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ryzom-core/code/ryzom/client/src/sound_manager.h

393 lines
12 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_SOUND_MANAGER_H
#define NL_SOUND_MANAGER_H
//////////////
// INCLUDES //
//////////////
// misc
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/config_file.h"
// game_share
#include "nel/misc/entity_id.h"
// sound
#include "nel/sound/u_audio_mixer.h"
#include "nel/sound/u_listener.h"
extern class CSoundManager *SoundMngr;
///////////
// USING //
///////////
using std::string;
using NLSOUND::USource;
namespace NLMISC
{
class IProgressCallback;
}
/**
* class managing all the sounds for the client
* \author David Fleury
* \author Nevrax France
* \date 2001
*/
class CSoundManager
{
typedef CHashMultiMap<NLMISC::CEntityId , NLSOUND::USource*, NLMISC::CEntityIdHashMapTraits > TMultiMapEntityToSource;
typedef std::map<uint32, NLSOUND::USource*> TMapIdToSource;
/// Load the properties for this sound and aplly them.
void loadProperties(const string &soundName, USource *source);
/// Load the positioned sounds
//void loadPositionedSounds();
public:
// Loading music XFade
enum {LoadingMusicXFade= 1000};
public:
/**
* constructor
* \param string& samplePath The path to directory containing the .wav sample files
* \param vector& sampleBanks The list of sample banks to load
*/
CSoundManager(NLMISC::IProgressCallback *progressCallBack = NULL);
/// destructor
~CSoundManager();
/// Return the audio mixer instance pointer.
NLSOUND::UAudioMixer *getMixer();
uint32 addSource( const NLMISC::TStringId &soundName, const NLMISC::CVector &position, bool play = true , bool loop = false, const NLMISC::CEntityId &id = NLMISC::CEntityId::Unknown );
/// spawn a new source to the world but sound manager don't keep any link and the sound will be automatically deleted when finnished
bool spawnSource (const NLMISC::TStringId &soundName, NLSOUND::CSoundContext &context);
/// spawn a new source to the world but sound manager don't keep any link and the sound will be automatically deleted when finnished
bool spawnSource( const NLMISC::TStringId &soundName, const NLMISC::CVector &position );
/**
* remove a source
* \param uint32 source id
*/
void removeSource( uint32 sourceId );
/**
* update the pos of all the sounds attached to that entity
* \param NLMISC::CEntityId& id of the entity
* \param CVector& new position
*/
void updateEntityPos( const NLMISC::CEntityId &id, const NLMISC::CVector &pos);
/**
* update the velocity of all the sounds attached to that entity
* \param NLMISC::CEntityId& id of the entity
* \param CVector& new velocity
*/
void updateEntityVelocity( const NLMISC::CEntityId &id, const NLMISC::CVector &velocity);
/**
* update the direction of all the sounds attached to that entity
* \param NLMISC::CEntityId& id of the entity
* \param CVector& new direction
*/
void updateEntityDirection( const NLMISC::CEntityId &id, const NLMISC::CVector &dir );
/**
* remove an entity from the view : delete all the sounds attached to that entity
* \param NLMISC::CEntityId& id of the entity to remove
*/
void removeEntity( const NLMISC::CEntityId &id);
/**
* set the listener position
* \param CVector & new position
*/
inline void setListenerPos( const NLMISC::CVector &pos)
{
static NLMISC::CVector oldPos(0.0f, 0.0f, 0.0f);
if(oldPos != pos)
{
_AudioMixer->setListenerPos( pos );
oldPos = pos;
}
}
/**
* set the listener velocity
* \param CVector& new velocity
*/
inline void setListenerVelocity( const NLMISC::CVector &velocity)
{
static NLMISC::CVector oldVelocity(1564152.0f,1561.0f,846.0f);
if(oldVelocity != velocity)
{
_AudioMixer->getListener()->setVelocity( velocity );
oldVelocity = velocity;
}
}
/**
* set the listener orientation
* \param CVector& new orientation 'front'
* \param CVector& new orientation 'up'
*/
inline void setListenerOrientation( const NLMISC::CVector &front, const NLMISC::CVector &up = NLMISC::CVector(0.0f,0.0f,1.0f) )
{
static NLMISC::CVector oldFront(1564152.0f,1561.0f,846.0f), oldUp(1564152.0f,1561.0f,846.0f);
if(oldFront != front || oldUp != up)
{
_AudioMixer->getListener()->setOrientation( front, up );
oldFront = front;
oldUp = up;
}
}
/** Get the gain value for the sound emited by the user entity
* This value come from the UserEntitySoundLevel var in config file.
*/
float getUserEntitySoundLevel() {return _UserEntitySoundLevel; }
void reset ();
void setFilterState(uint filter, bool state);
void playBackgroundSound ();
void stopBackgroundSound ();
/**
* set sound position (sound must exist)
* \param uint32 source id
* \param CVector& new position
*/
void setSoundPosition( uint32 sourceId, const NLMISC::CVector &position);
/**
* loop a sound (or stop looping)
* \param uint32 source id
* \param bool loop (true = loop)
*/
void loopSound( uint32 sourceId, bool loop);
/**
* play or stop a sound
* \param uint32 source id
* \param bool play (true = play, false = stop)
*/
void playSound( uint32 sourceId, bool play);
/**
* test whether the sepcified source is playing or not
* \param uint32 source id
* \return bool true if the source is playing
*/
bool isPlaying( uint32 sourceId );
/**
* select the env effect corresponding to tag
* \param string& tag
*/
inline void selectEnvEffect( const std::string &tag)
{
nlassert( _AudioMixer );
_AudioMixer->selectEnvEffects( tag);
}
/**
* select the env corresponding to tag
* \param string& tag
*/
void selectEnv( const std::string &tag);
/**
* set source Gain
* (Set the gain amount (value inside [0, 1]) to map between 0 and the nominal gain
* (which is getSource()->getGain()). Does nothing if getSource() is null )
* \param uint32 sourceId
* \param float new gain (0-1)
*/
void setSourceGain( uint32 sourceId, float gain);
/**
* get source Gain
* \param uint32 sourceId
* \return float new gain (0-1) (-1 if source not found)
*/
float getSourceGain( uint32 sourceId );
/**
* set source Pitch
* (Shift the frequency. 1.0f equals identity, each reduction of 50% equals a pitch shift of one octave. 0 is not a legal value.)
