--- /dev/null
+///@file
+/// Sound effect management class
+///
+/// Provides a sound manager class to keep track of multiple sounds and manage
+/// playing them with different effects and timings.
+//
+// Sound manager initially written by David Findlay
+// <david_j_findlay@yahoo.com.au> 2001
+//
+// C++-ified by Curtis Olson, started March 2001.
+// Modified for the new SoundSystem by Erik Hofman, October 2009
+//
+// Copyright (C) 2001 Curtis L. Olson - http://www.flightgear.org/~curt
+// Copyright (C) 2009 Erik Hofman <erik@ehofman.com>
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
+
+#ifndef _SG_SOUNDMGR_HXX
+#define _SG_SOUNDMGR_HXX 1
+
+#include <string>
+#include <vector>
+#include <map>
+#include <memory> // for std::auto_ptr
+
+#include <simgear/compiler.h>
+#include <simgear/structure/subsystem_mgr.hxx>
+#include <simgear/math/SGMath.hxx>
+
+// forward decls
+class SGSampleGroup;
+class SGSoundSample;
+
+/**
+ * Manage a collection of SGSampleGroup instances
+ */
+class SGSoundMgr : public SGSubsystem
+{
+public:
+
+ SGSoundMgr();
+ ~SGSoundMgr();
+
+ void init();
+ void update(double dt);
+
+ void suspend();
+ void resume();
+ void stop();
+
+ void reinit();
+
+ /**
+ * Select a specific sound device.
+ * Requires a init/reinit call before sound is actually switched.
+ */
+ inline void select_device(const char* devname) {_device_name = devname;}
+
+ /**
+ * Test is the sound manager is in a working condition.
+ * @return true is the sound manager is working
+ */
+ bool is_working() const;
+
+ /**
+ * Set the sound manager to a working condition.
+ */
+ void activate();
+
+ /**
+ * Test is the sound manager is in an active and working condition.
+ * @return true is the sound manager is active
+ */
+ inline bool is_active() const { return _active; }
+
+ /**
+ * Register a sample group to the sound manager.
+ * @param sgrp Pointer to a sample group to add
+ * @param refname Reference name of the sample group
+ * @return true if successful, false otherwise
+ */
+ bool add( SGSampleGroup *sgrp, const std::string& refname );
+
+ /**
+ * Remove a sample group from the sound manager.
+ * @param refname Reference name of the sample group to remove
+ * @return true if successful, false otherwise
+ */
+ bool remove( const std::string& refname );
+
+ /**
+ * Test if a specified sample group is registered at the sound manager
+ * @param refname Reference name of the sample group test for
+ * @return true if the specified sample group exists
+ */
+ bool exists( const std::string& refname );
+
+ /**
+ * Find a specified sample group in the sound manager
+ *
+ * @param refname Reference name of the sample group to find
+ * @param create If the group should be create if it does not exist
+ * @return A pointer to the SGSampleGroup
+ */
+ SGSampleGroup *find( const std::string& refname, bool create = false );
+
+ /**
+ * Set the Cartesian position of the sound manager.
+ *
+ * @param pos OpenAL listener position
+ */
+ void set_position( const SGVec3d& pos, const SGGeod& pos_geod );
+
+ /**
+ * Get the position of the sound manager.
+ * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
+ *
+ * @return OpenAL listener position
+ */
+ const SGVec3d& get_position() const;
+
+ /**
+ * Set the velocity vector (in meters per second) of the sound manager
+ * This is the horizontal local frame; x=north, y=east, z=down
+ *
+ * @param vel Velocity vector
+ */
+ void set_velocity( const SGVec3d& vel ) {
+ _velocity = vel; _changed = true;
+ }
+
+ /**
+ * Get the velocity vector of the sound manager
+ * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
+ *
+ * @return Velocity vector of the OpenAL listener
+ */
+ inline SGVec3f get_velocity() { return toVec3f(_velocity); }
+
+ /**
+ * Set the orientation of the sound manager
+ *
+ * @param ori Quaternation containing the orientation information
+ */
+ void set_orientation( const SGQuatd& ori );
+
+ /**
+ * Get the orientation of the sound manager
+ *
+ * @return Quaternation containing the orientation information
+ */
+ const SGQuatd& get_orientation() const;
+
+ /**
+ * Get the direction vector of the sound manager
+ * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
+ *
+ * @return Look-at direction of the OpenAL listener
+ */
+ SGVec3f get_direction() const;
+
+ enum {
+ NO_SOURCE = (unsigned int)-1,
+ NO_BUFFER = (unsigned int)-1,
+ FAILED_BUFFER = (unsigned int)-2
+ };
+
+ /**
+ * Set the master volume.
+ *
+ * @param vol Volume (must be between 0.0 and 1.0)
+ */
+ void set_volume( float vol );
+
+ /**
+ * Get the master volume.
