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382 lines
9.8 KiB
C++
382 lines
9.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This source file has been modified by the following contributors:
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// Copyright (C) 2010 Matt RAYKOWSKI (sfb) <matt.raykowski@gmail.com>
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// Copyright (C) 2012 Jan BOON (Kaetemi) <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdsound.h"
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#include "nel/sound/driver/buffer.h"
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#include "nel/sound/driver/source.h"
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#include "nel/sound/simple_source.h"
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#include "nel/sound/mixing_track.h"
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#include "nel/sound/simple_sound.h"
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#include "nel/sound/clustered_sound.h"
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using namespace NLMISC;
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namespace NLSOUND {
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CSimpleSource::CSimpleSource(CSimpleSound *simpleSound, bool spawn, TSpawnEndCallback cb, void *cbUserParam, NL3D::CCluster *cluster, CGroupController *groupController)
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: CSourceCommon(simpleSound, spawn, cb, cbUserParam, cluster, groupController),
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_SimpleSound(simpleSound),
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_Track(NULL),
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_PlayMuted(false),
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_WaitingForPlay(false)
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{
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nlassert(_SimpleSound != 0);
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// get a local copy of the simple sound parameter
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_Alpha = _SimpleSound->getAlpha();
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}
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CSimpleSource::~CSimpleSource()
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{
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if (_Playing)
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stop();
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// Yoyo: security. with prec stop(), should not be needed, but a crash still raise
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// in "currentEvent->onEvent();" in audio_mixer_user.cpp
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// [KAETEMI TODO: Take a look at previous comment.]
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CAudioMixerUser::instance()->removeEvents(this);
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}
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void CSimpleSource::initPhysicalSource()
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{
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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CTrack *track = mixer->getFreeTrack(this);
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if (track != NULL)
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{
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nlassert(track->hasPhysicalSource());
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_Track = track;
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}
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}
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void CSimpleSource::releasePhysicalSource()
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{
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if (hasPhysicalSource())
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{
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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ISource *pSource = getPhysicalSource();
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nlassert(pSource != NULL);
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// free the track
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pSource->stop();
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pSource->setStaticBuffer(NULL);
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mixer->freeTrack(_Track);
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_Track = NULL;
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}
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}
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uint32 CSimpleSource::getTime()
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{
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if (hasPhysicalSource())
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return getPhysicalSource()->getTime();
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else
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return 0;
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}
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IBuffer *CSimpleSource::getBuffer()
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{
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return _SimpleSound->getBuffer();
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}
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/// Set looping on/off for future playbacks (default: off)
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void CSimpleSource::setLooping(bool l)
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{
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CSourceCommon::setLooping(l);
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if (hasPhysicalSource())
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getPhysicalSource()->setLooping( l );
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}
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CVector CSimpleSource::getVirtualPos() const
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{
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if (getCluster() != 0)
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{
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// need to check the cluster status
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const CClusteredSound::CClusterSoundStatus *css = CAudioMixerUser::instance()->getClusteredSound()->getClusterSoundStatus(getCluster());
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if (css != 0)
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{
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// there is some data here, update the virtual position of the sound.
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float dist = (css->Position - getPos()).norm();
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CVector vpos(CAudioMixerUser::instance()->getListenPosVector() + css->Direction * (css->Dist + dist));
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vpos = _Position * (1-css->PosAlpha) + vpos*(css->PosAlpha);
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return vpos;
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}
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}
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return getPos();
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}
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/// Play
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void CSimpleSource::play()
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{
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// nldebug("CSimpleSource %p : play", this);
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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// -- Some test to check if we can play the source
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// Check if sample buffer is available and if the sound source is not too far
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if (_SimpleSound->getBuffer() == 0
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|| !_SimpleSound->getBuffer()->isBufferLoaded()
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//|| (mixer->getListenPosVector() - _Position).sqrnorm() > _SimpleSound->getMaxDistance() * _SimpleSound->getMaxDistance())
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|| (_RelativeMode ? getPos().sqrnorm() : (mixer->getListenPosVector() - getPos()).sqrnorm()) > _SimpleSound->getMaxDistance() * _SimpleSound->getMaxDistance())
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{
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// The sample buffer is not available, don't play (we don't know the length)
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_WaitingForPlay = false;
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if (_Spawn)
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{
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if (_SpawnEndCb != 0)
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_SpawnEndCb(this, _CbUserParam);
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delete this;
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}
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// nldebug("CSimpleSource %p : play FAILED !", (CAudioMixerUser::IMixerEvent*)this);
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return;
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}
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// -- Here we can play the source, either in a real track or as a muted source.
