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source: code/branches/consolecommands2/src/orxonox/sound/SoundManager.cc @ 7677

Last change on this file since 7677 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 23.5 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 *       Kevin Young
25 *       Reto Grieder
26 *   Co-authors:
27 *      ...
28 *
29 */
30
31#include "SoundManager.h"
32
33#include <AL/alut.h>
34#include <utility>
35
36#include "util/Exception.h"
37#include "util/Math.h"
38#include "util/ScopeGuard.h"
39#include "util/Clock.h"
40#include "core/ConfigValueIncludes.h"
41#include "core/CoreIncludes.h"
42#include "core/GameMode.h"
43#include "core/ScopedSingletonManager.h"
44#include "core/Resource.h"
45#include "SoundBuffer.h"
46#include "BaseSound.h"
47#include "AmbientSound.h"
48#include "WorldSound.h"
49
50namespace orxonox
51{
52    ManageScopedSingleton(SoundManager, ScopeID::Graphics, true);
53
54    std::string SoundManager::getALErrorString(ALenum code)
55    {
56        switch (code)
57        {
58        case AL_NO_ERROR:          return "No error";
59        case AL_INVALID_NAME:      return "Invalid AL parameter name";
60        case AL_INVALID_ENUM:      return "Invalid AL enum";
61        case AL_INVALID_VALUE:     return "Invalid AL value";
62        case AL_INVALID_OPERATION: return "Invalid AL operation";
63        case AL_OUT_OF_MEMORY:     return "AL reports out of memory";
64        default:                   return "Unknown AL error";
65        }
66    }
67
68    SoundManager::SoundManager()
69        : effectsPoolSize_(0)
70    {
71        RegisterRootObject(SoundManager);
72
73        // See whether we even want to load
74        bool bDisableSound_ = false;
75        SetConfigValue(bDisableSound_, false);
76        if (bDisableSound_)
77            ThrowException(InitialisationAborted, "Sound: Not loading at all");
78
79        if (!alutInitWithoutContext(NULL, NULL))
80            ThrowException(InitialisationFailed, "Sound Error: ALUT initialisation failed: " << alutGetErrorString(alutGetError()));
81        Loki::ScopeGuard alutExitGuard = Loki::MakeGuard(&alutExit);
82
83/*
84        // Get list of available sound devices and display them
85        const char* devices = alcGetString(NULL, ALC_DEVICE_SPECIFIER);
86        char* device = new char[strlen(devices)+1];
87        strcpy(device, devices);
88        std::string renderDevice;
89        SetConfigValue(renderDevice, std::string(device)).description("Sound device used for rendering");
90        COUT(4) << "Sound: Available devices: ";
91        while (true)
92        {
93            this->deviceNames_.push_back(devices);
94            COUT(4) << '"' << devices << "\", ";
95            devices += strlen(devices) + 1;
96            if (*devices == '\0')
97                break;
98        }
99        COUT(4) << std::endl;
100
101        // Open the selected device
102        COUT(3) << "Sound: Opening device \"" << renderDevice << '\' << std::endl;
103        this->device_ = alcOpenDevice(renderDevice.c_str());
104*/
105        this->device_ = alcOpenDevice(NULL);
106        if (this->device_ == NULL)
107        {
108            COUT(1) << "Sound: Could not open sound device. Have you installed OpenAL?" << std::endl;
109#ifdef ORXONOX_PLATFORM_WINDOWS
110            COUT(1) << "Sound: Just getting the DLL with the dependencies is not enough for Windows (esp. Windows 7)!" << std::endl;
111#endif
112            ThrowException(InitialisationFailed, "Sound Error: Could not open sound device.");
113        }
114        Loki::ScopeGuard closeDeviceGuard = Loki::MakeGuard(&alcCloseDevice, this->device_);
115
116        // Create sound context and make it the currently used one
117        this->context_ = alcCreateContext(this->device_, NULL);
118        if (this->context_ == NULL)
119            ThrowException(InitialisationFailed, "Sound Error: Could not create ALC context");
120        Loki::ScopeGuard desroyContextGuard = Loki::MakeGuard(&alcDestroyContext, this->context_);
121        if (!alcMakeContextCurrent(this->context_))
122            ThrowException(InitialisationFailed, "Sound Error: Could not use ALC context");
123
124        GameMode::setPlaysSound(true);
125        Loki::ScopeGuard resetPlaysSoundGuard = Loki::MakeGuard(&GameMode::setPlaysSound, false);
126
127        // Get some information about the sound
128        if (const char* version = alGetString(AL_VERSION))
