#define FG_SOUND_SAFETY_MULT 3
#define FG_MAX_SOUND_SAFETY ( 1.0 / FG_SOUND_SAFETY_MULT )
+//
+// SimpleSound
+//
+
// constructor
FGSimpleSound::FGSimpleSound( string file ) {
SGPath slfile( globals->get_fg_root() );
delete sample;
}
+void FGSimpleSound::play_once( slScheduler *sched ) {
+ sched->stopSample(sample);
+ 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::play_looped( slScheduler *sched ) {
+ sched->loopSample(sample);
+ sched->addSampleEnvelope(sample, 0, 0, pitch_envelope, SL_PITCH_ENVELOPE);
+ sched->addSampleEnvelope(sample, 0, 1, volume_envelope, SL_VOLUME_ENVELOPE);
+}
+
+//
+// Sound Manager
+//
// constructor
FGSoundMgr::FGSoundMgr() {
audio_sched = new slScheduler( 8000 );
- audio_sched -> setMaxConcurrent ( 6 );
+ if ( audio_sched->notWorking() ) {
+ SG_LOG( SG_GENERAL, SG_ALERT, "Audio initialization failed!" );
+ } else {
+ audio_sched -> setMaxConcurrent ( 6 );
- audio_mixer = new smMixer;
+ 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;
// audio_mixer -> setMasterVolume ( 80 ) ; /* 80% of max volume. */
audio_sched -> setSafetyMargin ( FG_SOUND_SAFETY_MULT * safety ) ;
- sound_map_iterator current = sounds.begin();
- sound_map_iterator end = sounds.end();
- for ( ; current != end; ++current ) {
- FGSimpleSound *s = current->second;
+
+ //
+ // 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;
}
// add a sound effect, return true if successful
-bool FGSoundMgr::add( FGSimpleSound *sound, const string& refname ) {
+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 ) {
// 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 );
return true;
// 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->is_playing();
}
// 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;
}