/SGReferenced.hxx>
#include <simgear/structure/SGSharedPtr.hxx>
+#include <simgear/math/SGMath.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
-
-#ifndef HAVE_WINDOWS_H
- #ifdef AL_VERSION_1_2
- #define USE_OPEN_AL_DOPPLER should work
- #else
- #define USE_OPEN_AL_DOPPLER_WITH_FIXED_LISTENER better than nothing
- #endif
-#else
- // the Open_AL Doppler calculation seems to be buggy on windows
- #define USE_SOFTWARE_DOPPLER seem to be necessary
-#endif
-
-using std::string;
+class SGPath;
/**
- * manages everything we need to know for an individual sound sample
+ * manages everything we need to know for an individual audio sample
*/
class SGSoundSample : public SGReferenced {
-
-private:
-
- string sample_name;
-
- // Buffers hold sound data.
- ALuint buffer;
-
- // Sources are points emitting sound.
- ALuint source;
-
- // 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];
-
- // configuration values
- ALenum format;
- ALsizei size;
- ALsizei freq;
-
- double pitch;
- double volume;
-#ifdef USE_SOFTWARE_DOPPLER
- double doppler_pitch_factor;
- double doppler_volume_factor;
-#endif
- double reference_dist;
- double max_dist;
- ALboolean loop;
-
- bool playing;
- bool bind_source();
- bool no_Doppler_effect;
-
public:
/**
/**
* Constructor
- * @param path Path name to sound
* @param file File name of sound
- should usually be true unless you want to manipulate the data
- later.)
+ Buffer data is freed by the sample group
*/
- SGSoundSample( const char *path, const char *file, bool no_Doppler_effect = true );
+ SGSoundSample(const char *file, const SGPath& currentDir);
/**
* Constructor.
- * @param _data Pointer to a memory buffer containing the sample data
- the application is responsible for freeing the buffer data.
+ * @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. 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)
- should usually be true unless you want to manipulate the data
- later.)
+ * @param freq Frequency of the provided data (bytes per second)
+ * @param format OpenAL format id of the data
+ */
+ 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 );
+
+ /**
+ * Destructor
+ */
+ ~SGSoundSample ();
+
+ /**
+ * Detect wheter this audio sample holds the information of a sound file.
+ * @return Return true if this audio sample is to be constructed from a file.
+ */
+ inline bool is_file() const { return _is_file; }
+
+ SGPath file_path() const;
+
+ /**
+ * Test if this audio sample configuration has changed since the last call.
+ * Calling this function will reset the flag so calling it a second
+ * time in a row will return false.
+ * @return Return true is the configuration has changed in the mean time.
+ */
+ bool has_changed() {
+ bool b = _changed; _changed = false; return b;
+ }
+
+ /**
+ * Test if static dataa of audio sample configuration has changed.
+ * Calling this function will reset the flag so calling it a second
+ * time in a row will return false.
+ * @return Return true is the static data has changed in the mean time.
*/
- SGSoundSample( unsigned char *_data, int len, int _freq, bool no_Doppler_effect = true );
+ bool has_static_data_changed() {
+ bool b = _static_changed; _static_changed = false; return b;
+ }
- ~SGSoundSample();
+ /**
+ * Schedule this audio sample for playing. Actual playing will only start
+ * at the next call op SoundGroup::update()
+ * @param _loop Define whether this sound should be played in a loop.
+ */
+ void play( bool loop = false ) {
+ _playing = true; _loop = loop; _changed = true;
+ }
/**
- * Start playing this sample.
- *
- * @param _loop Define whether the sound should be played in a loop.
+ * Check if this audio sample is set to be continuous looping.
+ * @return Return true if this audio sample is set to looping.
*/
- void play( bool _loop );
+ inline bool is_looping() { return _loop; }
/**
- * Stop playing this sample.
- *
- * @param sched A pointer to the appropriate scheduler.
+ * Schedule this audio sample to stop playing.
*/
- void stop();
+ virtual void stop() {
+ _playing = false; _changed = true;
+ }
/**
- * Play this sample once.
+ * Schedule this audio sample to play once.
* @see #play
*/
inline void play_once() { play(false); }
/**
- * Play this sample looped.
+ * Schedule this audio sample to play looped.
* @see #play
*/
inline void play_looped() { play(true); }
/**
- * Test if a sample is currently playing.
- * @return true if is is playing, false otherwise.
+ * Test if a audio sample is scheduled for playing.
+ * @return true if this audio sample is playing, false otherwise.
+ */
+ inline bool is_playing() { return _playing; }
+
+ /**
+ * 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( const unsigned char **data ) {
+ _data = (unsigned char*)*data; *data = NULL;
+ }
+ inline void set_data( const void **data ) {
+ _data = (unsigned char*)*data; *data = NULL;
+ }
+
+ /**
+ * Return the data associated with this audio sample.
+ * @return A pointer to this sound data of this audio sample.
