]> git.mxchange.org Git - flightgear.git/blobdiff - src/Sound/soundmgr.cxx
This patch creates a sample manager next to the sound manager. The
[flightgear.git] / src / Sound / soundmgr.cxx
index 8b3756abf1ccc24cbcea5a79904dc86a492c4124..aa4b6f4f0d8c4acc846c2006850dfa164823e2f8 100644 (file)
 
 
 #include <simgear/debug/logstream.hxx>
-#include <simgear/misc/fgpath.hxx>
+#include <simgear/misc/sg_path.hxx>
 
 #include <Main/globals.hxx>
 
 #include "soundmgr.hxx"
 
+#define FG_SOUND_SAFETY_MULT 3
+#define FG_MAX_SOUND_SAFETY ( 1.0 / FG_SOUND_SAFETY_MULT )
 
 // constructor
 FGSimpleSound::FGSimpleSound( string file ) {
-    FGPath slfile( globals->get_fg_root() );
+    SGPath slfile( globals->get_fg_root() );
     slfile.append( file );
     sample = new slSample ( (char *)slfile.c_str() );
     pitch_envelope = new slEnvelope( 1, SL_SAMPLE_ONE_SHOT );
@@ -62,22 +64,43 @@ FGSimpleSound::~FGSimpleSound() {
 // 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;
 
-    FG_LOG( FG_GENERAL, FG_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;
@@ -86,43 +109,185 @@ FGSoundMgr::~FGSoundMgr() {
 
 
 // initialize the sound manager
-bool FGSoundMgr::init() {
-    audio_mixer -> setMasterVolume ( 80 ) ;  /* 80% of max volume. */
-    audio_sched -> setSafetyMargin ( 1.0 ) ;
-
-    sound_map_iterator current = sounds.begin();
-    sound_map_iterator end = sounds.end();
-    for ( ; current != end; ++current ) {
-       FGSimpleSound *s = current->second;
+void FGSoundMgr::init() {
+    last.stamp();
+    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;
+}
+
+void FGSoundMgr::bind ()
+{
+  // no properties yet
+}
+
+void FGSoundMgr::unbind ()
+{
+  // no properties yet
+}
+
+
+// run the audio scheduler
+void FGSoundMgr::update(int dt) {
+    SGTimeStamp current;
+    current.stamp();
+
+    double elapsed = (double)(current - last) / 1000000.0;
+    last = current;
+
+    if ( elapsed > safety ) {
+       safety = elapsed;
     } else {
-       return true;
+       safety = safety * 0.99 + elapsed * 0.01;
+    }
+    if ( safety > FG_MAX_SOUND_SAFETY ) {
+       safety = FG_MAX_SOUND_SAFETY;
     }
+    // cout << "safety = " << safety << endl;
+    audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
+
+    if ( !audio_sched->not_working() )
+       audio_sched -> update();
 }
 
 
-// run the audio scheduler
-bool FGSoundMgr::update() {
-    if ( !audio_sched->not_working() ) {
+// add a sound effect, return true if successful
+bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
+
+    sample_map_iterator it = samples.find(refname);
+    if (it != samples.end())
+       return false;
+
+    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 == (string)"")
+       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 ) {
+
+    sound_map_iterator it = sounds.find( refname );
+    if ( it != sounds.end() ) {
+       // first stop the sound from playing (so we don't bomb the
+       // audio scheduler)
+       FGSimpleSound *sample = it->second;
+
+       // cout << "Playing " << sample->get_sample()->getPlayCount()
+       //      << " instances!" << endl;
+
+       audio_sched->stopSample( sample->get_sample() );
+       audio_sched->addSampleEnvelope( sample->get_sample(), 0, 0, 
+                                       NULL,
+                                       SL_PITCH_ENVELOPE );
+       audio_sched->addSampleEnvelope( sample->get_sample(), 0, 1, 
+                                       NULL,
+                                       SL_VOLUME_ENVELOPE );
+
+       // 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;
+
+        //
+        // FIXME:
+        // Due to the change in the sound manager, samples live
+       // until the sound manager gets removed.
+        //
+       // delete sample;
+        sounds.erase( it );
+
        return true;
-    } else {
+   } else {
        return false;
     }
 }
 
 
-// add a sound effect
-bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname  ) {
-    sounds[refname] = sound;
+// return true of the specified sound exists in the sound manager system
+bool FGSoundMgr::exists( const string& refname ) {
+    sound_map_iterator it = sounds.find( refname );
+    if ( it != sounds.end() ) {
+       return true;
+   } else {
+       return false;
+    }
+}
 
-    return true;
+
+// return a pointer to the FGSimpleSound if the specified sound exists
+// in the sound manager system, otherwise return NULL
+FGSimpleSound *FGSoundMgr::find( const string& refname ) {
+    sound_map_iterator it = sounds.find( refname );
+    if ( it != sounds.end() ) {
+       return it->second;
+   } else {
+       return NULL;
+    }
 }
 
 
@@ -148,10 +313,11 @@ bool FGSoundMgr::play_looped( const string& refname ) {
 
 
 // tell the scheduler to play the indexed sample once
-bool FGSoundMgr::FGSoundMgr::play_once( const string& refname ) {
+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(),
@@ -165,3 +331,29 @@ bool FGSoundMgr::FGSoundMgr::play_once( const string& refname ) {
        return false;
     }
 }
+
+
+// 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;
+    }
+}
+
+
+// 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;
+    }
+}