129            COUT(4) << "Sound: --- OpenAL Version: " << version << std::endl;
130        if (const char* vendor = alGetString(AL_VENDOR))
131            COUT(4) << "Sound: --- OpenAL Vendor : " << vendor << std::endl;
132        if (const char* types = alutGetMIMETypes(ALUT_LOADER_BUFFER))
133            COUT(4) << "Sound: --- Supported MIME Types: " << types << std::endl;
134        else
135            COUT(2) << "Sound Warning: MIME Type retrieval failed: " << alutGetErrorString(alutGetError()) << std::endl;
136
137        this->mute_[SoundType::All]     = 1.0f;
138        this->mute_[SoundType::Music]   = 1.0f;
139        this->mute_[SoundType::Effects] = 1.0f;
140
141        this->setConfigValues();
142
143        // Try to get at least one source
144        ALuint source;
145        alGenSources(1, &source);
146        if (!alGetError() && alIsSource(source))
147            this->availableSoundSources_.push_back(source);
148        else
149            ThrowException(InitialisationFailed, "Sound Error: Could not create even a single source");
150        // Create a few initial sources
151        this->createSoundSources(this->minSources_ - 1);
152
153        // Disarm guards
154        alutExitGuard.Dismiss();
155        closeDeviceGuard.Dismiss();
156        desroyContextGuard.Dismiss();
157        resetPlaysSoundGuard.Dismiss();
158
159        COUT(4) << "Sound: Initialisation complete" << std::endl;
160    }
161
162    SoundManager::~SoundManager()
163    {
164        // Erase fade lists because of the smart pointers
165        this->fadeInList_.clear();
166        this->fadeOutList_.clear();
167
168        // If there are still used buffers around, well, that's just very bad...
169        if (this->soundBuffers_.size() != this->effectsPool_.size())
170            COUT(1) << "Sound Error: Some sound buffers are still in use but OpenAL is about to shut down. Fix this!" << std::endl;
171        // Empty buffer pool and buffer list
172        this->effectsPool_.clear();
173        this->soundBuffers_.clear();
174
175        // There should not be any sources in use anymore
176        if (!this->usedSoundSources_.empty())
177            COUT(1) << "Sound Error: Some sound sources are still in use but OpenAL is about to shut down. Fix this!" << std::endl;
178        while (!this->availableSoundSources_.empty())
179        {
180            alDeleteSources(1, &this->availableSoundSources_.back());
181            this->availableSoundSources_.pop_back();
182        }
183
184        GameMode::setPlaysSound(false);
185
186        // Relieve context to destroy it
187        if (!alcMakeContextCurrent(NULL))
188            COUT(1) << "Sound Error: Could not unset ALC context" << std::endl;
189        alcDestroyContext(this->context_);
190        if (ALCenum error = alcGetError(this->device_))
191        {
192            if (error == AL_INVALID_OPERATION)
193                COUT(1) << "Sound Error: Could not destroy ALC context because it is the current one" << std::endl;
194            else
195                COUT(1) << "Sound Error: Could not destroy ALC context because it is invalid" << std::endl;
196        }
197#ifdef AL_VERSION_1_1
198        if (!alcCloseDevice(this->device_))
199            COUT(1) << "Sound Error: Could not destroy ALC device. This might be because there are still buffers in use!" << std::endl;
200#else
201        alcCloseDevice(this->device_);
202#endif
203        if (!alutExit())
204            COUT(1) << "Sound Error: Closing ALUT failed: " << alutGetErrorString(alutGetError()) << std::endl;
205    }
206
207    void SoundManager::setConfigValues()
208    {
209        SetConfigValue(crossFadeStep_, 0.2f)
210            .description("Determines how fast sounds should fade, per second.")
211            .callback(this, &SoundManager::checkFadeStepValidity);
212
213        SetConfigValueAlias(volume_[SoundType::All], "soundVolume_", 1.0f)
214            .description("Defines the overall volume.")
215            .callback(this, &SoundManager::checkSoundVolumeValidity);
216        SetConfigValueAlias(volume_[SoundType::Music], "ambientVolume_", 1.0f)
217            .description("Defines the ambient volume.")
218            .callback(this, &SoundManager::checkAmbientVolumeValidity);
219        SetConfigValueAlias(volume_[SoundType::Effects], "effectsVolume_", 1.0f)
220            .description("Defines the effects volume.")
