+++ /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) 2016 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_AEONWAVE_HXX
-#define _SG_SOUNDMGR_AEONWAVE_HXX 1
-
-#include <string>
-#include <vector>
-#include <map>
-#include <memory> // for std::auto_ptr
-
-#include <aax/matrix.hpp>
-#include <aax/aeonwave.hpp>
-
-#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 false; }
-
- /**
- * 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;
-
- std::string _renderer;
- std::string _vendor;
- std::string _device_name;
-
- bool _active;
- bool _changed;
- float _volume;
-
- // Position of the listener.
- SGGeod _geod_pos;
-
- // Velocity of the listener.
- SGVec3d _velocity;
-
- bool testForError(void *p, std::string s);
-
- void update_sample_config( SGSampleGroup *sound );
-};
-
-
-#endif // _SG_SOUNDMGR_AEONWAVE_HXX