357 lines
10 KiB
C++
357 lines
10 KiB
C++
///@file
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/// Sound effect management class
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///
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/// Provides a sound manager class to keep track of multiple sounds and manage
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/// playing them with different effects and timings.
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//
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// Sound manager initially written by David Findlay
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// <david_j_findlay@yahoo.com.au> 2001
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//
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// C++-ified by Curtis Olson, started March 2001.
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// Modified for the new SoundSystem by Erik Hofman, October 2009
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//
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// Copyright (C) 2001 Curtis L. Olson - http://www.flightgear.org/~curt
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// Copyright (C) 2009 Erik Hofman <erik@ehofman.com>
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library 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 GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef _SG_SOUNDMGR_HXX
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#define _SG_SOUNDMGR_HXX 1
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#include <string>
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#include <vector>
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#include <map>
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#include <memory> // for std::auto_ptr
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#include <simgear/compiler.h>
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#include <simgear/structure/subsystem_mgr.hxx>
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#include <simgear/math/SGMath.hxx>
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// forward decls
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class SGSampleGroup;
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class SGSoundSample;
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/**
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* Manage a collection of SGSampleGroup instances
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*/
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class SGSoundMgr : public SGSubsystem
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{
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public:
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SGSoundMgr();
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~SGSoundMgr();
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void init();
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void update(double dt);
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void suspend();
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void resume();
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void stop();
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void reinit();
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/**
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* Select a specific sound device.
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* Requires a init/reinit call before sound is actually switched.
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*/
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inline void select_device(const char* devname) {_device_name = devname;}
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/**
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* Test is the sound manager is in a working condition.
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* @return true is the sound manager is working
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*/
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bool is_working() const;
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/**
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* Set the sound manager to a working condition.
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*/
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void activate();
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/**
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* Test is the sound manager is in an active and working condition.
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* @return true is the sound manager is active
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*/
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inline bool is_active() const { return _active; }
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/**
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* Register a sample group to the sound manager.
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* @param sgrp Pointer to a sample group to add
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* @param refname Reference name of the sample group
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* @return true if successful, false otherwise
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*/
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bool add( SGSampleGroup *sgrp, const std::string& refname );
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/**
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* Remove a sample group from the sound manager.
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* @param refname Reference name of the sample group to remove
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* @return true if successful, false otherwise
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*/
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bool remove( const std::string& refname );
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/**
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* Test if a specified sample group is registered at the sound manager
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* @param refname Reference name of the sample group test for
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* @return true if the specified sample group exists
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*/
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bool exists( const std::string& refname );
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/**
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* Find a specified sample group in the sound manager
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*
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* @param refname Reference name of the sample group to find
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* @param create If the group should be create if it does not exist
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* @return A pointer to the SGSampleGroup
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*/
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SGSampleGroup *find( const std::string& refname, bool create = false );
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/**
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* Set the Cartesian position of the sound manager.
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*
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* @param pos OpenAL listener position
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*/
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void set_position( const SGVec3d& pos, const SGGeod& pos_geod );
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/**
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* Get the position of the sound manager.
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* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
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*
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* @return OpenAL listener position
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*/
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const SGVec3d& get_position() const;
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/**
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* Set the velocity vector (in meters per second) of the sound manager
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* This is the horizontal local frame; x=north, y=east, z=down
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*
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* @param vel Velocity vector
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*/
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void set_velocity( const SGVec3d& vel ) {
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_velocity = vel; _changed = true;
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}
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/**
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* Get the velocity vector of the sound manager
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* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
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*
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* @return Velocity vector of the OpenAL listener
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*/
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inline SGVec3f get_velocity() { return toVec3f(_velocity); }
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/**
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* Set the orientation of the sound manager
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*
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* @param ori Quaternation containing the orientation information
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*/
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void set_orientation( const SGQuatd& ori );
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/**
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* Get the orientation of the sound manager
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*
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* @return Quaternation containing the orientation information
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*/
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const SGQuatd& get_orientation() const;
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/**
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* Get the direction vector of the sound manager
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* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
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*
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* @return Look-at direction of the OpenAL listener
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*/
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SGVec3f get_direction() const;
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enum {
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NO_SOURCE = (unsigned int)-1,
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NO_BUFFER = (unsigned int)-1,
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FAILED_BUFFER = (unsigned int)-2
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};
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/**
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* Set the master volume.
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*
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* @param vol Volume (must be between 0.0 and 1.0)
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*/
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void set_volume( float vol );
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/**
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* Get the master volume.
