#include "soundmgr.hxx"
+#define FG_SOUND_SAFETY_MULT 3
+#define FG_MAX_SOUND_SAFETY ( 1.0 / FG_SOUND_SAFETY_MULT )
+
+//
+// SimpleSound
+//
// constructor
-FGSimpleSound::FGSimpleSound( string file ) {
+FGSimpleSound::FGSimpleSound( string file )
+ : pitch(1.0),
+ volume(1.0)
+{
SGPath slfile( globals->get_fg_root() );
slfile.append( file );
sample = new slSample ( (char *)slfile.c_str() );
volume_envelope->setStep ( 0, 0.01, 1.0 );
}
-FGSimpleSound::FGSimpleSound( unsigned char *buffer, int len ) {
+FGSimpleSound::FGSimpleSound( unsigned char *buffer, int len )
+ : pitch(1.0),
+ volume(1.0)
+{
sample = new slSample ( buffer, len );
pitch_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
volume_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
delete sample;
}
+void FGSimpleSound::play( slScheduler *sched, bool looped ) {
+
+ // make sure sound isn't already playing
+ if ( sample->getPlayCount() > 0 ) {
+ sched->stopSample(sample);
+ // return;
+ }
+
+ if ( looped ) {
+ sched->loopSample(sample);
+ } else {
+ sched->playSample(sample);
+ }
+
+ sched->addSampleEnvelope(sample, 0, 0, pitch_envelope, SL_PITCH_ENVELOPE);
+ sched->addSampleEnvelope(sample, 0, 1, volume_envelope, SL_VOLUME_ENVELOPE);
+}
+
+void FGSimpleSound::stop( slScheduler *sched, bool quick ) {
+
+ sched->stopSample( sample );
+}
+
+//
+// Sound Manager
+//
// constructor
FGSoundMgr::FGSoundMgr() {
audio_sched = new slScheduler( 8000 );
- audio_mixer = new smMixer;
+ if ( audio_sched->notWorking() ) {
+ SG_LOG( SG_GENERAL, SG_ALERT, "Audio initialization failed!" );
+ } else {
+ audio_sched -> setMaxConcurrent ( 6 );
+
+ audio_mixer = new smMixer;
- SG_LOG( SG_GENERAL, SG_INFO,
- "Rate = " << audio_sched->getRate()
- << " Bps = " << audio_sched->getBps()
- << " Stereo = " << audio_sched->getStereo() );
+ SG_LOG( SG_GENERAL, SG_INFO,
+ "Rate = " << audio_sched->getRate()
+ << " Bps = " << audio_sched->getBps()
+ << " Stereo = " << audio_sched->getStereo() );
+ }
}
// destructor
+
FGSoundMgr::~FGSoundMgr() {
- sound_map_iterator current = sounds.begin();
- sound_map_iterator end = sounds.end();
- for ( ; current != end; ++current ) {
- FGSimpleSound *s = current->second;
- delete s->get_sample();
- delete s;
+
+ //
+ // Remove the samples from the sample manager.
+ //
+ sample_map_iterator sample_current = samples.begin();
+ sample_map_iterator sample_end = samples.end();
+ for ( ; sample_current != sample_end; ++sample_current ) {
+ sample_ref *sr = sample_current->second;
+ delete sr->sample;
+ delete sr;
+ }
+
+ //
+ // Remove the sounds from the sound manager.
+ //
+ sound_map_iterator sound_current = sounds.begin();
+ sound_map_iterator sound_end = sounds.end();
+ for ( ; sound_current != sound_end; ++sound_current ) {
+ FGSimpleSound *s = sound_current->second;
+ delete s;
}
delete audio_sched;
// initialize the sound manager
-bool FGSoundMgr::init() {
- last.stamp();
- safety = 0.5;
-
- audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
- audio_sched -> setSafetyMargin ( 2 * safety ) ;
-
- sound_map_iterator current = sounds.begin();
- sound_map_iterator end = sounds.end();
- for ( ; current != end; ++current ) {
- FGSimpleSound *s = current->second;
+void FGSoundMgr::init() {
+ safety = FG_MAX_SOUND_SAFETY;
+
+ // audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
+ audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
+
+
+ //
+ // Remove the samples from the sample manager.
