249 lines
7.6 KiB
C++
249 lines
7.6 KiB
C++
///@file
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/// Manage a group of samples relative to a base position
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///
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/// Sample groups contain all sounds related to one specific object and
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/// have to be added to the sound manager, otherwise they won't get processed.
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//
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// Written for the new SoundSystem by Erik Hofman, October 2009
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//
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// Copyright (C) 2009-2019 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_SAMPLE_GROUP_HXX
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#define _SG_SAMPLE_GROUP_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 <simgear/compiler.h>
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#include <simgear/math/SGMath.hxx>
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#include <simgear/structure/SGReferenced.hxx>
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#include <simgear/structure/SGSharedPtr.hxx>
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#include <simgear/structure/exception.hxx>
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#include "sample.hxx"
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using sample_map = std::map< std::string, SGSharedPtr<SGSoundSample> >;
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class SGSoundMgr;
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class SGSampleGroup : public SGReferenced
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{
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public:
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/**
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* Empty constructor for class encapsulation.
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* Note: The sample group should still be activated before use
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*/
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SGSampleGroup ();
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/**
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* Constructor
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* Register this sample group at the sound manager using refname
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* Note: The sample group should still be activated before use
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* @param smgr Pointer to a pre-initialized sound manager class
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* @param refname Name of this group for reference purposes.
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*/
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SGSampleGroup ( SGSoundMgr *smgr, const std::string &refname );
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/**
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* Destructor
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*/
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virtual ~SGSampleGroup ();
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/**
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* Set the status of this sample group to active.
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*/
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inline void activate() { _active = true; }
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/**
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* Update function.
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* Call this function periodically to update the state of all
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* samples associated with this class. None op the configuration changes
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* take place without a call to this function.
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*/
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virtual void update (double dt);
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/**
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* Register an audio sample to this group.
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* @param sound Pointer to a pre-initialized audio sample
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* @param refname Name of this audio sample for reference purposes
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* @return return true if successful
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*/
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bool add( SGSharedPtr<SGSoundSample> sound, const std::string& refname );
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/**
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* Remove an audio sample from this group.
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* @param refname Reference name of the audio sample to remove
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* @return return true if successful
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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 audio sample is registered at this sample group
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* @param refname Reference name of the audio sample to test for
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* @return true if the specified audio sample 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 audio sample in this sample group
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* @param refname Reference name of the audio sample to find
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* @return A pointer to the SGSoundSample
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*/
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SGSoundSample *find( const std::string& refname );
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/**
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* Stop all playing samples and set the source id to invalid.
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*/
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void stop();
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/**
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* Request to stop playing all audio samples until further notice.
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*/
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void suspend();
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/**
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* Request to resume playing all audio samples.
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*/
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void resume();
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/**
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* Request to start playing the referred audio sample.
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* @param refname Reference name of the audio sample to start playing
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* @param looping Define if the sound should loop continuously
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* @return true if the audio sample exsists and is scheduled for playing
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*/
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bool play( const std::string& refname, bool looping = false );
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/**
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* Request to start playing the referred audio sample looping.
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* @param refname Reference name of the audio sample to start playing
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* @return true if the audio sample exsists and is scheduled for playing
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*/
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inline bool play_looped( const std::string& refname ) {
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return play( refname, true );
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}
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/**
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* Request to start playing the referred audio sample once.
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* @param refname Reference name of the audio sample to start playing
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* @return true if the audio sample exists and is scheduled for playing
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*/
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inline bool play_once( const std::string& refname ) {
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return play( refname, false );
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}
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/**
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* Test if a referenced sample is playing or not.
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* @param refname Reference name of the audio sample to test for
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* @return True of the specified sound is currently playing
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*/
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bool is_playing( const std::string& refname );
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/**
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* Request to stop playing the referred audio sample.
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* @param refname Reference name of the audio sample to stop
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* @return true if the audio sample exists and is scheduled to stop
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*/
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bool stop( const std::string& refname );
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/**
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* Set the master volume for this sample group.
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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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* Set the velocity vector of this sample group.
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* This is in the local frame coordinate system; x=north, y=east, z=down
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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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* Set the position of this sample group.
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* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
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* @param pos Base position
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*/
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void set_position_geod( const SGGeod& pos ) {
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_base_pos = pos; _changed = true;
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}
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/**
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* Set the orientation of this sample group.
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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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_orientation = ori; _changed = true;
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}
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/**
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* Set both the temperature and relative humidity at the current altitude.
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* @param t Temperature in degrees Celsius
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* @param h Percent relative humidity (0.0 to 1.0)
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* @param p Pressure in kPa
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*/
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void set_atmosphere(float t, float h, float p ) {
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_degC = t, _humidity = h; _pressure = p; _changed = true;
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}
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/**
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* Tie this sample group to the listener position, orientation and velocity
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*/
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void tie_to_listener() { _tied_to_listener = true; }
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protected:
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SGSoundMgr *_smgr = nullptr;
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std::string _refname = "";
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bool _active = false;
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private:
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void cleanup_removed_samples();
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void start_playing_sample(SGSoundSample *sample);
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void check_playing_sample(SGSoundSample *sample);
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bool _changed = false;
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bool _pause = false;
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float _volume = 1.0f;
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float _pressure = 101.325f;
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float _humidity = 0.5f;
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float _degC = 20.0f;
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bool _tied_to_listener = false;
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SGVec3d _velocity = SGVec3d::zeros();
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SGQuatd _orientation = SGQuatd::zeros();
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SGGeod _base_pos;
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sample_map _samples;
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std::vector< SGSharedPtr<SGSoundSample> > _removed_samples;
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bool testForMgrError(std::string s);
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bool testForError(void *p, std::string s);
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void update_pos_and_orientation();
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void update_sample_config( SGSoundSample *sound );
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};
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#endif // _SG_SAMPLE_GROUP_OPENAL_HXX
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