X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fsound%2Fsample_openal.hxx;h=706fa8d07383106ccf8bfe13667ac9d03f8180a2;hb=c188f6e3cb210327723356386d07dc1d56326ab4;hp=acc7fb73f8e2868948005dfeafe7b7a75db03496;hpb=600a9ee4c52c4867bb2075a9df5728cc061413ec;p=simgear.git diff --git a/simgear/sound/sample_openal.hxx b/simgear/sound/sample_openal.hxx index acc7fb73..706fa8d0 100644 --- a/simgear/sound/sample_openal.hxx +++ b/simgear/sound/sample_openal.hxx @@ -1,8 +1,10 @@ -// sample.hxx -- Sound sample encapsulation class +// sample_openal.hxx -- Audio sample encapsulation class // // Written by Curtis Olson, started April 2004. +// Modified to match the new SoundSystem by Erik Hofman, October 2009 // // Copyright (C) 2004 Curtis L. Olson - http://www.flightgear.org/~curt +// Copyright (C) 2009 Erik Hofman // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as @@ -15,87 +17,38 @@ // General Public License for more details. // // You should have received a copy of the GNU General Public License -// along with this program; if not, write to the Free Software -// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +// along with this program; if not, write to the Free Software Foundation, +// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ /** - * \file sample.hxx - * Provides a sound sample encapsulation + * \file audio sample.hxx + * Provides a audio sample encapsulation */ #ifndef _SG_SAMPLE_HXX #define _SG_SAMPLE_HXX 1 -#ifndef __cplusplus -# error This library requires C++ -#endif - #include #include -#include #include #include #include + +class SGPath; -// #include +#ifndef AL_FORMAT_MONO8 + #define AL_FORMAT_MONO8 0x1100 +#endif + /** - * manages everything we need to know for an individual sound sample + * manages everything we need to know for an individual audio sample */ class SGSoundSample : public SGReferenced { - -private: - - // Position of the source sound. - SGVec3d _absolute_pos; // absolute position - SGVec3d _relative_pos; // position relative to the base position - SGVec3d _direction; // orientation offset - SGVec3d _velocity; // Velocity of the source sound. - - // The position and orientation of the sound - SGGeod _base_pos; - SGQuatd _orientation; // base orientation - - std::string _sample_name; - unsigned char *_data; - - // configuration values - int _format; - int _size; - int _freq; - - // Buffers hold sound data. - bool _valid_buffer; - unsigned int _buffer; - - // Sources are points emitting sound. - bool _valid_source; - unsigned int _source; - - // The orientation of the sound (direction and cut-off angles) - float _inner_angle; - float _outer_angle; - float _outer_gain; - - float _pitch; - float _volume; - float _master_volume; - float _reference_dist; - float _max_dist; - bool _loop; - - bool _playing; - bool _changed; - bool _static_changed; - bool _is_file; - - SGVec3f _orivec; - void update_absolute_position(); - public: /** @@ -106,312 +59,461 @@ public: /** * Constructor - * @param path Path name to sound * @param file File name of sound - should usually be true unless you want to manipulate the data - later.) + Buffer data is freed by the sample group */ - SGSoundSample( const char *path, const char *file ); + SGSoundSample(const char *file, const SGPath& currentDir); /** * Constructor. - * @param _data Pointer to a memory buffer containing the sample data - the application is responsible for freeing the buffer data. + * @param data Pointer to a memory buffer containing this audio sample data + The application may free the data by calling free_data(), otherwise it + will be resident untill the class is destroyed. This pointer will be + set to NULL after calling this function. * @param len Byte length of array - * @param _freq Frequency of the provided data (bytes per second) - should usually be true unless you want to manipulate the data - later.) + * @param freq Frequency of the provided data (bytes per second) + * @param format OpenAL format id of the data */ - SGSoundSample( unsigned char *data, int len, int freq, int format = AL_FORMAT_MONO8 ); + SGSoundSample( void** data, int len, int freq, int format=AL_FORMAT_MONO8 ); + SGSoundSample( const unsigned char** data, int len, int freq, + int format = AL_FORMAT_MONO8 ); - ~SGSoundSample (); + /** + * Destructor + */ + virtual ~SGSoundSample (); /** - * detect wheter the sample holds the information of a sound file + * Detect whether this audio sample holds the information of a sound file. + * @return Return true if this audio sample is to be constructed from a file. */ inline bool is_file() const { return _is_file; } + SGPath file_path() const; + /** - * Test whether this sample has a changed configuration since the last - * call. (Calling this function resets the value). + * Test if this audio sample configuration has changed since the last call. + * Calling this function will reset the flag so calling it a second + * time in a row will return false. + * @return Return true is the configuration has changed in the mean time. */ - inline bool has_changed() { + bool has_changed() { bool