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source: code/branches/consolecommands/src/orxonox/sound/WorldSound.cc @ 6795

Last change on this file since 6795 was 6322, checked in by rgrieder, 15 years ago

Added audio source management. This should reduce the problems when loading too many sounds.
However if there are too many players shooting at the same time, some sounds may still not play.

  • Property svn:eol-style set to native
File size: 4.3 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 "SoundManager.h"
38#include <core/ConsoleCommandCompilation.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    WorldSound::~WorldSound()
54    {
55    }
56   
57    void WorldSound::registerVariables()
58    {
59        registerVariable(volume_, ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::volumeChanged));
60        registerVariable(source_, ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::sourceChanged));
61        registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::loopingChanged));
62        registerVariable((int&)(BaseSound::state_), ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::stateChanged));
63        registerVariable(pitch_, ObjectDirection::ToClient, new NetworkCallback<BaseSound>(static_cast<BaseSound*>(this), &BaseSound::pitchChanged));
64    }
65
66    void WorldSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
67    {
68        SUPER(WorldSound, XMLPort, xmlelement, mode);
69        BaseSound::XMLPortExtern(xmlelement, mode);
70    }
71
72    void WorldSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
73    {
74        SUPER(WorldSound, XMLEventPort, xmlelement, mode);
75        XMLPortEventState(WorldSound, BaseObject, "play", play, xmlelement, mode);
76    }
77
78    void WorldSound::initialiseSource()
79    {
80        BaseSound::initialiseSource();
81        this->tick(0); // update position, orientation and velocity
82    }
83
84    void WorldSound::tick(float dt)
85    {
86        if (alIsSource(this->audioSource_))
87        {
88            const Vector3& pos = this->getWorldPosition();
89            alSource3f(this->audioSource_, AL_POSITION, pos.x, pos.y, pos.z);
90            ALenum error = alGetError();
91            if (error == AL_INVALID_VALUE)
92                COUT(2) << "Sound: OpenAL: Invalid sound position" << std::endl;
93
94            const Vector3& vel = this->getVelocity();
95            alSource3f(this->audioSource_, AL_VELOCITY, vel.x, vel.y, vel.z);
96            error = alGetError();
97            if (error == AL_INVALID_VALUE)
98                COUT(2) << "Sound: OpenAL: Invalid sound velocity" << std::endl;
99
100            const Vector3& direction = -this->getWorldOrientation().zAxis();
101            alSource3f(this->audioSource_, AL_DIRECTION, direction.x, direction.y, direction.z);
102            error = alGetError();
103            if (error == AL_INVALID_VALUE)
104                COUT(2) << "Sound: OpenAL: Invalid sound direction" << std::endl;
105        }
106    }
107
108    void WorldSound::changedActivity() 
109    {
110        SUPER(WorldSound, changedActivity);
111        if (this->isActive())
112            this->play();
113        else 
114            this->stop();
115    }
116
117    float WorldSound::getVolumeGain()
118    {
119        return SoundManager::getInstance().getVolume(SoundType::effects);
120    }
121}
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