# include <OpenAL/al.h>
# include <OpenAL/alc.h>
# include <OpenAL/alut.h>
-#elif defined(_WIN32)
+#elif defined(OPENALSDK)
# include <al.h>
# include <alc.h>
-# include <AL/alut.h>
+# include <AL/alut.h>
#else
# include <AL/al.h>
# include <AL/alc.h>
void init();
void bind();
void unbind();
- void update(double dt) {};
- void update_late(double dt);
+ void update(double dt);
void suspend();
void resume();
*/
inline bool is_working() const { return _working; }
+ /**
+ * 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.
* @para sgrp Pointer to a sample group to add
SGSampleGroup *find( const string& refname, bool create = false );
/**
- * Set the position of the sound manager.
- * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
+ * Set the Cartesian position of the sound manager.
* @param pos OpenAL listener position
*/
void set_position( const SGVec3d& pos ) {
- _position = -pos;
- _changed = true;
+ _base_pos = pos; _changed = true;
+ }
+
+ void set_position_offset( const SGVec3d& pos ) {
+ _offset_pos = pos; _changed = true;
}
/**
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
* @return OpenAL listener position
*/
- SGVec3f get_position() { return toVec3f(_position); }
+ SGVec3d& get_position() { return _absolute_pos; }
/**
- * Set the velocity vector of the sound manager
- * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
- * @param vel Velocity vector of the OpenAL listener
+ * 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 Velocity vector
*/
- void set_velocity( SGVec3d& dir ) {
- _velocity = dir;
- _changed = true;
+ 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 of the OpenAL listener
*/
- inline SGVec3f get_velocity() { return toVec3f(_velocity); }
+ inline SGVec3f& get_velocity() { return _velocity; }
/**
* Set the orientation of the sound manager
* @param ori Quaternation containing the orientation information
*/
- void set_orientation( SGQuatd ori );
+ void set_orientation( const SGQuatd& ori ) {
+ _orientation = ori; _changed = true;
+ }
/**
* Get the orientation of the sound manager
static int _alut_init;
bool _working;
+ bool _active;
bool _changed;
float _volume;
ALCcontext *_context;
// Position of the listener.
- SGVec3d _position;
+ SGVec3d _absolute_pos;
+ SGVec3d _offset_pos;
+ SGVec3d _base_pos;
// Velocity of the listener.
- SGVec3d _velocity;
+ SGVec3f _velocity;
// Orientation of the listener.
// first 3 elements are "at" vector, second 3 are "up" vector
bool testForALUTError(string s);
bool testForError(void *p, string s);
+ void update_pos_and_orientation();
void update_sample_config( SGSampleGroup *sound );
};