b = _changed; _changed = false; return b; } - inline bool has_static_data_changed() { + /** + * Test if static data of audio sample configuration has changed. + * Calling this function will reset the flag so calling it a second + * time in a row will return false. + * @return Return true is the static data has changed in the mean time. + */ + bool has_static_data_changed() { bool b = _static_changed; _static_changed = false; return b; } - /** - * Start playing this sample. - * - * @param _loop Define whether the sound should be played in a loop. + * Schedule this audio sample for playing. Actual playing will only start + * at the next call op SoundGroup::update() + * @param _loop Define whether this sound should be played in a loop. */ - inline void play( bool loop ) { - _playing = true; _loop = loop; _changed = true; + void play( bool loop = false ) { + _playing = true; _loop = loop; _changed = true; _static_changed = true; } /** - * Return if the sample is looping or not. + * Check if this audio sample is set to be continuous looping. + * @return Return true if this audio sample is set to looping. */ - inline bool get_looping() { return _loop; } + inline bool is_looping() { return _loop; } /** - * Stop playing this sample. - * - * @param sched A pointer to the appropriate scheduler. + * Schedule this audio sample to stop playing. */ - inline void stop() { + virtual void stop() { _playing = false; _changed = true; } /** - * Play this sample once. + * Schedule this audio sample to play once. * @see #play */ inline void play_once() { play(false); } /** - * Play this sample looped. + * Schedule this audio sample to play looped. * @see #play */ inline void play_looped() { play(true); } /** - * Test if a sample is currently playing. - * @return true if is is playing, false otherwise. + * Test if a audio sample is scheduled for playing. + * @return true if this audio sample is playing, false otherwise. */ inline bool is_playing() { return _playing; } + /** - * set the data associated with this sample + * Set this sample to out-of-range (or not) and + * Schedule this audio sample to stop (or start) playing. */ - inline void set_data( unsigned char* data ) { - _data = data; + inline void set_out_of_range(bool oor = true) { + _out_of_range = oor; _playing = (!oor && _loop); _changed = true; } /** - * @return the data associated with this sample + * Test if this sample to out-of-range or not. + */ + inline bool test_out_of_range() { + return _out_of_range; + } + + /** + * Set the data associated with this audio sample + * @param data Pointer to a memory block containg this audio sample data. + This pointer will be set to NULL after calling this function. + */ + inline void set_data( const unsigned char **data ) { + _data = (unsigned char*)*data; *data = NULL; + } + inline void set_data( const void **data ) { + _data = (unsigned char*)*data; *data = NULL; + } + + /** + * Return the data associated with this audio sample. + * @return A pointer to this sound data of this audio sample. */ inline void* get_data() const { return _data; } /** - * free the data associated with this sample + * Free the data associated with this audio sample */ - inline void free_data() { - if (_data != NULL) { delete _data; _data = NULL; } + void free_data() { + if ( _data != NULL ) free( _data ); _data = NULL; } /** - * set the source id of this source + * Set the source id of this source + * @param sid OpenAL source-id */ - inline void set_source(unsigned int s) { - _source = s; _valid_source = true; _changed = true; + virtual inline void set_source(unsigned int sid) { + _source = sid; _valid_source = true; _changed = true; } /** - * get the source id of this source + * Get the OpenAL source id of this source + * @return OpenAL source-id */ - inline unsigned int get_source() { return _source; } + virtual inline unsigned int get_source() { return _source; } /** - * detect wheter the source id of the sample is valid + * Test if the source-id of this audio sample may be passed to OpenAL. + * @return true if the source-id is valid */ - inline bool is_valid_source() const { return _valid_source; } + virtual inline bool is_valid_source() const { return _valid_source; } /** - * set the source id of the sample to invalid. + * Set the source-id of this audio sample to invalid. */ - inline void no_valid_source() { - _valid_source = false; - } + virtual inline void no_valid_source() { _valid_source = false; } /** - * set the buffer id of this source + * Set the OpenAL buffer-id of this source + * @param bid OpenAL buffer-id */ - inline void set_buffer(unsigned int b) { - _buffer = b; _valid_buffer = true; _changed = true; + inline void set_buffer(unsigned int bid) { + _buffer = bid; _valid_buffer = true; _changed = true; } /** - * get the buffer id of this source + * Get the OpenAL buffer-id of this source + * @return OpenAL buffer-id */ inline unsigned int get_buffer() { return _buffer; } /** - * detect wheter the source id of the sample is valid + * Test if the buffer-id of this audio sample may be passed to OpenAL. + * @return