+ //
+ sample_map_iterator sample_current = samples.begin();
+ sample_map_iterator sample_end = samples.end();
+ for ( ; sample_current != sample_end; ++sample_current ) {
+ sample_ref *sr = sample_current->second;
+ delete sr->sample;
+ delete sr;
+ }
+ samples.clear();
+
+ //
+ // Remove the sounds from the sound manager.
+ //
+ sound_map_iterator sound_current = sounds.begin();
+ sound_map_iterator sound_end = sounds.end();
+ for ( ; sound_current != sound_end; ++sound_current ) {
+ FGSimpleSound *s = sound_current->second;
delete s->get_sample();
delete s;
}
sounds.clear();
- if ( audio_sched->not_working() ) {
- return false;
- } else {
- return true;
- }
}
+void FGSoundMgr::bind ()
+{
+ // no properties yet
+}
-// run the audio scheduler
-bool FGSoundMgr::update() {
- SGTimeStamp current;
- current.stamp();
+void FGSoundMgr::unbind ()
+{
+ // no properties yet
+}
- double elapsed = (double)(current - last) / 1000000.0;
- last = current;
- if ( elapsed > safety ) {
- safety = elapsed;
+// run the audio scheduler
+void FGSoundMgr::update( double dt ) {
+ if ( dt > safety ) {
+ safety = dt;
} else {
- safety = safety * 0.99 + elapsed * 0.01;
+ safety = safety * 0.99 + dt * 0.01;
}
- if ( safety > 0.5 ) {
- safety = 0.5;
+ if ( safety > FG_MAX_SOUND_SAFETY ) {
+ safety = FG_MAX_SOUND_SAFETY;
}
- cout << "safety = " << safety << endl;
- audio_sched -> setSafetyMargin ( 2 * safety ) ;
+ // cout << "safety = " << safety << endl;
+ audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
- if ( !audio_sched->not_working() ) {
+ if ( !audio_sched->not_working() )
audio_sched -> update();
- return true;
- } else {
- return false;
- }
+}
+
+
+void
+FGSoundMgr::pause ()
+{
+ audio_sched->pauseSample(0, 0);
+}
+
+
+void
+FGSoundMgr::resume ()
+{
+ audio_sched->resumeSample(0, 0);
}
// add a sound effect, return true if successful
-bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
+bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
+
+ sound_map_iterator sound_it = sounds.find( refname );
+ if ( sound_it != sounds.end() ) {
+ // sound already exists
+ return false;
+ }
+
+ sample_map_iterator sample_it = samples.find( refname );
+ if ( sample_it != samples.end() ) {
+ // this sound has existed in the past and it's sample is still
+ // here, delete the sample so we can replace it.
+ samples.erase( sample_it );
+ }
+
+ sample_ref *sr = new sample_ref;
+
+ sr->n=1;
+ sr->sample = sound->get_sample();
+ samples[refname] = sr;
+
sounds[refname] = sound;
return true;
}
+// add a sound from a file, return the sample if successful, else return NULL
+FGSimpleSound *FGSoundMgr::add( const string& refname, const string &file ) {
+ FGSimpleSound *sound;
+
+ if (file.empty())
+ return NULL;
+
+ sample_map_iterator it = samples.find(file);
+ if (it == samples.end()) {
+ sound = new FGSimpleSound(file);
+ sounds[refname] = sound;
+
+ sample_ref *sr = new sample_ref;
+
+ sr->n=1;
+ sr->sample = sound->get_sample();
+ samples[file] = sr;
+
+ } else {
+ sample_ref *sr = it->second;
+
+ sr->n++;
+ sound =
+ new FGSimpleSound(sr->sample->getBuffer(), sr->sample->getLength());
+ sounds[refname] = sound;
+
+ }
+
+ return sound;
+}
+
+
// remove a sound effect, return true if successful
bool FGSoundMgr::remove( const string& refname ) {
NULL,
SL_VOLUME_ENVELOPE );
-#if defined ( PLIB_1_2_X )
- // if PLIB_1_2_X, we can't reliably remove sounds
- // that are currently being played. :-( So, let's just not
- // remove them and return false. The effects of this are that
- // the sound sample will continue to finish playing (or
- // continue to loop forever.) And the sound sample will
- // remain registered in the plib audio system. This is a
- // memory leak, and eventually this could cause us to max out
- // the total number of allowed sound samples in plib, but what
- // are you going to do? Hopefully the plib team will do a new
- // stable relase with these problems fixed.