+ */
+ inline void* get_data() const { return _data; }
+
+ /**
+ * Free the data associated with this audio sample
+ */
+ void free_data() {
+ if ( _data != NULL ) free( _data ); _data = NULL;
+ }
+
+ /**
+ * Set the source id of this source
+ * @param sid OpenAL source-id
+ */
+ virtual inline void set_source(unsigned int sid) {
+ _source = sid; _valid_source = true; _changed = true;
+ }
+
+ /**
+ * Get the OpenAL source id of this source
+ * @return OpenAL source-id
+ */
+ virtual inline unsigned int get_source() { return _source; }
+
+ /**
+ * Test if the source-id of this audio sample may be passed to OpenAL.
+ * @return true if the source-id is valid
+ */
+ virtual inline bool is_valid_source() const { return _valid_source; }
+
+ /**
+ * Set the source-id of this audio sample to invalid.
+ */
+ virtual inline void no_valid_source() { _valid_source = false; }
+
+ /**
+ * Set the OpenAL buffer-id of this source
+ * @param bid OpenAL buffer-id
+ */
+ inline void set_buffer(unsigned int bid) {
+ _buffer = bid; _valid_buffer = true; _changed = true;
+ }
+
+ /**
+ * Get the OpenAL buffer-id of this source
+ * @return OpenAL buffer-id
+ */
+ inline unsigned int get_buffer() { return _buffer; }
+
+ /**
+ * Test if the buffer-id of this audio sample may be passed to OpenAL.
+ * @return true if the buffer-id is valid
*/
- bool is_playing( );
+ inline bool is_valid_buffer() const { return _valid_buffer; }
/**
- * Get the current pitch setting of this sample.
+ * Set the buffer-id of this audio sample to invalid.
*/
- inline double get_pitch() const { return pitch; }
+ inline void no_valid_buffer() { _valid_buffer = false; }
/**
- * Set the pitch of this sample.
+ * Set the playback pitch of this audio sample.
+ * Should be between 0.0 and 2.0 for maximum compatibility.
+ * @param p Pitch
*/
- void set_pitch( double p );
+ inline void set_pitch( float p ) {
+ if (p > 2.0) p = 2.0; else if (p < 0.01) p = 0.01;
+ _pitch = p; _changed = true;
+ }
+
+ /**
+ * Get the current pitch value of this audio sample.
+ * @return Pitch
+ */
+ inline float get_pitch() { return _pitch; }
+
+ /**
+ * Set the master volume of this sample. Should be between 0.0 and 1.0.
+ * The final volume is calculated by multiplying the master and audio sample
+ * volume.
+ * @param v Volume
+ */
+ inline void set_master_volume( float v ) {
+ if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
+ _master_volume = v; _changed = true;
+ }
+
+ /**
+ * Set the volume of this audio sample. Should be between 0.0 and 1.0.
+ * The final volume is calculated by multiplying the master and audio sample
+ * volume.
+ * @param v Volume
+ */
+ inline void set_volume( float v ) {
+ if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
+ _volume = v; _changed = true;
+ }
+
+ /**
+ * Get the final volume value of this audio sample.
+ * @return Volume
+ */
+ inline float get_volume() { return _volume * _master_volume; }
+
+ /**
+ * Set the OpenAL format of this audio sample.
+ * @param format OpenAL format-id
+ */
+ inline void set_format( int format ) { _format = format; }
+
+ /**
+ * Returns the format of this audio sample.
+ * @return OpenAL format-id
+ */
+ inline int get_format() { return _format; }
+
+ /**
+ * Set the frequency (in Herz) of this audio sample.
+ * @param freq Frequency
+ */
+ inline void set_frequency( int freq ) { _freq = freq; }
+
+ /**
+ * Returns the frequency (in Herz) of this audio sample.
+ * @return Frequency
+ */
+ inline int get_frequency() { return _freq; }
+
+ /**
+ * Sets the size (in bytes) of this audio sample.
+ * @param size Data size
+ */
+ inline void set_size( size_t size ) { _size = size; }
+
+ /**
+ * Returns the size (in bytes) of this audio sample.
+ * @return Data size
+ */
+ inline size_t get_size() const { return _size; }
+
+ /**
+ * Set the position of this sound relative to the base position.
+ * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
+ * @param pos Relative position of this sound
+ */
+ inline void set_relative_position( const SGVec3f& pos ) {
+ _relative_pos = toVec3d(pos); _changed = true;
+ }
+
+ /**
+ * Set the base position in Cartesian coordinates
+ * @param pos position in Cartesian coordinates
+ */
+ inline void set_position( const SGVec3d& 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
+ */
+ SGVec3d& get_position() { return _absolute_pos; }
/**
- * Get the current volume setting of this sample.
+ * Set the orientation of this sound.
+ * @param ori Quaternation containing the orientation information
*/
- inline double get_volume() const { return volume; }
+ inline void set_orientation( const SGQuatd& ori ) {
+ _orientation = ori; _changed = true;
+ }
+
+ inline void set_rotation( const SGQuatd& ec2body ) {
+ _rotation = ec2body; _changed = true;
+ }
/**
- * Set the volume of this sample.
+ * 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_volume( double v );
+ inline void set_direction( const SGVec3f& dir ) {
+ _direction = toVec3d(dir); _static_changed = true;
+ }
/**
- * Returns the size of the sounds sample
+ * Define the audio cone parameters for directional audio.