true if the buffer-id is valid */ inline bool is_valid_buffer() const { return _valid_buffer; } /** - * set the source id of the sample to invalid. + * Set the buffer-id of this audio sample to invalid. */ - inline void no_valid_buffer() { - _valid_buffer = false; - } + inline void no_valid_buffer() { _valid_buffer = false; } /** - * Get the current pitch setting of this sample. - */ - inline float get_pitch() { return _pitch; } - - /** - * Set the pitch of this sample. + * Set the playback pitch of this audio sample. + * Should be between 0.0 and 2.0 for maximum compatibility. + * @param p Pitch */ inline void set_pitch( float p ) { + if (p > 2.0) p = 2.0; else if (p < 0.01) p = 0.01; _pitch = p; _changed = true; } /** - * Get the current volume setting of this sample. + * Get the current pitch value of this audio sample. + * @return Pitch */ - inline float get_volume() { return _volume * _master_volume; } + inline float get_pitch() { return _pitch; } /** - * Set the master (sampel group) volume of this sample. + * Set the master volume of this sample. Should be between 0.0 and 1.0. + * The final volume is calculated by multiplying the master and audio sample + * volume. + * @param v Volume */ inline void set_master_volume( float v ) { + if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0; _master_volume = v; _changed = true; } /** - * Set the volume of this sample. + * Set the volume of this audio sample. Should be between 0.0 and 1.0. + * The final volume is calculated by multiplying the master and audio sample + * volume. + * @param v Volume */ inline void set_volume( float v ) { + if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0; _volume = v; _changed = true; } /** - * Set the format of the sounds sample + * Get the final volume value of this audio sample. + * @return Volume */ - inline void set_format( int format ) { - _format = format; - } + inline float get_volume() { return _volume * _master_volume; } /** - * Returns the format of the sounds sample + * Set the OpenAL format of this audio sample. + * @param format OpenAL format-id */ - inline int get_format() { return _format; } + inline void set_format( int format ) { _format = format; } + /** + * Returns the format of this audio sample. + * @return OpenAL format-id + */ + inline int get_format() { return _format; } /** - * Set the frequency of the sounds sample + * Set the frequency (in Herz) of this audio sample. + * @param freq Frequency */ - inline void set_frequency( int freq ) { - _freq = freq; _changed = true; - } + inline void set_frequency( int freq ) { _freq = freq; } /** - * Returns the frequency of the sounds sample + * Returns the frequency (in Herz) of this audio sample. + * @return Frequency */ inline int get_frequency() { return _freq; } /** - * Returns the size of the sounds sample + * Sets the size (in bytes) of this audio sample. + * @param size Data size */ - inline void set_size( int size ) { - _size = size; - } + inline void set_size( size_t size ) { _size = size; } /** - * Returns the size of the sounds sample + * Returns the size (in bytes) of this audio sample. + * @return Data size */ - inline int get_size() const { return _size; } + inline size_t get_size() const { return _size; } /** - * Set position of the sound source (uses same coordinate system as opengl) + * Set the position of this sound relative to the base position. + * This is in the same coordinate system as OpenGL; y=up, z=back, x=right. + * @param pos Relative position of this sound */ - void set_relative_position( SGVec3f pos ); + inline void set_relative_position( const SGVec3f& pos ) { + _relative_pos = toVec3d(pos); _changed = true; + } /** - * Get position of the sound source (uses same coordinate system as opengl) + * Set the base position in Cartesian coordinates + * @param pos position in Cartesian coordinates */ - inline float *get_position() const { return toVec3f(_absolute_pos).data(); } + inline void set_position( const SGVec3d& pos ) { + _base_pos = pos; _changed = true; + } /** - * Set the position of the sound source + * Get the absolute position of this sound. + * This is in the same coordinate system as OpenGL; y=up, z=back, x=right. + * @return Absolute position */ - void set_position( SGGeod pos ); + SGVec3d& get_position() { return _absolute_pos; } /** - * Set the orientation of the sound source + * Set the orientation of this sound. + * @param ori Quaternation containing the orientation information */ - void set_orientation( SGQuatd ori ); + inline void set_orientation( const SGQuatd& ori ) { + _orientation = ori; _changed = true; + } + + inline void set_rotation( const SGQuatd& ec2body ) { + _rotation = ec2body; _changed = true; + } /** - * Set the relative direction of the sound source, both for direction - * and audio cut-off angles. + * Set direction of this sound relative to the orientation. + * This is in the same coordinate system as OpenGL; y=up, z=back, x=right + * @param dir Sound emission direction */ - void set_direction( SGVec3d dir ); + inline void set_direction( const SGVec3f& dir ) { + _direction = toVec3d(dir); _static_changed = true; + } /** - * Define the audio cone parameters for directional audio + * Define the audio cone parameters for directional audio. + * Note: setting it to 2 degree will result in 1 degree to both sides. + * @param inner Inner cone angle (0 - 360 degrees) + * @param outer Outer cone angle (0 - 360 degrees) + * @param gain Remaining gain at the edge of the outer cone (0.0 - 1.0) */ - inline void set_audio_cone( float inner, float outer, float gain ) { - _inner_angle = inner; - _outer_angle = outer; - _outer_gain = gain; + void set_audio_cone( float inner, float outer, float gain ) { + _inner_angle = inner; _outer_angle = outer; _outer_gain = gain; _static_changed = true; } /** - * Get the orientation of the sound source, the inner or outer angle - * or outer gain. + * Get the orientation vector of this sound. + * This is in the same coordinate system as OpenGL; y=up, z=back, x=right + * @return Orientaton vector + */ + SGVec3f& get_orientation() { return _orivec; } + + /** + * Get the inner angle of the audio cone. + * @return Inner angle in degrees */ - float *get_orientation() { return _orivec.data(); } float get_innerangle() { return _inner_angle; } + + /** + * Get the outer angle of the audio cone. + * @return Outer angle in degrees + */ float get_outerangle() { return _outer_angle; } + + /** + * Get the remaining gain at the edge of the outer cone. + * @return Gain + */ float get_outergain() { return _outer_gain; } /** - * Set velocity of the sound source (uses same coordinate system as opengl) + * Set the velocity vector (in meters per second) of this sound. + * This is in the local frame coordinate system; x=north, y=east, z=down + * @param Velocity vector */ - inline void set_velocity( SGVec3d& vel ) { - _velocity = vel; - _changed = true; + inline void set_velocity( const SGVec3f& vel ) { + _velocity = vel; _changed = true; } /** - * Get velocity of the sound source (uses same coordinate system as opengl) + * Get velocity vector (in meters per second) of this sound. + * This is in the same coordinate system as OpenGL; y=up, z=back, x=right + * @return Velocity vector */ - inline float *get_velocity() { return toVec3f(_velocity).data(); } + SGVec3f& get_velocity() { return _velocity; } /** - * Set reference distance of sound (the distance where the gain - * will be half.) + * Set reference distance (in meters) of this sound. + * This is the distance where the gain will be half. + * @param dist Reference distance */ inline void set_reference_dist( float dist ) { _reference_dist = dist; _static_changed = true; } /** - * Get reference distance of sound (the distance where the gain - * will be half.) + * Get reference distance ((in meters) of this sound. + * This is the distance where the gain will be half. + * @return Reference distance */ inline float get_reference_dist() { return _reference_dist; } /** - * Set maximum distance of sound (the distance where the sound is - * no longer audible. + * Set maximum distance (in meters) of this sound. + * This is the distance where this sound is no longer audible. + * @param dist Maximum distance */ - void set_max_dist( float dist ) { + inline void set_max_dist( float dist ) { _max_dist = dist; _static_changed = true; } /** - * Get maximum istance of sound (the distance where the sound is - * no longer audible. + * Get maximum distance (in meters) of this sound. + * This is the distance where this sound is no longer audible. + * @return dist Maximum distance */ inline float get_max_dist() { return _max_dist; } /** - * Get the name of this sample + * Get the reference name of this audio sample. + * @return Sample name */ - inline std::string get_sample_name() { return _sample_name; } + inline std::string get_sample_name() const { return _refname; } + + inline virtual bool is_queue() const { return false; } + + void update_pos_and_orientation(); + +private: + + // Position of the source sound. + SGVec3d _absolute_pos; // absolute position + SGVec3d _relative_pos; // position relative to the base position + SGVec3d _direction; // orientation offset + SGVec3f _velocity; // Velocity of the source sound. + + // The position and orientation of this sound + SGQuatd _orientation; // base orientation + SGVec3f _orivec; // orientation vector for OpenAL + SGVec3d _base_pos; // base position + + SGQuatd _rotation; + + std::string _refname; // name or file path + unsigned char* _data; + + // configuration values + int _format; + size_t _size; + int _freq; + + // Buffers hold sound data. + bool _valid_buffer; + unsigned int _buffer; + + // Sources are points emitting sound. + bool _valid_source; + unsigned int _source; + + // The orientation of this sound (direction and cut-off angles) + float _inner_angle; + float _outer_angle; + float _outer_gain; + + float _pitch; + float _volume; + float _master_volume; + float _reference_dist; + float _max_dist; + bool _loop; + + bool _playing; + bool _changed; + bool _static_changed; + bool _out_of_range; + bool _is_file; + + std::string random_string(); };