Reducing how noisy our exception reporting is, by using simple return value from SGXMLSound::init.
181 lines
5.4 KiB
C++
181 lines
5.4 KiB
C++
///@file
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/// Sound class implementation
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///
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/// Provides a class to manage a single sound event including things like
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/// looping, volume and pitch changes.
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//
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// Started by Erik Hofman, February 2002
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//
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// Copyright (C) 2002 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_SOUND_HXX
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#define _SG_SOUND_HXX 1
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#include <map>
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#include <vector>
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#include <string>
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#include <functional>
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#include <simgear/compiler.h>
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#include <simgear/props/propsfwd.hxx>
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#include <simgear/structure/SGSharedPtr.hxx>
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#include <simgear/structure/SGExpression.hxx>
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// forward decls
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class SGSampleGroup;
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class SGSoundSample;
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class SGCondition;
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class SGPath;
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static const double MAX_TRANSIT_TIME = 0.1; // 100 ms.
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/**
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* Class for handling one sound event.
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*
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* This class handles everything for a particular sound event, by
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* scanning an a pre-loaded property tree structure for sound
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* settings, setting up its internal states, and managing sound
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* playback whenever such an event happens.
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*/
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class SGXmlSound
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{
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public:
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SGXmlSound();
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virtual ~SGXmlSound();
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/**
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* Initialize the sound event.
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*
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* Prior to initialization of the sound event the program's property root
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* has to be defined, the sound configuration XML tree has to be loaded
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* and a sound manager class has to be defined.
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*
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* A sound configuration file would look like this:
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* @code{xml}
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* <fx>
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* <event_name>
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* <name/> Define the name of the event. For reference only.
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* <mode/> Either:
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* looped: play this sound looped.
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* in-transit: play looped while the event is happening.
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* once: play this sound once.
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* <path/> The relative path to the audio file.
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* <property/> Take action if this property becomes true.
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* <condition/> Take action if this condition becomes true.
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* <delay-sec/> Time after which the sound should be played.
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* <volume> or <pitch> Define volume or pitch settings.
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* <property/> Take the value of this property as a reference for the
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* result.
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* <internal/> Either:
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* dt_start: the time elapsed since this sound is playing.
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* dt_stop: the time elapsed since this sound has stopped.
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* <offset/> Add this value to the result.
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* <factor/> Multiply the result by this factor.
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* <min/> Make sure the value is never less than this value.
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* <max/> Make sure the value is never larger than this value.
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* </volume> or </pitch>
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* </event_name>
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*
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* <event_name>
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* </event_name>
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* </fx>
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* @endcode
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*
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* @param root The root node of the programs property tree.
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* @param child A pointer to the location of the current event as
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* defined in the configuration file.
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* @param sgrp A pointer to a pre-initialized sample group class.
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* @param avionics A pointer to the pre-initialized avionics sample group.
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* @param path The path where the audio files remain.
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*/
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virtual bool init( SGPropertyNode *root,
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SGPropertyNode *child,
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SGSampleGroup *sgrp,
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SGSampleGroup *avionics,
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const SGPath& path );
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/**
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* Check whether an event has happened and if action has to be taken.
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*/
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virtual void update (double dt);
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/**
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* Start taking action on the pre-defined events.
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*/
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void start() {
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if (_property) _prev_value = _property->getDoubleValue();
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_active = false;
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}
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/**
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* Stop taking action on the pre-defined events.
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*/
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void stop();
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protected:
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enum { MAXPROP=5 };
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enum { ONCE=0, LOOPED, IN_TRANSIT };
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enum { LEVEL=0, INVERTED, FLIPFLOP };
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using _fn_t = std::function<double(double)>;
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using _snd_prop = struct {
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SGSharedPtr<SGExpressiond> expr; // sound system version 2.0
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std::shared_ptr<double> intern;
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SGPropertyNode_ptr prop;
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_fn_t fn;
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double factor;
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double offset;
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double min;
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double max;
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bool subtract;
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};
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using _sound_fn_t = std::map <std::string, _fn_t>;
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_sound_fn_t _sound_fn;
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private:
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SGSharedPtr<SGSampleGroup> _sgrp;
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SGSharedPtr<SGSoundSample> _sample;
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SGSharedPtr<SGCondition> _condition;
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SGPropertyNode_ptr _property;
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bool _active;
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float _version;
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std::string _name;
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int _mode;
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double _prev_value;
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double _dt_play;
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double _dt_stop;
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double _delay; // time after which the sound should be started (default: 0)
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double _stopping; // time after the sound should have stopped.
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// This is useful for lost packets in in-transit mode.
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// sound system version 1.0
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std::vector<_snd_prop> _volume;
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std::vector<_snd_prop> _pitch;
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};
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#endif // _SG_SOUND_HXX
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