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179 lines
4.7 KiB
C++
179 lines
4.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program 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
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "sound_utilities.h"
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// STL includes
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// NeL includes
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#include <nel/misc/debug.h>
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#include <nel/misc/hierarchical_timer.h>
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#include <nel/misc/config_file.h>
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#include <nel/sound/u_audio_mixer.h>
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#include <nel/sound/sound_anim_manager.h>
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#include <nel/misc/progress_callback.h>
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#include <nel/3d/u_particle_system_sound.h>
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// Project includes
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#include "configuration.h"
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#include "internationalization.h"
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#include "graphics_viewport.h"
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using namespace std;
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using namespace NLMISC;
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using namespace NLSOUND;
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namespace NLQT {
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CSoundUtilities::CSoundUtilities()
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: m_Configuration(NULL),
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m_Internationalization(NULL),
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m_GraphicsViewport(NULL),
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//m_LandscapeUtilities(NULL),
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//m_PacsUtilities(NULL),
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m_AudioMixer(NULL),
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m_SoundAnimManager(NULL)
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{
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}
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CSoundUtilities::~CSoundUtilities()
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{
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// release();
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}
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void CSoundUtilities::init(CConfiguration *configuration, CInternationalization *internationalization)
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{
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//H_AUTO2
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nldebug("CSoundUtilities::init");
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// copy parameters
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m_Configuration = configuration;
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m_Internationalization = internationalization;
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// check stuff we need
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nlassert(m_Configuration);
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nlassert(m_Internationalization);
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// create audiomixer
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NL3D::UParticleSystemSound::setPSSound(NULL);
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nlassert(!m_AudioMixer);
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m_AudioMixer = UAudioMixer::createAudioMixer();
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nlassert(m_AudioMixer);
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// init audiomixer
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std::vector<std::string> devices;
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m_AudioMixer->initDriver(m_Configuration->getValue("SoundDriver", string("Auto")));
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m_AudioMixer->getDevices(devices);
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UAudioMixer::CInitInfo audioInfo;
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audioInfo.AutoLoadSample = m_Configuration->getValue("SoundAutoLoadSample", true);
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audioInfo.EnableOccludeObstruct = m_Configuration->getValue("SoundEnableOccludeObstruct", true);
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audioInfo.EnableReverb = m_Configuration->getValue("SoundEnableReverb", true);
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audioInfo.ManualRolloff = m_Configuration->getValue("SoundManualRolloff", true);
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audioInfo.ForceSoftware = m_Configuration->getValue("SoundForceSoftware", false);
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audioInfo.MaxTrack = m_Configuration->getValue("SoundMaxTrack", 48);
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audioInfo.UseADPCM = m_Configuration->getValue("SoundUseADPCM", false);
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m_AudioMixer->initDevice(m_Configuration->getValue("SoundDevice", string("")), audioInfo, NULL);
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m_AudioMixer->setLowWaterMark(1);
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// config callbacks
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// ...
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// sound anim manager
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nlassert(!m_SoundAnimManager);
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m_SoundAnimManager = new CSoundAnimManager(m_AudioMixer);
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nlassert(m_SoundAnimManager);
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// temp listener pos
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m_AudioMixer->setListenerPos(CVector(0.0f, 0.0f, 0.0f));
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// init sources
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// ...
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}
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void CSoundUtilities::release()
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{
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//H_AUTO2
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nldebug("CSoundUtilities::release");
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// release sources
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// ...
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// release sound anim manager
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if (m_SoundAnimManager)
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{
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delete m_SoundAnimManager;
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m_SoundAnimManager = NULL;
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}
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else nlwarning("!m_SoundAnimManager");
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// drop config callbacks
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// ...
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// release audiomixer (todo: +sources!!!)
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if (m_AudioMixer)
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{
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delete m_AudioMixer;
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m_AudioMixer = NULL;
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}
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else nlwarning("!m_AudioMixer");
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// reset parameters
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m_Configuration = NULL;
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m_Internationalization = NULL;
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}
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void CSoundUtilities::updateSound()
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{
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m_AudioMixer->update();
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}
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void CSoundUtilities::initGraphics(CGraphicsViewport *graphicsViewport)
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{
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//H_AUTO2
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nldebug("CSoundUtilities::initGraphics");
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// copy parameters
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m_GraphicsViewport = graphicsViewport;
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// check stuff we need
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nlassert(m_GraphicsViewport);
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// set particle system sound
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NL3D::UParticleSystemSound::setPSSound(m_AudioMixer);
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// ...
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// todo: displayers for all the test sound sources :)
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}
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void CSoundUtilities::releaseGraphics()
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{
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//H_AUTO2
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nldebug("CSoundUtilities::releaseGraphics");
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// ..
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// clear particle system sound
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NL3D::UParticleSystemSound::setPSSound(NULL);
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// reset parameters
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m_GraphicsViewport = NULL;
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}
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} /* namespace NLQT */
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/* end of file */
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