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source: code/archive/environment2/src/orxonox/sound/WorldSound.cc @ 11420

Last change on this file since 11420 was 8351, checked in by rgrieder, 14 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 4.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Erwin 'vaiursch' Herrsche
24 *      Reto Grieder
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "WorldSound.h"
31
32#include <alut.h>
33
34#include "util/Math.h"
35#include "core/CoreIncludes.h"
36#include "core/EventIncludes.h"
37#include "core/XMLPort.h"
38#include "Scene.h"
39#include "SoundManager.h"
40
41namespace orxonox
42{
43    CreateFactory(WorldSound);
44
45    WorldSound::WorldSound(BaseObject* creator)
46        : StaticEntity(creator)
47    {
48        RegisterObject(WorldSound);
49        // WorldSound buffers should be pooled when they're not used anymore
50        this->bPooling_ = true;
51        this->registerVariables();
52    }
53
54    void WorldSound::registerVariables()
55    {
56        registerVariable(volume_,   ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::volumeChanged));
57        registerVariable(source_,   ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::sourceChanged));
58        registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::loopingChanged));
59        registerVariable(pitch_,    ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::pitchChanged));
60        registerVariable((uint8_t&)(BaseSound::state_), ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::stateChanged));
61    }
62
63    void WorldSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
64    {
65        SUPER(WorldSound, XMLPort, xmlelement, mode);
66        BaseSound::XMLPortExtern(xmlelement, mode);
67    }
68
69    void WorldSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
70    {
71        SUPER(WorldSound, XMLEventPort, xmlelement, mode);
72        XMLPortEventState(WorldSound, BaseObject, "play", play, xmlelement, mode);
73    }
74
75    void WorldSound::initialiseSource()
76    {
77        BaseSound::initialiseSource();
78        if (this->getScene())
79        {
80            float refDist = this->getScene()->getSoundReferenceDistance();
81            alSourcef(this->audioSource_, AL_REFERENCE_DISTANCE, refDist);
82            // TODO: 500 is very magical here. Derive something better
83            alSourcef(this->audioSource_, AL_MAX_DISTANCE, refDist * 500);
84        }
85        this->tick(0); // update position, orientation and velocity
86    }
87
88    void WorldSound::tick(float dt)
89    {
90        if (alIsSource(this->audioSource_))
91        {
92            const Vector3& pos = this->getWorldPosition();
93            alSource3f(this->audioSource_, AL_POSITION, pos.x, pos.y, pos.z);
94            ALenum error = alGetError();
95            if (error == AL_INVALID_VALUE)
96                COUT(2) << "Sound: OpenAL: Invalid sound position" << std::endl;
97
98            const Vector3& vel = this->getVelocity();
99            alSource3f(this->audioSource_, AL_VELOCITY, vel.x, vel.y, vel.z);
100            error = alGetError();
101            if (error == AL_INVALID_VALUE)
102                COUT(2) << "Sound: OpenAL: Invalid sound velocity" << std::endl;
103
104            const Vector3& direction = -this->getWorldOrientation().zAxis();
105            alSource3f(this->audioSource_, AL_DIRECTION, direction.x, direction.y, direction.z);
106            error = alGetError();
107            if (error == AL_INVALID_VALUE)
108                COUT(2) << "Sound: OpenAL: Invalid sound direction" << std::endl;
109        }
110    }
111
112    void WorldSound::changedActivity()
113    {
114        SUPER(WorldSound, changedActivity);
115        if (this->isActive())
116            this->play();
117        else
118            this->stop();
119    }
120
121    float WorldSound::getRealVolume()
122    {
123        assert(GameMode::playsSound());
124        return SoundManager::getInstance().getRealVolume(SoundType::Effects);
125    }
126}
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