forked from 0ad/0ad
historic_bruno
89c8bccbde
Fixes sound system to work with archives (use VFS files instead of POSIX), fixes #1604. Improves error handling and logging, refs #1594. Allows sound to be disabled with -nosound/-quickstart runtime options or --without-audio build option, fixes #1609, #1614. Experimentally increases default buffer size to help prevent sound stoppages. This was SVN commit r12566.
305 lines
5.6 KiB
C++
305 lines
5.6 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "CSoundBase.h"
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#if CONFIG2_AUDIO
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#include "lib/timer.h"
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#include "soundmanager/SoundManager.h"
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#include "soundmanager/data/SoundData.h"
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#include "ps/CLogger.h"
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#include <iostream>
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CSoundBase::CSoundBase()
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{
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ResetVars();
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}
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CSoundBase::~CSoundBase()
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{
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Stop();
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if (m_ALSource != 0)
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{
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alDeleteSources(1, &m_ALSource);
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m_ALSource = 0;
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}
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if (m_SoundData != 0)
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{
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CSoundData::ReleaseSoundData(m_SoundData);
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m_SoundData = 0;
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}
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if (m_Name)
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delete m_Name;
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}
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void CSoundBase::ResetVars()
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{
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m_ALSource = 0;
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m_SoundData = 0;
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m_LastPlay = false;
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m_Looping = false;
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m_StartFadeTime = 0;
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m_EndFadeTime = 0;
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m_StartVolume = 0;
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m_EndVolume = 0;
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ResetFade();
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m_Name = new std::string("sound name");
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}
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void CSoundBase::ResetFade()
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{
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m_StartFadeTime = 0;
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m_EndFadeTime = 0;
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m_StartVolume = 0;
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m_EndVolume = 0;
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m_ShouldBePlaying = false;
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}
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void CSoundBase::SetGain(ALfloat gain)
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{
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AL_CHECK
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alSourcef(m_ALSource, AL_GAIN, gain);
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AL_CHECK
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}
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void CSoundBase::SetRollOff(ALfloat rolls)
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{
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alSourcef(m_ALSource, AL_ROLLOFF_FACTOR, rolls);
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AL_CHECK
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}
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void CSoundBase::EnsurePlay()
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{
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if (m_ShouldBePlaying && !IsPlaying())
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Play();
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}
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void CSoundBase::SetCone(ALfloat innerCone, ALfloat outerCone, ALfloat coneGain)
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{
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AL_CHECK
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alSourcef(m_ALSource, AL_CONE_INNER_ANGLE, innerCone);
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AL_CHECK
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alSourcef(m_ALSource, AL_CONE_OUTER_ANGLE, outerCone);
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AL_CHECK
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alSourcef(m_ALSource, AL_CONE_OUTER_GAIN, coneGain);
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AL_CHECK
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}
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void CSoundBase::SetPitch(ALfloat pitch)
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{
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alSourcef(m_ALSource, AL_PITCH, pitch);
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AL_CHECK
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}
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void CSoundBase::SetDirection(const CVector3D& direction)
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{
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alSourcefv(m_ALSource, AL_DIRECTION, direction.GetFloatArray());
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AL_CHECK
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}
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bool CSoundBase::InitOpenAL()
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{
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alGetError(); /* clear error */
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alGenSources(1, &m_ALSource);
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long anErr = alGetError();
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AL_CHECK
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if (anErr == AL_NO_ERROR)
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{
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ALfloat source0Pos[]={ -2.0, 0.0, 0.0};
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ALfloat source0Vel[]={ 0.0, 0.0, 0.0};
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alSourcef(m_ALSource,AL_PITCH,1.0f);
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alSourcef(m_ALSource,AL_GAIN,1.0f);
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alSourcefv(m_ALSource,AL_POSITION,source0Pos);
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alSourcefv(m_ALSource,AL_VELOCITY,source0Vel);
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alSourcei(m_ALSource,AL_LOOPING,AL_FALSE);
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AL_CHECK
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return true;
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}
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return false;
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}
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bool CSoundBase::IsPlaying()
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{
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int proc_state;
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alGetSourceiv(m_ALSource, AL_SOURCE_STATE, &proc_state);
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AL_CHECK
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return (proc_state == AL_PLAYING);
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}
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void CSoundBase::SetLastPlay(bool last)
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{
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m_LastPlay = last;
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}
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bool CSoundBase::IdleTask()