+ *
+ * @return Volume (must be between 0.0 and 1.0)
+ */
+ inline float get_volume() { return _volume; }
+
+ /**
+ * Get a free OpenAL source-id
+ *
+ * @return NO_SOURCE if no source is available
+ */
+ unsigned int request_source();
+
+ /**
+ * Free an OpenAL source-id for future use
+ *
+ * @param source OpenAL source-id to free
+ */
+ void release_source( unsigned int source );
+
+ /**
+ * Get a free OpenAL buffer-id
+ * The buffer-id will be assigned to the sample by calling this function.
+ *
+ * @param sample Pointer to an audio sample to assign the buffer-id to
+ * @return NO_BUFFER if loading of the buffer failed.
+ */
+ unsigned int request_buffer(SGSoundSample *sample);
+
+ /**
+ * Free an OpenAL buffer-id for this sample
+ *
+ * @param sample Pointer to an audio sample for which to free the buffer
+ */
+ void release_buffer( SGSoundSample *sample );
+
+ /**
+ * Initialize sample for playback.
+ *
+ * @param sample Pointer to an audio sample to initialize.
+ */
+ void sample_init( SGSoundSample *sample );
+
+ /**
+ * Stop and destroy a sample
+ *
+ * @param sample Pointer to an audio sample to destroy.
+ */
+ void sample_destroy( SGSoundSample *sample );
+
+ /**
+ * Start playback of a sample
+ *
+ * @param sample Pointer to an audio sample to start playing.
+ */
+ void sample_play( SGSoundSample *sample );
+
+ /**
+ * Stop a sample
+ *
+ * @param sample Pointer to an audio sample to stop.
+ */
+ void sample_stop( SGSoundSample *sample );
+
+ /**
+ * Suspend playback of a sample
+ *
+ * @param sample Pointer to an audio sample to suspend.
+ */
+ void sample_suspend( SGSoundSample *sample );
+
+ /**
+ * Resume playback of a sample
+ *
+ * @param sample Pointer to an audio sample to resume.
+ */
+ void sample_resume( SGSoundSample *sample );
+
+ /**
+ * Check if a sample is stopped, or still playing
+ *
+ * @param sample Pointer to an audio sample to test.
+ * @return true if the sample is stopped.
+ */
+ bool is_sample_stopped( SGSoundSample *sample );
+
+ /**
+ * Update all status and 3d parameters of a sample.
+ *
+ * @param sample Pointer to an audio sample to update.
+ */
+ void update_sample_config( SGSoundSample *sample, SGVec3d& position, SGVec3f& orientation, SGVec3f& velocity );
+
+ /**
+ * Test if the position of the sound manager has changed.
+ * The value will be set to false upon the next call to update_late()
+ *
+ * @return true if the position has changed
+ */
+ inline bool has_changed() { return _changed; }
+
+ /**
+ * Some implementations seem to need the velocity multiplied by a
+ * factor of 100 to make them distinct. I've not found if this is
+ * a problem in the implementation or in out code. Until then
+ * this function is used to detect the problematic implementations.
+ */
+ inline bool bad_doppler_effect() { return _bad_doppler; }
+
+ /**
+ * Load a sample file and return it's configuration and data.
+ *
+ * @param samplepath Path to the file to load
+ * @param data Pointer to a variable that points to the allocated data
+ * @param format Pointer to a vairable that gets the OpenAL format
+ * @param size Pointer to a vairable that gets the sample size in bytes
+ * @param freq Pointer to a vairable that gets the sample frequency in Herz
+ * @return true if succesful, false on error
+ */
+ virtual bool load( const std::string &samplepath,
+ void **data,
+ int *format,
+ size_t *size,
+ int *freq,
+ int *block );
+
+ /**
+ * Get a list of available playback devices.
+ */
+ std::vector<const char*> get_available_devices();
+
+ /**
+ * Get the current OpenAL vendor or rendering backend.
+ */
+ const std::string& get_vendor() { return _vendor; }
+ const std::string& get_renderer() { return _renderer; }
+
+ bool testForError(std::string s, std::string name = "sound manager");
+
+ static const char* subsystemName() { return "sound"; };
+private:
+ class SoundManagerPrivate;
+ /// private implementation object
+ std::auto_ptr<SoundManagerPrivate> d;
+
+ bool _block_support;
+ bool _active;
+ bool _changed;
+ float _volume;
+
+ // Position of the listener.
+ SGGeod _geod_pos;
+
+ // Velocity of the listener.
+ SGVec3d _velocity;
+
+ bool _bad_doppler;
+ std::string _renderer;
+ std::string _vendor;
+ std::string _device_name;
+
+ bool testForALCError(std::string s);
+ bool testForError(void *p, std::string s);
+
+ void update_sample_config( SGSampleGroup *sound );
+};
+
+
+#endif // _SG_SOUNDMGR_HXX