-
- // cout << "plib broken audio, skipping actual remove" << endl;
-
- return false;
-#else
// must call audio_sched->update() after stopping the sound
// but before deleting it.
audio_sched -> update();
// cout << "Still playing " << sample->get_sample()->getPlayCount()
// << " instances!" << endl;
- delete sample;
+ //
+ // FIXME:
+ // Due to the change in the sound manager, samples live
+ // until the sound manager gets removed.
+ //
+ // delete sample;
sounds.erase( it );
+ // cout << "sndmgr: removed -> " << refname << endl;
return true;
-#endif
- } else {
- return false;
+ } else {
+ // cout << "sndmgr: failed remove -> " << refname << endl;
+ return false;
}
}
sound_map_iterator it = sounds.find( refname );
if ( it != sounds.end() ) {
return it->second;
- } else {
+ } else {
return NULL;
}
}
// tell the scheduler to play the indexed sample in a continuous
// loop
bool FGSoundMgr::play_looped( const string& refname ) {
- sound_map_iterator it = sounds.find( refname );
- if ( it != sounds.end() ) {
- FGSimpleSound *sample = it->second;
- audio_sched->loopSample( sample->get_sample() );
- audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
- sample->get_pitch_envelope(),
- SL_PITCH_ENVELOPE );
- audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
- sample->get_volume_envelope(),
- SL_VOLUME_ENVELOPE );
-
- return true;
- } else {
- return false;
- }
+ FGSimpleSound *sample;
+
+ if ((sample = find( refname )) == NULL)
+ return false;
+
+ sample->play(audio_sched, true);
+ return true;
}
// tell the scheduler to play the indexed sample once
bool FGSoundMgr::play_once( const string& refname ) {
- sound_map_iterator it = sounds.find( refname );
- if ( it != sounds.end() ) {
- FGSimpleSound *sample = it->second;
- audio_sched->stopSample( sample->get_sample() );
- audio_sched->playSample( sample->get_sample() );
- audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0,
- sample->get_pitch_envelope(),
- SL_PITCH_ENVELOPE );
- audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1,
- sample->get_volume_envelope(),
- SL_VOLUME_ENVELOPE );
-
- return true;
- } else {
- return false;
- }
+ FGSimpleSound *sample;
+
+ if ((sample = find( refname )) == NULL)
+ return false;
+
+ sample->play(audio_sched, false);
+ return true;
}
// return true of the specified sound is currently being played
bool FGSoundMgr::is_playing( const string& refname ) {
- sound_map_iterator it = sounds.find( refname );
- if ( it != sounds.end() ) {
- FGSimpleSound *sample = it->second;
- return (sample->get_sample()->getPlayCount() > 0 );
- return true;
- } else {
- return false;
- }
+ FGSimpleSound *sample;
+
+ if ((sample = find( refname )) == NULL)
+ return false;
+
+ return (sample->get_sample()->getPlayCount() > 0 );
}
// immediate stop playing the sound
bool FGSoundMgr::stop( const string& refname ) {
- sound_map_iterator it = sounds.find( refname );
- if ( it != sounds.end() ) {
- FGSimpleSound *sample = it->second;
- audio_sched->stopSample( sample->get_sample() );
- return true;
- } else {
- return false;
- }
+ FGSimpleSound *sample;
+
+ if ((sample = find( refname )) == NULL)
+ return false;
+
+ audio_sched->stopSample( sample->get_sample() );
+ return true;
}