221            .callback(this, &SoundManager::checkEffectsVolumeValidity);
222
223        SetConfigValue(minSources_, 16)
224            .description("Minimum number of sources being generated (if possible)");
225        SetConfigValue(maxSources_, 1024)
226            .description("Maximum number of sources to be made available");
227    }
228
229    void SoundManager::preUpdate(const Clock& time)
230    {
231        this->processCrossFading(time.getDeltaTime());
232
233        // Check whether a sound object has stopped playing
234        for (unsigned int i = 0; i < this->usedSoundSources_.size(); ++i)
235        {
236            ALint state;
237            alGetSourcei(this->usedSoundSources_[i].first, AL_SOURCE_STATE, &state);
238            if (state == AL_STOPPED)
239            {
240                this->usedSoundSources_[i].second->stop();
241                --i;
242            }
243        }
244    }
245
246    void SoundManager::checkFadeStepValidity()
247    {
248        if (crossFadeStep_ <= 0.0 || crossFadeStep_ >= 1.0 )
249        {
250            COUT(2) << "Sound warning: fade step out of range, ignoring change." << std::endl;
251            ResetConfigValue(crossFadeStep_);
252        }
253    }
254
255    void SoundManager::checkVolumeValidity(SoundType::Value type)
256    {
257        float clampedVolume = clamp(this->volume_[type], 0.0f, 1.0f);
258        if (clampedVolume != this->volume_[type])
259            COUT(2) << "Sound warning: Volume setting (" << type << ") out of range, clamping." << std::endl;
260        this->updateVolume(type);
261    }
262
263    void SoundManager::setVolume(float vol, SoundType::Value type)
264    {
265        if (type < 0 || type > SoundType::Effects)
266            return;
267        this->volume_[type] = vol;
268        this->checkVolumeValidity(type);
269    }
270
271    float SoundManager::getVolume(SoundType::Value type)
272    {
273        if (type < 0 || type > SoundType::Effects)
274            return 0.0f;
275        return this->volume_[type];
276    }
277
278    float SoundManager::getRealVolume(SoundType::Value type)
279    {
280        if (type != SoundType::Music && type != SoundType::Effects)
281            return 0.0f;
282        return this->volume_[SoundType::All] * this->mute_[SoundType::All] * this->volume_[type] * this->mute_[type];
283    }
284
285    void SoundManager::updateVolume(SoundType::Value type)
286    {
287        switch(type)
288        {
289        case SoundType::All:
290            for (ObjectList<BaseSound>::iterator it = ObjectList<BaseSound>::begin(); it != ObjectList<BaseSound>::end(); ++it)
291                (*it)->updateVolume();
292            break;
293        case SoundType::Music:
294            for (ObjectList<AmbientSound>::iterator it = ObjectList<AmbientSound>::begin(); it != ObjectList<AmbientSound>::end(); ++it)
295                (*it)->updateVolume();
296            break;
297        case SoundType::Effects:
298            for (ObjectList<WorldSound>::iterator it = ObjectList<WorldSound>::begin(); it != ObjectList<WorldSound>::end(); ++it)
299                (*it)->updateVolume();
300            break;
301        default:
302            assert(false);
303        }
304    }
305
306    void SoundManager::toggleMute(SoundType::Value type)
307    {
308        if (type < 0 || type > SoundType::Effects)
309            return;
310        this->mute_[type] = (this->mute_[type] == 0) ? 1.0f : 0.0f;
311        this->updateVolume(type);
312    }
313
314    bool SoundManager::getMute(SoundType::Value type)
315    {
316        if (type < 0 || type > SoundType::Effects)
317            return true;
318        return (this->mute_[type] == 0);
319    }
320
321    void SoundManager::setListenerPosition(const Vector3& position)
322    {
323        alListener3f(AL_POSITION, position.x, position.y, position.z);
324        ALenum error = alGetError();
325        if (error == AL_INVALID_VALUE)
326            COUT(2) << "Sound: OpenAL: Invalid listener position" << std::endl;
327    }
328
329    void SoundManager::setListenerOrientation(const Quaternion& orientation)
330    {
331        // update listener orientation
332        const Vector3& direction = -orientation.zAxis();
333        const Vector3& up = orientation.yAxis();
334
335        ALfloat orient[6] = { direction.x, direction.y, direction.z, up.x, up.y, up.z };
336
337        alListenerfv(AL_ORIENTATION, orient);
338        ALenum error = alGetError();
339        if (error == AL_INVALID_VALUE)
340            COUT(2) << "Sound: OpenAL: Invalid listener orientation" << std::endl;
341    }
342
343    void SoundManager::registerAmbientSound(AmbientSound* newAmbient)
344    {
345        if (newAmbient != NULL)
346        {
347            for (AmbientList::const_iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
348            {
349                if (it->first == newAmbient)
350                {
351                    COUT(2) << "Sound warning: Will not play an AmbientSound twice." << std::endl;
352                    return;
353                }
354            }
355
356            if (!this->ambientSounds_.empty())
357            {
358                this->fadeOut(ambientSounds_.front().first);
359            }
360            this->ambientSounds_.push_front(std::make_pair(newAmbient, false));
361            newAmbient->doPlay();
362            this->fadeIn(newAmbient);
363        }
364    }
365
366    void SoundManager::unregisterAmbientSound(AmbientSound* oldAmbient)
367    {
