#endif
#include <string>
+#include <cstdlib>
#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/math/SGMath.hxx>
-// #include <plib/sg.h>
+class SGPath;
/**
* manages everything we need to know for an individual audio sample
/**
* Constructor
- * @param path Path name to sound
* @param file File name of sound
Buffer data is freed by the sample group
*/
- SGSoundSample( const char *path, const char *file );
+ SGSoundSample(const char *file, const SGPath& currentDir);
/**
* Constructor.
*/
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
* at the next call op SoundGroup::update()
* @param _loop Define whether this sound should be played in a loop.
*/
- void play( bool loop ) {
+ void play( bool loop = false ) {
_playing = true; _loop = loop; _changed = true;
}
* 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.
*/
- void stop() {
+ virtual void stop() {
_playing = false; _changed = true;
}
inline void set_data( const unsigned char **data ) {
_data = (unsigned char*)*data; *data = NULL;
}
- inline void set_data( void **data ) {
+ inline void set_data( const void **data ) {
_data = (unsigned char*)*data; *data = NULL;
}
* Free the data associated with this audio sample
*/
void free_data() {
- if ( _data ) free( _data ); _data = NULL;
+ if ( _data != NULL ) free( _data ); _data = NULL;
}
/**
* Set the source id of this source
* @param sid OpenAL source-id
*/
- void set_source(unsigned int sid) {
+ 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
*/
- inline unsigned int get_source() { return _source; }
+ 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
*/
- inline bool is_valid_source() const { return _valid_source; }
+ virtual inline bool is_valid_source() const { return _valid_source; }
/**
* Set the source-id of this audio sample to invalid.
*/
- inline void no_valid_source() { _valid_source = false; }
+ virtual inline void no_valid_source() { _valid_source = false; }
/**
* Set the OpenAL buffer-id of this source
* @param bid OpenAL buffer-id
*/
- void set_buffer(unsigned int bid) {
+ inline void set_buffer(unsigned int bid) {
_buffer = bid; _valid_buffer = true; _changed = true;
}
* Should be between 0.0 and 2.0 for maximum compatibility.
* @param p Pitch
*/
- inline void set_pitch( float p ) { _pitch = p; _changed = true; }
+ 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.
* @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;
}
* volume.
* @param v Volume
*/
- inline void set_volume( float v ) { _volume = v; _changed = true; }
+ 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.
* Set the frequency (in Herz) of this audio sample.
* @param freq Frequency
*/
- inline void set_frequency( int freq ) { _freq = freq; _changed = true; }
+ inline void set_frequency( int freq ) { _freq = freq; }
/**
* Returns the frequency (in Herz) of this audio sample.
}
/**
- * Set the base position of this sound in Geodetic coordinates.
- * @param pos Geodetic position
+ * Set the base position in Cartesian coordinates
+ * @param pos position in Cartesian coordinates
*/
- inline void set_position( const SGGeod& pos ) {
- _base_pos = pos; _changed = true;
+ inline void set_position( const SGVec3d& pos ) {
+ _base_pos = pos; _changed = true;
}
/**
* 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(); }
- SGVec3f get_position_vec() const { return toVec3f(_absolute_pos); }
+ SGVec3d& get_position() { return _absolute_pos; }
/**
* Set the orientation of this sound.
_orientation = ori; _changed = true;
}
+ inline void set_rotation( const SGQuatd& ec2body ) {
+ _rotation = ec2body; _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
*/
- inline void set_direction( const SGVec3d& dir ) {
- _direction = dir; _changed = true;
+ inline void set_direction( const SGVec3f& dir ) {
+ _direction = toVec3d(dir); _static_changed = true;
}
/**
* Define the audio cone parameters for directional audio.
- * Note: setting it to 1 degree will result in 0.5 degrees to both sides.
+ * 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)
*/
void set_audio_cone( float inner, float outer, float gain ) {
- _inner_angle = inner;
- _outer_angle = outer;
- _outer_gain = gain;
+ _inner_angle = inner; _outer_angle = outer; _outer_gain = gain;
_static_changed = true;
}
* 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; }
/**
* Get the inner angle of the audio cone.
/**
* Set the velocity vector (in meters per second) of this sound.
- * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
+ * This is in the local frame coordinate system; x=north, y=east, z=down
* @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();
+ inline virtual bool is_queue() const { return false; }
+
+ void update_pos_and_orientation();
private:
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 _velocity; // Velocity of the source sound.
// The position and orientation of this sound
SGQuatd _orientation; // base orientation
SGVec3f _orivec; // orientation vector for OpenAL
- SGGeod _base_pos; // base position
+ SGVec3d _base_pos; // base position
+
+ SGQuatd _rotation;
std::string _refname; // name or file path
unsigned char* _data;