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{
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return true;
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}
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void CSoundBase::SetLocation (const CVector3D& position)
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{
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alSourcefv(m_ALSource,AL_POSITION, position.GetFloatArray());
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AL_CHECK
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}
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bool CSoundBase::HandleFade()
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{
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AL_CHECK
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if (m_StartFadeTime != 0)
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{
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double currTime = timer_Time();
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double pctDone = std::min(1.0, (currTime - m_StartFadeTime) / (m_EndFadeTime - m_StartFadeTime));
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pctDone = std::max(0.0, pctDone);
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ALfloat curGain = ((m_EndVolume - m_StartVolume) * pctDone) + m_StartVolume;
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if (curGain == 0)
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Stop();
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else if (curGain == m_EndVolume)
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{
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alSourcef(m_ALSource, AL_GAIN, curGain);
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ResetFade();
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}
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else
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alSourcef(m_ALSource, AL_GAIN, curGain);
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AL_CHECK
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}
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return true;
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}
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bool CSoundBase::GetLooping()
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{
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return m_Looping;
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}
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void CSoundBase::SetLooping(bool loops)
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{
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m_Looping = loops;
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alSourcei(m_ALSource, AL_LOOPING, loops ? AL_TRUE : AL_FALSE);
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AL_CHECK
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}
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void CSoundBase::Play()
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{
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m_ShouldBePlaying = true;
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if (m_ALSource != 0)
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alSourcePlay(m_ALSource);
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AL_CHECK
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}
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void CSoundBase::PlayAndDelete()
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{
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SetLastPlay(true);
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Play();
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}
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void CSoundBase::FadeAndDelete(double fadeTime)
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{
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SetLastPlay(true);
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FadeToIn(0, fadeTime);
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}
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void CSoundBase::StopAndDelete()
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{
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SetLastPlay(true);
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Stop();
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}
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void CSoundBase::PlayLoop()
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{
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if (m_ALSource != 0)
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{
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SetLooping(true);
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Play();
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AL_CHECK
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}
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}
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void CSoundBase::FadeToIn(ALfloat newVolume, double fadeDuration)
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{
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int proc_state;
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alGetSourceiv(m_ALSource, AL_SOURCE_STATE, &proc_state);
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if (proc_state == AL_PLAYING)
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{
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m_StartFadeTime = timer_Time();
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m_EndFadeTime = m_StartFadeTime + fadeDuration;
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alGetSourcef(m_ALSource, AL_GAIN, &m_StartVolume);
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m_EndVolume = newVolume;
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}
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AL_CHECK
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}
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void CSoundBase::PlayAsMusic()
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{
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g_SoundManager->SetMusicItem(this);
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}
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void CSoundBase::PlayAsAmbient()
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{
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g_SoundManager->SetAmbientItem(this);
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}
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void CSoundBase::Stop()
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{
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m_ShouldBePlaying = false;
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if (m_ALSource != 0)
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{
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int proc_state;
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alSourcei(m_ALSource, AL_LOOPING, AL_FALSE);
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alGetSourceiv(m_ALSource, AL_SOURCE_STATE, &proc_state);
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if (proc_state == AL_PLAYING)
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alSourceStop(m_ALSource);
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AL_CHECK
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}
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}
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const char* CSoundBase::Name()
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{
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return m_Name->c_str();
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}
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std::string CSoundBase::GetName()
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{
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return std::string(m_Name->c_str());
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}
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void CSoundBase::SetNameFromPath(char* fileLoc)
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{
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std::string anst(fileLoc);
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size_t pos = anst.find_last_of("/");
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if(pos != std::wstring::npos)
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m_Name->assign(anst.begin() + pos + 1, anst.end());
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else
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m_Name->assign(anst.begin(), anst.end());
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}
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#endif // CONFIG2_AUDIO
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