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// Try to obtain a track
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if (!hasPhysicalSource())
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initPhysicalSource();
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if (hasPhysicalSource())
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{
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ISource *pSource = getPhysicalSource();
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nlassert(pSource != NULL);
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// ok, we have a track to realy play, fill the data into the track
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pSource->setStaticBuffer(_SimpleSound->getBuffer());
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// pSource->setPos( _Position, false);
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pSource->setPos(getVirtualPos(), false);
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if (!_SimpleSound->getBuffer()->isStereo())
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{
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pSource->setMinMaxDistances(_SimpleSound->getMinDistance(), _SimpleSound->getMaxDistance(), false);
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setDirection(_Direction); // because there is a workaround inside
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pSource->setVelocity(_Velocity);
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}
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pSource->setGain(getFinalGain());
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pSource->setSourceRelativeMode(_RelativeMode);
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pSource->setLooping(_Looping);
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pSource->setPitch(_Pitch);
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pSource->setAlpha(_Alpha);
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// and play the sound
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bool play = pSource->play();
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#ifdef NL_DEBUG
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nlassert(play);
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#else
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if (!play)
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nlwarning("Failed to play physical sound source. This is a serious error");
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#endif
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// nldebug("CSimpleSource %p : REAL play done", (CAudioMixerUser::IMixerEvent*)this);
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}
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else
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{
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if (_Priority == HighestPri)
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{
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// This sound is not discardable, add it in waiting playlist
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mixer->addSourceWaitingForPlay(this);
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_WaitingForPlay = true;
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return;
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}
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// there is no available track, just do a 'muted' play
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mixer->addEvent(this, CTime::getLocalTime() + _SimpleSound->getDuration());
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_PlayMuted = true;
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mixer->incPlayingSourceMuted();
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// nldebug("CSimpleSource %p : MUTED play done", (CAudioMixerUser::IMixerEvent*)this);
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}
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CSourceCommon::play();
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_WaitingForPlay = false;
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}
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/// Mixer event call when doing muted play
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void CSimpleSource::onEvent()
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{
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// nldebug("CSimpleSource %p : stop EVENT", (CAudioMixerUser::IMixerEvent*)this);
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// A muted play is terminated.
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if (!_Playing)
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return;
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// nlassert(_Playing);
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// nlassert(_Track == 0);
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_PlayMuted = false;
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CAudioMixerUser::instance()->decPlayingSourceMuted();
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stop();
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}
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/// Stop playing
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void CSimpleSource::stop()
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{
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// nldebug("CSimpleSource %p : stop", (CAudioMixerUser::IMixerEvent*)this);
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// nlassert(_Playing);
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if (_WaitingForPlay)
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{
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nlassert(!_Playing); // cannot already be playing if waiting for play
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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mixer->removeSourceWaitingForPlay(this);
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}
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if (!_Playing)
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return;
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if (hasPhysicalSource())
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{
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releasePhysicalSource();
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}
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else if (_PlayMuted)
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{
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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// clear the registered event because of a stop before normal end of play
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mixer->decPlayingSourceMuted();
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mixer->removeEvents(this);
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}
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CSourceCommon::stop();
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if (_Spawn)
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{
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if (_SpawnEndCb != NULL)
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{
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_SpawnEndCb(this, _CbUserParam);
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}
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delete this;
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}
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}
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/* Set the position vector (default: (0,0,0)).
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* 3D mode -> 3D position
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* st mode -> x is the pan value (from left (-1) to right (1)), set y and z to 0
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*/
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void CSimpleSource::setPos(const NLMISC::CVector& pos)
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{
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CSourceCommon::setPos(pos);
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// Set the position
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if (hasPhysicalSource())
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{
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// getPhysicalSource()->setPos(pos);
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getPhysicalSource()->setPos(getVirtualPos());
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}
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}
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/*
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* Set the velocity vector (3D mode only, ignored in stereo mode) (default: (0,0,0))
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*/
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void CSimpleSource::setVelocity(const NLMISC::CVector& vel)
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{
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CSourceCommon::setVelocity(vel);
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// Set the velocity
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if (hasPhysicalSource())
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{
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// TODO : uncomment, test only
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getPhysicalSource()->setVelocity(vel);
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}
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}
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/*
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* Set the direction vector (3D mode only, ignored in stereo mode) (default: (0,0,0) as non-directional)
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*/
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void CSimpleSource::setDirection(const NLMISC::CVector& dir)
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{
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CSourceCommon::setDirection(dir);
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// Set the direction
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if (hasPhysicalSource())
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{
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if (!_SimpleSound->getBuffer()->isStereo())
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{
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static bool coneset = false;
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if (dir.isNull()) // workaround
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{
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getPhysicalSource()->setCone(float(Pi * 2), float(Pi * 2), 1.0f); // because the direction with 0 is not enough for a non-directional source!
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getPhysicalSource()->setDirection(CVector::I); // Don't send a 0 vector, DSound will complain. Send (1,0,0), it's omnidirectional anyway.
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coneset = false;
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}
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else
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{
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// if (!coneset)
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{
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getPhysicalSource()->setCone(_SimpleSound->getConeInnerAngle(), _SimpleSound->getConeOuterAngle(), _SimpleSound->getConeOuterGain());
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coneset = true;
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}
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getPhysicalSource()->setDirection(dir);
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}
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}
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}
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}
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void CSimpleSource::updateFinalGain()
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{
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// Set the gain
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if (hasPhysicalSource())
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getPhysicalSource()->setGain(getFinalGain());
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}
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/* Shift the frequency. 1.0f equals identity, each reduction of 50% equals a pitch shift
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* of one octave. 0 is not a legal value.
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*/
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void CSimpleSource::setPitch(float pitch)
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{
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CSourceCommon::setPitch(pitch);
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// Set the pitch
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if (hasPhysicalSource())
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{
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getPhysicalSource()->setPitch( pitch );
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}
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}
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/*
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* Set the source relative mode. If true, positions are interpreted relative to the listener position (default: false)
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*/
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void CSimpleSource::setSourceRelativeMode(bool mode)
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{
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CSourceCommon::setSourceRelativeMode(mode);
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// Set the relative mode
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if (hasPhysicalSource())
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{
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getPhysicalSource()->setSourceRelativeMode( mode );
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}
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}
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/*
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* Get playing state. Return false if the source has stopped on its own.
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*/
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bool CSimpleSource::isPlaying()
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{
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return _Playing;
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}
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} // NLSOUND
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