#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 );
// constructor
FGSoundMgr::FGSoundMgr() {
audio_sched = new slScheduler( 8000 );
+ audio_sched -> setMaxConcurrent ( 6 );
+
audio_mixer = new smMixer;
- FG_LOG( FG_GENERAL, FG_INFO,
+ SG_LOG( SG_GENERAL, SG_INFO,
"Rate = " << audio_sched->getRate()
<< " Bps = " << audio_sched->getBps()
<< " Stereo = " << audio_sched->getStereo() );
// initialize the sound manager
bool FGSoundMgr::init() {
+ last.stamp();
+ safety = FG_MAX_SOUND_SAFETY;
+
audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
- audio_sched -> setSafetyMargin ( 1.0 ) ;
+ audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
sound_map_iterator current = sounds.begin();
sound_map_iterator end = sounds.end();
// run the audio scheduler
bool FGSoundMgr::update() {
+ SGTimeStamp current;
+ current.stamp();
+
+ double elapsed = (double)(current - last) / 1000000.0;
+ last = current;
+
+ if ( elapsed > safety ) {
+ safety = elapsed;
+ } else {
+ 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();
return true;
}
-// add a sound effect
+// add a sound effect, return true if successful
bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
sounds[refname] = 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 );
+
+#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;
+ sounds.erase( it );
+
+ return true;
+#endif
+ } else {
+ return false;
+ }
+}
+
+
+// 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 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;
+ }
+}
+
+
// tell the scheduler to play the indexed sample in a continuous
// loop
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(),
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;
+ }
+}