// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "stdsound.h" #include "nel/sound/driver/buffer.h" #include "nel/sound/driver/source.h" #include "nel/sound/simple_source.h" #include "nel/sound/mixing_track.h" #include "nel/sound/simple_sound.h" #include "nel/sound/clustered_sound.h" using namespace NLMISC; namespace NLSOUND { CSimpleSource::CSimpleSource(CSimpleSound *simpleSound, bool spawn, TSpawnEndCallback cb, void *cbUserParam, NL3D::CCluster *cluster, CGroupController *groupController) : CSourceCommon(simpleSound, spawn, cb, cbUserParam, cluster, groupController), _SimpleSound(simpleSound), _Track(NULL), _PlayMuted(false), _WaitingForPlay(false) { nlassert(_SimpleSound != 0); // get a local copy of the simple sound parameter _Alpha = _SimpleSound->getAlpha(); } CSimpleSource::~CSimpleSource() { if (_Playing) stop(); // Yoyo: security. with prec stop(), should not be needed, but a crash still raise // in "currentEvent->onEvent();" in audio_mixer_user.cpp // [KAETEMI TODO: Take a look at previous comment.] CAudioMixerUser::instance()->removeEvents(this); } void CSimpleSource::initPhysicalSource() { CAudioMixerUser *mixer = CAudioMixerUser::instance(); CTrack *track = mixer->getFreeTrack(this); if (track != NULL) { nlassert(track->hasPhysicalSource()); _Track = track; } } void CSimpleSource::releasePhysicalSource() { if (hasPhysicalSource()) { CAudioMixerUser *mixer = CAudioMixerUser::instance(); ISource *pSource = getPhysicalSource(); nlassert(pSource != NULL); // free the track pSource->stop(); pSource->setStaticBuffer(NULL); mixer->freeTrack(_Track); _Track = NULL; } } uint32 CSimpleSource::getTime() { if (hasPhysicalSource()) return getPhysicalSource()->getTime(); else return 0; } IBuffer *CSimpleSource::getBuffer() { return _SimpleSound->getBuffer(); } /// Set looping on/off for future playbacks (default: off) void CSimpleSource::setLooping(bool l) { CSourceCommon::setLooping(l); if (hasPhysicalSource()) getPhysicalSource()->setLooping( l ); } CVector CSimpleSource::getVirtualPos() const { if (getCluster() != 0) { // need to check the cluster status const CClusteredSound::CClusterSoundStatus *css = CAudioMixerUser::instance()->getClusteredSound()->getClusterSoundStatus(getCluster()); if (css != 0) { // there is some data here, update the virtual position of the sound. float dist = (css->Position - getPos()).norm(); CVector vpos(CAudioMixerUser::instance()->getListenPosVector() + css->Direction * (css->Dist + dist)); vpos = _Position * (1-css->PosAlpha) + vpos*(css->PosAlpha); return vpos; } } return getPos(); } /// Play void CSimpleSource::play() { // nldebug("CSimpleSource %p : play", this); CAudioMixerUser *mixer = CAudioMixerUser::instance(); // -- Some test to check if we can play the source // Check if sample buffer is available and if the sound source is not too far if (_SimpleSound->getBuffer() == 0 || !_SimpleSound->getBuffer()->isBufferLoaded() //|| (mixer->getListenPosVector() - _Position).sqrnorm() > _SimpleSound->getMaxDistance() * _SimpleSound->getMaxDistance()) || (_RelativeMode ? getPos().sqrnorm() : (mixer->getListenPosVector() - getPos()).sqrnorm()) > _SimpleSound->getMaxDistance() * _SimpleSound->getMaxDistance()) { // The sample buffer is not available, don't play (we don't know the length) if (_Spawn) { if (_SpawnEndCb != 0) _SpawnEndCb(this, _CbUserParam); delete this; } // nldebug("CSimpleSource %p : play FAILED !", (CAudioMixerUser::IMixerEvent*)this); return; } // -- Here we can play the source, either in a real track or as a muted source. // Try to obtain a track if (!hasPhysicalSource()) initPhysicalSource(); if (hasPhysicalSource()) { ISource *pSource = getPhysicalSource(); nlassert(pSource != NULL); // ok, we have a track to realy play, fill the data into the track pSource->setStaticBuffer(_SimpleSound->getBuffer()); // pSource->setPos( _Position, false); pSource->setPos(getVirtualPos(), false); if (!