+ * Note: setting it to 2 degree will result in 1 degree to both sides.
+ * @param inner Inner cone angle (0 - 360 degrees)
+ * @param outer Outer cone angle (0 - 360 degrees)
+ * @param gain Remaining gain at the edge of the outer cone (0.0 - 1.0)
*/
- inline int get_size() {
- return size;
+ void set_audio_cone( float inner, float outer, float gain ) {
+ _inner_angle = inner; _outer_angle = outer; _outer_gain = gain;
+ _static_changed = true;
}
/**
- * Set position of sound source (uses same coordinate system as opengl)
+ * Get the orientation vector of this sound.
+ * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
+ * @return Orientaton vector
*/
- void set_source_pos( ALfloat *pos );
+ SGVec3f& get_orientation() { return _orivec; }
/**
- * Set "constant" offset position of sound source (uses same
- * coordinate system as opengl)
+ * Get the inner angle of the audio cone.
+ * @return Inner angle in degrees
*/
- void set_offset_pos( ALfloat *pos );
+ float get_innerangle() { return _inner_angle; }
/**
- * Set the orientation of the sound source, both for direction
- * and audio cut-off angles.
+ * Get the outer angle of the audio cone.
+ * @return Outer angle in degrees
*/
- void set_orientation( ALfloat *dir, ALfloat inner_angle=360.0,
- ALfloat outer_angle=360.0,
- ALfloat outer_gain=0.0);
+ float get_outerangle() { return _outer_angle; }
/**
- * Set velocity of sound source (uses same coordinate system as opengl)
+ * Get the remaining gain at the edge of the outer cone.
+ * @return Gain
*/
- void set_source_vel( ALfloat *vel, ALfloat *listener_vel );
+ float get_outergain() { return _outer_gain; }
+ /**
+ * Set the velocity vector (in meters per second) of this sound.
+ * This is in the local frame coordinate system; x=north, y=east, z=down
+ * @param Velocity vector
+ */
+ inline void set_velocity( const SGVec3f& vel ) {
+ _velocity = vel; _changed = true;
+ }
/**
- * Set reference distance of sound (the distance where the gain
- * will be half.)
+ * Get velocity vector (in meters per second) of this sound.
+ * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
+ * @return Velocity vector
*/
- void set_reference_dist( ALfloat dist );
+ SGVec3f& get_velocity() { return _velocity; }
+
+ /**
+ * Set reference distance (in meters) of this sound.
+ * This is the distance where the gain will be half.
+ * @param dist Reference distance
+ */
+ inline void set_reference_dist( float dist ) {
+ _reference_dist = dist; _static_changed = true;
+ }
/**
- * Set maximum distance of sound (the distance where the sound is
- * no longer audible.
+ * Get reference distance ((in meters) of this sound.
+ * This is the distance where the gain will be half.
+ * @return Reference distance
*/
- void set_max_dist( ALfloat dist );
+ inline float get_reference_dist() { return _reference_dist; }
+
/**
- * Load a sound file into a memory buffer only.
+ * Set maximum distance (in meters) of this sound.
+ * This is the distance where this sound is no longer audible.
+ * @param dist Maximum distance
*/
- ALvoid* load_file(const char *path, const char *file);
+ inline void set_max_dist( float dist ) {
+ _max_dist = dist; _static_changed = true;
+ }
+
+ /**
+ * Get maximum distance (in meters) of this sound.
+ * This is the distance where this sound is no longer audible.
+ * @return dist Maximum distance
+ */
+ inline float get_max_dist() { return _max_dist; }
+
+ /**
+ * Get the reference name of this audio sample.
+ * @return Sample name
+ */
+ inline std::string get_sample_name() const { return _refname; }
+
+ inline virtual bool is_queue() const { return false; }
+
+ void update_pos_and_orientation();
+
+private:
+
+ // Position of the source sound.
+ SGVec3d _absolute_pos; // absolute position
+ SGVec3d _relative_pos; // position relative to the base position
+ SGVec3d _direction; // orientation offset
+ SGVec3f _velocity; // Velocity of the source sound.
+
+ // The position and orientation of this sound
+ SGQuatd _orientation; // base orientation
+ SGVec3f _orivec; // orientation vector for OpenAL
+ SGVec3d _base_pos; // base position
+
+ SGQuatd _rotation;
+
+ std::string _refname; // name or file path
+ unsigned char* _data;
+
+ // configuration values
+ int _format;
+ size_t _size;
+ int _freq;
+
+ // Buffers hold sound data.
+ bool _valid_buffer;
+ unsigned int _buffer;
+
+ // Sources are points emitting sound.
+ bool _valid_source;
+ unsigned int _source;
+
+ // The orientation of this sound (direction and cut-off angles)
+ float _inner_angle;
+ float _outer_angle;
+ float _outer_gain;
+
+ float _pitch;
+ float _volume;
+ float _master_volume;
+ float _reference_dist;
+ float _max_dist;
+ bool _loop;
+
+ bool _playing;
+ bool _changed;
+ bool _static_changed;
+ bool _is_file;
+
+ string random_string();
};