// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This source file has been modified by the following contributors: // Copyright (C) 2012-2019 Jan BOON (Kaetemi) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . /* * This sample shows how to initialize the audio mixer (UAudioMixer), * how to create a source (USource), and how to move the listener * (UListener). */ #include "nel/misc/debug.h" #include "nel/misc/time_nl.h" #include "nel/misc/path.h" #include "nel/misc/vector.h" using namespace NLMISC; #include "nel/sound/u_audio_mixer.h" #include "nel/sound/u_listener.h" using namespace NLSOUND; #include #ifndef NL_SOUND_DATA #define NL_SOUND_DATA "." #endif // NL_SOUND_DATA // Pointer to the audio mixer object UAudioMixer *AudioMixer = NULL; /* * Initialization */ void Init() { try { CPath::addSearchPath(NL_SOUND_DATA"/data", true, false); /* * 1. Create the audio mixer object and init it. * If the sound driver cannot be loaded, an exception is thrown. */ AudioMixer = UAudioMixer::createAudioMixer(); // Set the sample path before init, this allow the mixer to build the sample banks AudioMixer->setSamplePath("data/samplebank"); // Packed sheet option, this mean we want packed sheet generated in 'data' folder AudioMixer->setPackedSheetOption("data", true); printf("Select NLSOUND Driver:\n"); printf(" [1] FMod\n"); printf(" [2] OpenAl\n"); printf(" [3] DSound\n"); printf(" [4] XAudio2\n"); printf("> "); int selection = getchar(); printf("\n"); // init with 32 tracks, EAX enabled, no ADPCM, and activate automatic sample bank loading AudioMixer->init(32, true, false, NULL, true, (UAudioMixer::TDriver)(selection - '0')/*UAudioMixer::DriverFMod*/); /* * 2. Initialize listener's position and orientation (in NeL coordinate system). */ CVector initpos ( 0.0f, 0.0f, 0.0f ); CVector frontvec( 0.0f, 1.0f, 0.0f ); CVector upvec( 0.0f, 0.0f, 1.0f ); AudioMixer->getListener()->setPos( initpos ); AudioMixer->getListener()->setOrientation( frontvec, upvec ); } catch(const Exception &e) { nlerror( "Error: %s", e.what() ); } } /* * Adding a source */ USource *OnAddSource( const char *name, float x, float y, float z ) { /* * Create a source with sound 'name', and set some of its initial properties, if successful */ USource *source = AudioMixer->createSource( CStringMapper::map(name) ); if ( source != NULL ) { source->setPos( CVector(x,y,z) ); /* The initial gain, pitch and looping state are stored * in the "source sounds file". */ source->setLooping(true); source->play(); // start playing immediately } else { nlwarning( "Sound '%s' not found", name ); } return source; } /* * When moving the listener, wait for a short delay */ void OnMove( const CVector& listenerpos ) { // Move forward AudioMixer->getListener()->setPos( listenerpos ); // Wait 20 ms TTime time = CTime::getLocalTime(); while ( CTime::getLocalTime() < time+20 ); /* If we used spawned sources or "envsounds" or if we had * a large number of sources, we should call: * AudioMixer->update(); */ } /* * main * * Note: The NeL vector coordinate system is described as follows: * \verbatim * (top) * z * | y (front) * | / * -----x (right) * \endverbatim */ int main() { CApplicationContext *appContext = new CApplicationContext(); // crash at end if on stack ... // Initialization Init(); // First step: we create two sources printf( "Press ENTER to start playing the two sources\n" ); printf( "One is 20 meters ahead, on the right\n" ); printf( "The other is 5 meters ahead, on the left\n" ); getchar(); USource *src1 = OnAddSource( "beep", 1.0f, 20.0f, 0.0f ); // Beep on the right, 20 meters ahead USource *src2 = OnAddSource( "tuut", -2.0f, 5.0f, 0.0f ); // Tuut on the left, 5 meters ahead // Second step: we will move the listener ahead printf( "Press ENTER again to start moving the listener\n" ); getchar(); // Listener orientation is constant in this example (see initialization) // Move forward, then backward, twice CVector listenervel; CVector listenerpos ( 0.0f, 0.0f, 0.0f ); for ( uint i=0; i!=2; i++ ) { printf( "%u of 2\n", i+1 ); // Forward velocity listenervel.set( 0.0f, 0.5f, 0.0f ); AudioMixer->getListener()->setVelocity( listenervel ); // Move forward: set position every frame printf( "Moving forward, going past the sources...\n" ); for ( listenerpos.y=0.0f; listenerpos.y<30.0f; listenerpos.y+=0.1f ) { OnMove( listenerpos ); AudioMixer->update(); } // Backward velocity listenervel.set( 0.0f, -0.5f, 0.0f ); AudioMixer->getListener()->setVelocity( listenervel ); // Move backward: set position every frame printf( "Moving backward, going back to the start position...\n" ); for ( listenerpos.y=30.0f; listenerpos.y>0.0f; listenerpos.y-=0.1f ) { OnMove( listenerpos ); AudioMixer->update(); } } // Finalization printf( "Press ENTER again to exit\n" ); getchar(); delete src1; delete src2; delete AudioMixer; delete appContext; return 0; }