* \param uint32 sourceId
* \param float new Pitch (0-1)
*/
void setSourcePitch( uint32 sourceId, float gain);
/**
* get source Pitch
* \param uint32 sourceId
* \return float new Pitch (0-1) (>0) (-1 if source not found)
*/
float getSourcePitch( uint32 sourceId );
/**
* Play all the positioned sounds which are near the given position
*
* \param pos is the position of the user
*/
void playPositionedSounds( const NLMISC::CVector& pos );
void update ();
// called at outgame time
void updateAudioMixerOnly();
/// Return the number of sources
uint getSourcesInstanceCount() const { if (_AudioMixer) return _AudioMixer->getSourcesInstanceCount(); else return 0; };
/// Return the number of playing sources
uint getPlayingSourcesCount() const { if (_AudioMixer) return _AudioMixer->getPlayingSourcesCount(); else return 0; };
/// Return the memory size for samples.
uint getLoadingSamplesSize() const { if (_AudioMixer) return _AudioMixer->getLoadedSampleSize(); else return 0; };
void switchSoundState ();
/// Load all stuffs for a continent (must be "lesfalaises", "tryker" ... look ryzom.world for good name)
void loadContinent (const std::string &name, const NLMISC::CVector& pos);
/// Draw the sounds/cluster/audio path for debugging purpose
void drawSounds(float camHeight);
/// Play Music (see UAudioMixer for detail). NB: the background music system is disabled until the music is stoped
void playMusic(const string &fileName, uint xFadeTime= 2000, bool async= true, bool loop=true, bool forceGameMusicVolume= false);
/// Stop Music. NB: the background music system is then reenabled
void stopMusic(uint xFadeTime= 2000);
/// Pause Music
void pauseMusic();
/// Resume Music
void resumeMusic();
/// Is Music ended ?
bool isMusicEnded();
/// set game music volume (0-1) (outgame and ingame music)
void setGameMusicVolume(float val);
/// set user music volume (0-1) (mp3 player)
void setUserMusicVolume(float val);
/// Set the SFX global volume (don't impact on music volume)
void setSFXVolume(float val);
/// Fade in/out game volume (game music and sfx volume)
void fadeInGameSound(sint32 timeFadeMs);
void fadeOutGameSound(sint32 timeFadeMs);
void setupFadeSound(float sfxFade, float musicFade);
/// Start an Event music (always async). Don't restart if the same music is currently playing
void playEventMusic(const string &fileName, uint xFadeTime= 2000, bool loop=true);
/// Stop the event music played. Stop the music only if it is the same music. Set empty filename to stop any music
void stopEventMusic(const string &fileName, uint xFadeTime= 2000);
/// get the eventmusic played (empty if none or ended)
const std::string &getEventMusicPlayed() const {return _EventMusicPlayed;}
/**
* Initialize the audio mixer, load the sound banks, called by the constructors
* \param string& sound buffer file (.nss)
*/
void init(NLMISC::IProgressCallback *progressCallBack = NULL);
private:
// attributes------------------------------
bool _PlaySound;
/// Pointer on the audio mixer object
NLSOUND::UAudioMixer *_AudioMixer;
/// Pointer on the root of the environmental sounds tree (if any)
NLSOUND::UEnvSound *_EnvSoundRoot;
/// The current filter state.
NLSOUND::UAudioMixer::TBackgroundFlags _BackgroundFlags;
/// map attached sounds to the parent entity
TMultiMapEntityToSource _AttachedSources;
/// map sound Id to sound object
TMapIdToSource _Sources;
/// all the step sounds
//CStepSounds _StepSounds;
/// list of positioned sounds
std::list<uint32> _PositionedSounds;
/// the next value that will be used as id for the next sound to be created
uint32 _NextId;
/// Gain value for user entity sound.
float _UserEntitySoundLevel;
/// Music Player and outgame music: re-enable the background music after a while
NLMISC::TTime _EnableBackgroundMusicAtTime;
/// release SoundAnim system
void releaseSoundAnim();
// volume
float _SFXVolume;
float _GameMusicVolume;
float _UserMusicVolume;
bool _UseGameMusicVolume;
// if event music is possible
bool _EventMusicEnabled;
// if event music is currently playing, the name of it
std::string _EventMusicPlayed;
// if the event music currently playing is looping
bool _EventMusicLoop;
// the fading music volume during TP
float _FadeGameMusicVolume;
// the fading game music volume that raise when an event music is playing (replacing the background music)
float _FadeGameMusicVolumeDueToEvent;
float _FadeSFXVolume;
void updateVolume();
void setGameMusicMode(bool enableBackground, bool useGameMusicVolume);
void fadeGameSound(bool fadeIn,sint32 timeFadeMs);
void updateEventAndGameMusicVolume();
};
#endif // NL_SOUND_MANAGER_H
/* End of sound_manager.h */