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*
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* @return Volume (must be between 0.0 and 1.0)
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*/
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inline float get_volume() { return _volume; }
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/**
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* Get a free OpenAL source-id
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*
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* @return NO_SOURCE if no source is available
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*/
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unsigned int request_source();
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/**
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* Free an OpenAL source-id for future use
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*
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* @param source OpenAL source-id to free
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*/
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void release_source( unsigned int source );
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/**
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* Get a free OpenAL buffer-id
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* The buffer-id will be assigned to the sample by calling this function.
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*
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* @param sample Pointer to an audio sample to assign the buffer-id to
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* @return NO_BUFFER if loading of the buffer failed.
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*/
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unsigned int request_buffer(SGSoundSample *sample);
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/**
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* Free an OpenAL buffer-id for this sample
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*
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* @param sample Pointer to an audio sample for which to free the buffer
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*/
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void release_buffer( SGSoundSample *sample );
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/**
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* Initialize sample for playback.
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*
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* @param sample Pointer to an audio sample to initialize.
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*/
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void sample_init( SGSoundSample *sample );
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/**
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* Stop and destroy a sample
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*
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* @param sample Pointer to an audio sample to destroy.
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*/
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void sample_destroy( SGSoundSample *sample );
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/**
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* Start playback of a sample
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*
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* @param sample Pointer to an audio sample to start playing.
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*/
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void sample_play( SGSoundSample *sample );
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/**
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* Stop a sample
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*
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* @param sample Pointer to an audio sample to stop.
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*/
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void sample_stop( SGSoundSample *sample );
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/**
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* Suspend playback of a sample
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*
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* @param sample Pointer to an audio sample to suspend.
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*/
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void sample_suspend( SGSoundSample *sample );
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/**
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* Resume playback of a sample
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*
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* @param sample Pointer to an audio sample to resume.
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*/
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void sample_resume( SGSoundSample *sample );
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/**
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* Check if a sample is stopped, or still playing
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*
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* @param sample Pointer to an audio sample to test.
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* @return true if the sample is stopped.
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*/
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bool is_sample_stopped( SGSoundSample *sample );
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/**
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* Update all status and 3d parameters of a sample.
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*
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* @param sample Pointer to an audio sample to update.
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*/
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void update_sample_config( SGSoundSample *sample, SGVec3d& position, SGVec3f& orientation, SGVec3f& velocity );
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/**
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* Test if the position of the sound manager has changed.
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* The value will be set to false upon the next call to update_late()
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*
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* @return true if the position has changed
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*/
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inline bool has_changed() { return _changed; }
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/**
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* Some implementations seem to need the velocity multiplied by a
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* factor of 100 to make them distinct. I've not found if this is
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* a problem in the implementation or in out code. Until then
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* this function is used to detect the problematic implementations.
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*/
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inline bool bad_doppler_effect() { return _bad_doppler; }
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/**
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* Load a sample file and return it's configuration and data.
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*
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* @param samplepath Path to the file to load
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* @param data Pointer to a variable that points to the allocated data
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* @param format Pointer to a vairable that gets the OpenAL format
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* @param size Pointer to a vairable that gets the sample size in bytes
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* @param freq Pointer to a vairable that gets the sample frequency in Herz
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* @return true if succesful, false on error
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*/
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virtual bool load( const std::string &samplepath,
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void **data,
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int *format,
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size_t *size,
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int *freq,
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int *block );
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/**
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* Get a list of available playback devices.
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*/
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std::vector<const char*> get_available_devices();
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/**
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* Get the current OpenAL vendor or rendering backend.
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*/
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const std::string& get_vendor() { return _vendor; }
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const std::string& get_renderer() { return _renderer; }
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bool testForError(std::string s, std::string name = "sound manager");
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static const char* subsystemName() { return "sound"; };
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private:
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class SoundManagerPrivate;
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/// private implementation object
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std::auto_ptr<SoundManagerPrivate> d;
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bool _block_support;
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bool _active;
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bool _changed;
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float _volume;
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// Position of the listener.
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SGGeod _geod_pos;
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// Velocity of the listener.
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SGVec3d _velocity;
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bool _bad_doppler;
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std::string _renderer;
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std::string _vendor;
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std::string _device_name;
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bool testForALCError(std::string s);
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bool testForError(void *p, std::string s);
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void update_sample_config( SGSampleGroup *sound );
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};
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#endif // _SG_SOUNDMGR_HXX
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