368        if (oldAmbient == NULL || ambientSounds_.empty())
369            return;
370
371        if (this->ambientSounds_.front().first == oldAmbient)
372        {
373            this->fadeOut(oldAmbient);
374            this->ambientSounds_.pop_front();
375            if (!this->ambientSounds_.empty())
376            {
377                if (!this->ambientSounds_.front().second) // Not paused before
378                {
379                    this->ambientSounds_.front().first->doPlay();
380                }
381                this->fadeIn(this->ambientSounds_.front().first);
382            }
383        }
384        else
385        {
386            for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
387            {
388                if (it->first == oldAmbient)
389                {
390                    this->fadeOut(oldAmbient);
391                    this->ambientSounds_.erase(it);
392                    break;
393                }
394            }
395        }
396    }
397
398    void SoundManager::pauseAmbientSound(AmbientSound* ambient)
399    {
400        if (ambient != NULL)
401        {
402            for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
403            {
404                if (it->first == ambient)
405                {
406                    it->second = true;
407                    this->fadeOut(it->first);
408                    return;
409                }
410            }
411        }
412    }
413
414    void SoundManager::fadeIn(const SmartPtr<AmbientSound>& sound)
415    {
416        // If we're already fading out --> remove that
417        for (std::list<SmartPtr<AmbientSound> >::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); it++)
418        {
419            if (*it == sound)
420            {
421                this->fadeOutList_.erase(it);
422                break;
423            }
424        }
425        // No duplicate entries
426        if (std::find(this->fadeInList_.begin(), this->fadeInList_.end(), sound) == this->fadeInList_.end())
427            this->fadeInList_.push_back(sound);
428    }
429
430    void SoundManager::fadeOut(const SmartPtr<AmbientSound>& sound)
431    {
432        // If we're already fading in --> remove that
433        for (std::list<SmartPtr<AmbientSound> >::iterator it = this->fadeInList_.begin(); it != this->fadeInList_.end(); it++)
434        {
435            if (*it == sound)
436            {
437                this->fadeInList_.erase(it);
438                break;
439            }
440        }
441        // No duplicate entries
442        if (std::find(this->fadeOutList_.begin(), this->fadeOutList_.end(), sound) == this->fadeOutList_.end())
443            this->fadeOutList_.push_back(sound);
444    }
445
446    void SoundManager::processCrossFading(float dt)
447    {
448
449        // Hacky solution to the fade delay while loading a level.
450        if(dt > 0.2)
451        {
452            return;
453        }
454
455        // FADE IN
456        for (std::list<SmartPtr<AmbientSound> >::iterator it= this->fadeInList_.begin(); it != this->fadeInList_.end(); )
457        {
458            if ((*it)->getVolume() + this->crossFadeStep_*dt > 1.0f)
459            {
460                (*it)->setVolume(1.0f);
461                this->fadeInList_.erase(it++);
462            }
463            else
464            {
465                (*it)->setVolume((*it)->getVolume() + this->crossFadeStep_*dt);
466                ++it;
467            }
468        }
469
470        // FADE OUT
471        for (std::list<SmartPtr<AmbientSound> >::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); )
472        {
473            if ((*it)->getVolume() - this->crossFadeStep_*dt < 0.0f)
474            {
475                (*it)->setVolume(0.0f);
476
477                // If sound is in the ambient list --> pause
478                for (AmbientList::const_iterator it2 = this->ambientSounds_.begin(); it2 != this->ambientSounds_.end(); ++it2)
479                {
480                    if (it2->first == *it)
481                    {
482                        (*it)->doPause();
483                        break;
484                    }
485                }
486                // If not pause (by loop above for instance) --> stop
487                if (!(*it)->isPaused())
488                    (*it)->doStop();
489
490                this->fadeOutList_.erase(it++);
491            }
492            else
493            {
494                (*it)->setVolume((*it)->getVolume() - this->crossFadeStep_*dt);
495                ++it;
496            }
497        }
498    }
499
500    shared_ptr<SoundBuffer> SoundManager::getSoundBuffer(const std::string& filename)
501    {
502        shared_ptr<SoundBuffer> buffer;
503        // Check active or pooled buffers
504        SoundBufferMap::const_iterator it = this->soundBuffers_.find(filename);
505        if (it != this->soundBuffers_.end())
506        {
507            buffer = it->second;
508
509            // Remove from effects pool if not active used before
510            if (buffer->poolIterator_ != this->effectsPool_.end())
511            {
512                this->effectsPoolSize_ -= buffer->getSize();
513                this->effectsPool_.erase(buffer->poolIterator_);
514                buffer->poolIterator_ = this->effectsPool_.end();
515            }
516        }
517        else
518        {
519            try
520            {
521                buffer.reset(new SoundBuffer(filename, this->effectsPool_.end()));
522            }
523            catch (...)
