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forked from 0ad/0ad
0ad/source/soundmanager/items/CSoundBase.cpp

326 lines
5.8 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CSoundBase.h"
#if CONFIG2_AUDIO
#include "lib/timer.h"
#include "soundmanager/SoundManager.h"
#include "soundmanager/data/SoundData.h"
#include "ps/CLogger.h"
#include <iostream>
CSoundBase::CSoundBase()
{
ResetVars();
}
CSoundBase::~CSoundBase()
{
Stop();
if (m_ALSource != 0)
{
alDeleteSources(1, &m_ALSource);
m_ALSource = 0;
}
if (m_SoundData != 0)
{
CSoundData::ReleaseSoundData(m_SoundData);
m_SoundData = 0;
}
if (m_Name)
delete m_Name;
}
void CSoundBase::ResetVars()
{
m_ALSource = 0;
m_SoundData = 0;
m_LastPlay = false;
m_Looping = false;
m_StartFadeTime = 0;
m_EndFadeTime = 0;
m_StartVolume = 0;
m_EndVolume = 0;
ResetFade();
m_Name = new std::string("sound name");
}
void CSoundBase::ResetFade()
{
m_StartFadeTime = 0;
m_EndFadeTime = 0;
m_StartVolume = 0;
m_EndVolume = 0;
m_ShouldBePlaying = false;
}
void CSoundBase::SetGain(ALfloat gain)
{
AL_CHECK
if ( m_ALSource )
{
alSourcef(m_ALSource, AL_GAIN, gain);
AL_CHECK
}
}
void CSoundBase::SetRollOff(ALfloat rolls)
{
if ( m_ALSource )
{
alSourcef(m_ALSource, AL_ROLLOFF_FACTOR, rolls);
AL_CHECK
}
}
void CSoundBase::EnsurePlay()
{
if (m_ShouldBePlaying && !IsPlaying())
Play();
}
void CSoundBase::SetCone(ALfloat innerCone, ALfloat outerCone, ALfloat coneGain)
{
if ( m_ALSource )
{
AL_CHECK
alSourcef(m_ALSource, AL_CONE_INNER_ANGLE, innerCone);
AL_CHECK
alSourcef(m_ALSource, AL_CONE_OUTER_ANGLE, outerCone);
AL_CHECK
alSourcef(m_ALSource, AL_CONE_OUTER_GAIN, coneGain);
AL_CHECK
}
}
void CSoundBase::SetPitch(ALfloat pitch)
{
if ( m_ALSource )
{
alSourcef(m_ALSource, AL_PITCH, pitch);
AL_CHECK
}
}
void CSoundBase::SetDirection(const CVector3D& direction)
{
if ( m_ALSource )
{
alSourcefv(m_ALSource, AL_DIRECTION, direction.GetFloatArray());
AL_CHECK
}
}
bool CSoundBase::InitOpenAL()
{
alGetError(); /* clear error */
alGenSources(1, &m_ALSource);
long anErr = alGetError();
AL_CHECK
if (anErr == AL_NO_ERROR)
{
ALfloat source0Pos[]={ -2.0, 0.0, 0.0};
ALfloat source0Vel[]={ 0.0, 0.0, 0.0};
alSourcef(m_ALSource,AL_PITCH,1.0f);
alSourcef(m_ALSource,AL_GAIN,1.0f);
alSourcefv(m_ALSource,AL_POSITION,source0Pos);
alSourcefv(m_ALSource,AL_VELOCITY,source0Vel);
alSourcei(m_ALSource,AL_LOOPING,AL_FALSE);
AL_CHECK
return true;
}
else
{
CSoundManager::al_ReportError( anErr, __func__, __LINE__);
}
return false;
}
bool CSoundBase::IsPlaying()
{
int proc_state;
alGetSourceiv(m_ALSource, AL_SOURCE_STATE, &proc_state);
AL_CHECK
return (proc_state == AL_PLAYING);
}
void CSoundBase::SetLastPlay(bool last)
{
m_LastPlay = last;
}
bool CSoundBase::IdleTask()
{
return true;
}
void CSoundBase::SetLocation (const CVector3D& position)
{
if ( m_ALSource )
{
alSourcefv(m_ALSource,AL_POSITION, position.GetFloatArray());
AL_CHECK
}
}
bool CSoundBase::HandleFade()
{
AL_CHECK
if (m_StartFadeTime != 0)
{
double currTime = timer_Time();
double pctDone = std::min(1.0, (currTime - m_StartFadeTime) / (m_EndFadeTime - m_StartFadeTime));
pctDone = std::max(0.0, pctDone);
ALfloat curGain = ((m_EndVolume - m_StartVolume) * pctDone) + m_StartVolume;
if (curGain == 0)
Stop();
else if (curGain == m_EndVolume)
{
alSourcef(m_ALSource, AL_GAIN, curGain);
ResetFade();
}
else
alSourcef(m_ALSource, AL_GAIN, curGain);
AL_CHECK
}
return true;
}
bool CSoundBase::GetLooping()
{
return m_Looping;
}
void CSoundBase::SetLooping(bool loops)
{
m_Looping = loops;
alSourcei(m_ALSource, AL_LOOPING, loops ? AL_TRUE : AL_FALSE);
AL_CHECK
}
void CSoundBase::Play()
{
m_ShouldBePlaying = true;
if (m_ALSource != 0)
alSourcePlay(m_ALSource);
AL_CHECK
}
void CSoundBase::PlayAndDelete()
{
SetLastPlay(true);
Play();
}
void CSoundBase::FadeAndDelete(double fadeTime)
{
SetLastPlay(true);
FadeToIn(0, fadeTime);
}
void CSoundBase::StopAndDelete()
{
SetLastPlay(true);
Stop();
}
void CSoundBase::PlayLoop()
{
if (m_ALSource != 0)
{
SetLooping(true);
Play();
AL_CHECK
}
}
void CSoundBase::FadeToIn(ALfloat newVolume, double fadeDuration)
{
int proc_state;
alGetSourceiv(m_ALSource, AL_SOURCE_STATE, &proc_state);
if (proc_state == AL_PLAYING)
{
m_StartFadeTime = timer_Time();
m_EndFadeTime = m_StartFadeTime + fadeDuration;
alGetSourcef(m_ALSource, AL_GAIN, &m_StartVolume);
m_EndVolume = newVolume;
}
AL_CHECK
}
void CSoundBase::PlayAsMusic()
{
g_SoundManager->SetMusicItem(this);
}
void CSoundBase::PlayAsAmbient()
{
g_SoundManager->SetAmbientItem(this);
}
void CSoundBase::Stop()
{
m_ShouldBePlaying = false;
if (m_ALSource != 0)
{
int proc_state;
alSourcei(m_ALSource, AL_LOOPING, AL_FALSE);
alGetSourceiv(m_ALSource, AL_SOURCE_STATE, &proc_state);
if (proc_state == AL_PLAYING)
alSourceStop(m_ALSource);
AL_CHECK
}
}
const char* CSoundBase::Name()
{
return m_Name->c_str();
}
std::string CSoundBase::GetName()
{
return std::string(m_Name->c_str());
}
void CSoundBase::SetNameFromPath(char* fileLoc)
{
std::string anst(fileLoc);
size_t pos = anst.find_last_of("/");
if(pos != std::wstring::npos)
m_Name->assign(anst.begin() + pos + 1, anst.end());
else
m_Name->assign(anst.begin(), anst.end());
}
#endif // CONFIG2_AUDIO