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source: code/branches/ai/src/orxonox/sound/WorldSound.cc @ 8335

Last change on this file since 8335 was 7284, checked in by landauf, 14 years ago

merged consolecommands3 branch back to trunk.

note: the console command interface has changed completely, but the documentation is not yet up to date. just copy an existing command and change it to your needs, it's pretty self-explanatory. also the include files related to console commands are now located in core/command/. in the game it should work exactly like before, except for some changes in the auto-completion.

  • 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 <AL/alut.h>
33#include "util/Math.h"
34#include "core/CoreIncludes.h"
35#include "core/EventIncludes.h"
36#include "core/XMLPort.h"
37#include "Scene.h"
38#include "SoundManager.h"
39
40namespace orxonox
41{
42    CreateFactory(WorldSound);
43
44    WorldSound::WorldSound(BaseObject* creator)
45        : StaticEntity(creator)
46    {
47        RegisterObject(WorldSound);
48        // WorldSound buffers should be pooled when they're not used anymore
49        this->bPooling_ = true;
50        this->registerVariables();
51    }
52
53    void WorldSound::registerVariables()
54    {
55        registerVariable(volume_,   ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::volumeChanged));
56        registerVariable(source_,   ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::sourceChanged));
57        registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::loopingChanged));
58        registerVariable(pitch_,    ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::pitchChanged));
59        registerVariable((uint8_t&)(BaseSound::state_), ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::stateChanged));
60    }
61
62    void WorldSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
63    {
64        SUPER(WorldSound, XMLPort, xmlelement, mode);
65        BaseSound::XMLPortExtern(xmlelement, mode);
66    }
67
68    void WorldSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
69    {
70        SUPER(WorldSound, XMLEventPort, xmlelement, mode);
71        XMLPortEventState(WorldSound, BaseObject, "play", play, xmlelement, mode);
72    }
73
74    void WorldSound::initialiseSource()
75    {
76        BaseSound::initialiseSource();
77        if (this->getScene())
78        {
79            float refDist = this->getScene()->getSoundReferenceDistance();
80            alSourcef(this->audioSource_, AL_REFERENCE_DISTANCE, refDist);
81            // TODO: 500 is very magical here. Derive something better
82            alSourcef(this->audioSource_, AL_MAX_DISTANCE, refDist * 500);
83        }
84        this->tick(0); // update position, orientation and velocity
85    }
86
87    void WorldSound::tick(float dt)
88    {
89        if (alIsSource(this->audioSource_))
90        {
91            const Vector3& pos = this->getWorldPosition();
92            alSource3f(this->audioSource_, AL_POSITION, pos.x, pos.y, pos.z);
93            ALenum error = alGetError();
94            if (error == AL_INVALID_VALUE)
95                COUT(2) << "Sound: OpenAL: Invalid sound position" << std::endl;
96
97            const Vector3& vel = this->getVelocity();
98            alSource3f(this->audioSource_, AL_VELOCITY, vel.x, vel.y, vel.z);
99            error = alGetError();
100            if (error == AL_INVALID_VALUE)
101                COUT(2) << "Sound: OpenAL: Invalid sound velocity" << std::endl;
102
103            const Vector3& direction = -this->getWorldOrientation().zAxis();
104            alSource3f(this->audioSource_, AL_DIRECTION, direction.x, direction.y, direction.z);
105            error = alGetError();
106            if (error == AL_INVALID_VALUE)
107                COUT(2) << "Sound: OpenAL: Invalid sound direction" << std::endl;
108        }
109    }
110
111    void WorldSound::changedActivity()
112    {
113        SUPER(WorldSound, changedActivity);
114        if (this->isActive())
115            this->play();
116        else
117            this->stop();
118    }
119
120    float WorldSound::getRealVolume()
121    {
122        assert(GameMode::playsSound());
123        return SoundManager::getInstance().getRealVolume(SoundType::Effects);
124    }
125}
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