_SimpleSound->getBuffer()->isStereo()) { pSource->setMinMaxDistances(_SimpleSound->getMinDistance(), _SimpleSound->getMaxDistance(), false); setDirection(_Direction); // because there is a workaround inside pSource->setVelocity(_Velocity); } pSource->setGain(getFinalGain()); pSource->setSourceRelativeMode(_RelativeMode); pSource->setLooping(_Looping); pSource->setPitch(_Pitch); pSource->setAlpha(_Alpha); // and play the sound bool play = pSource->play(); nlassert(play); // nldebug("CSimpleSource %p : REAL play done", (CAudioMixerUser::IMixerEvent*)this); } else { if (_Priority == HighestPri) { // This sound is not discardable, add it in waiting playlist mixer->addSourceWaitingForPlay(this); _WaitingForPlay = true; return; } // there is no available track, just do a 'muted' play mixer->addEvent(this, CTime::getLocalTime() + _SimpleSound->getDuration()); _PlayMuted = true; mixer->incPlayingSourceMuted(); // nldebug("CSimpleSource %p : MUTED play done", (CAudioMixerUser::IMixerEvent*)this); } CSourceCommon::play(); _WaitingForPlay = false; } /// Mixer event call when doing muted play void CSimpleSource::onEvent() { // nldebug("CSimpleSource %p : stop EVENT", (CAudioMixerUser::IMixerEvent*)this); // A muted play is terminated. if (!_Playing) return; // nlassert(_Playing); // nlassert(_Track == 0); _PlayMuted = false; CAudioMixerUser::instance()->decPlayingSourceMuted(); stop(); } /// Stop playing void CSimpleSource::stop() { // nldebug("CSimpleSource %p : stop", (CAudioMixerUser::IMixerEvent*)this); // nlassert(_Playing); if (_WaitingForPlay) { nlassert(!_Playing); // cannot already be playing if waiting for play CAudioMixerUser *mixer = CAudioMixerUser::instance(); mixer->removeSourceWaitingForPlay(this); } if (!_Playing) return; if (hasPhysicalSource()) { releasePhysicalSource(); } else if (_PlayMuted) { CAudioMixerUser *mixer = CAudioMixerUser::instance(); // clear the registered event because of a stop before normal end of play mixer->decPlayingSourceMuted(); mixer->removeEvents(this); } CSourceCommon::stop(); if (_Spawn) { if (_SpawnEndCb != NULL) { _SpawnEndCb(this, _CbUserParam); } delete this; } } /* Set the position vector (default: (0,0,0)). * 3D mode -> 3D position * st mode -> x is the pan value (from left (-1) to right (1)), set y and z to 0 */ void CSimpleSource::setPos(const NLMISC::CVector& pos) { CSourceCommon::setPos(pos); // Set the position if (hasPhysicalSource()) { // getPhysicalSource()->setPos(pos); getPhysicalSource()->setPos(getVirtualPos()); } } /* * Set the velocity vector (3D mode only, ignored in stereo mode) (default: (0,0,0)) */ void CSimpleSource::setVelocity(const NLMISC::CVector& vel) { CSourceCommon::setVelocity(vel); // Set the velocity if (hasPhysicalSource()) { // TODO : uncomment, test only getPhysicalSource()->setVelocity(vel); } } /* * Set the direction vector (3D mode only, ignored in stereo mode) (default: (0,0,0) as non-directional) */ void CSimpleSource::setDirection(const NLMISC::CVector& dir) { CSourceCommon::setDirection(dir); // Set the direction if (hasPhysicalSource()) { if (!_SimpleSound->getBuffer()->isStereo()) { static bool coneset = false; if (dir.isNull()) // workaround { getPhysicalSource()->setCone(float(Pi * 2), float(Pi * 2), 1.0f); // because the direction with 0 is not enough for a non-directional source! getPhysicalSource()->setDirection(CVector::I); // Don't send a 0 vector, DSound will complain. Send (1,0,0), it's omnidirectional anyway. coneset = false; } else { // if (!coneset) { getPhysicalSource()->setCone(_SimpleSound->getConeInnerAngle(), _SimpleSound->getConeOuterAngle(), _SimpleSound->getConeOuterGain()); coneset = true; } getPhysicalSource()->setDirection(dir); } } } } void CSimpleSource::updateFinalGain() { // Set the gain if (hasPhysicalSource()) getPhysicalSource()->setGain(getFinalGain()); } /* Shift the frequency. 1.0f equals identity, each reduction of 50% equals a pitch shift * of one octave. 0 is not a legal value. */ void CSimpleSource::setPitch(float pitch) { CSourceCommon::setPitch(pitch); // Set the pitch if (hasPhysicalSource()) { getPhysicalSource()->setPitch( pitch ); } } /* * Set the source relative mode. If true, positions are interpreted relative to the listener position (default: false) */ void CSimpleSource::setSourceRelativeMode(bool mode) { CSourceCommon::setSourceRelativeMode(mode); // Set the relative mode if (hasPhysicalSource()) { getPhysicalSource()->setSourceRelativeMode( mode ); } } /* * Get playing state. Return false if the source has stopped on its own. */ bool CSimpleSource::isPlaying() { return _Playing; } } // NLSOUND