524            {
525                COUT(1) << Exception::handleMessage() << std::endl;
526                return buffer;
527            }
528            this->soundBuffers_[filename] = buffer;
529        }
530        return buffer;
531    }
532
533    void SoundManager::releaseSoundBuffer(const shared_ptr<SoundBuffer>& buffer, bool bPoolBuffer)
534    {
535        // Check if others are still using the buffer
536        if (buffer.use_count() != 2)
537            return;
538        SoundBufferMap::iterator it = this->soundBuffers_.find(buffer->getFilename());
539        if (it != this->soundBuffers_.end())
540        {
541            if (bPoolBuffer)
542            {
543                // Pool already too large?
544                while (this->effectsPoolSize_ + it->second->getSize() > this->maxEffectsPoolSize_s && !this->effectsPool_.empty())
545                {
546                    shared_ptr<SoundBuffer> bufferDel = this->effectsPool_.back();
547                    this->effectsPoolSize_ -= bufferDel->getSize();
548                    bufferDel->poolIterator_ = this->effectsPool_.end();
549                    this->effectsPool_.pop_back();
550                    // Remove from buffer map too
551                    SoundBufferMap::iterator itDel = this->soundBuffers_.find(bufferDel->getFilename());
552                    if (itDel != this->soundBuffers_.end())
553                        this->soundBuffers_.erase(itDel);
554                }
555                // Put buffer into the pool
556                this->effectsPoolSize_ += it->second->getSize();
557                this->effectsPool_.push_front(it->second);
558                it->second->poolIterator_ = this->effectsPool_.begin();
559            }
560            else
561                this->soundBuffers_.erase(it);
562        }
563    }
564
565    ALuint SoundManager::getSoundSource(BaseSound* object)
566    {
567        if (!this->availableSoundSources_.empty())
568        {
569            ALuint source = this->availableSoundSources_.back();
570            this->availableSoundSources_.pop_back();
571            this->usedSoundSources_.push_back(std::make_pair(source, object));
572            return source;
573        }
574        else
575        {
576            if (this->usedSoundSources_.size() < this->maxSources_)
577            {
578                ALuint source;
579                alGenSources(1, &source);
580                // Try to create new sources (50% more, but at least one)
581                if (alIsSource(source) && !alGetError())
582                {
583                    this->usedSoundSources_.push_back(std::make_pair(source, object));
584                    return source;
585                }
586            }
587            // Return no source ID
588            ALuint source = 123456789;
589            while (alIsSource(++source));
590            return source;
591        }
592    }
593
594    void SoundManager::releaseSoundSource(ALuint source)
595    {
596#ifndef NDEBUG
597        for (std::vector<ALuint>::const_iterator it = this->availableSoundSources_.begin(); it != this->availableSoundSources_.end(); ++it)
598            assert((*it) != source);
599#endif
600        this->availableSoundSources_.push_back(source);
601        for (std::vector<std::pair<ALuint, BaseSound*> >::iterator it = this->usedSoundSources_.begin();
602            it != this->usedSoundSources_.end(); ++it)
603        {
604            if (it->first == source)
605            {
606                this->usedSoundSources_.erase(it);
607                break;
608            }
609        }
610        int used = std::max((unsigned int)(this->usedSoundSources_.size()), this->minSources_);
611        // Subtract those we added in the statement above trough std::max
612        int available = (int)this->availableSoundSources_.size() - (used - (int)this->usedSoundSources_.size());
613        // Delete sources again to free resources if appropriate (more than 50% more available than used)
614        int toDelete = available - used / 2;
615        while (toDelete-- > 0)
616        {
617            alDeleteSources(1, &this->availableSoundSources_.back());
618            if (alGetError())
619                COUT(1) << "Sound Error: Failed to delete a source --> lost forever" << std::endl;
620            this->availableSoundSources_.pop_back();
621        }
622    }
623
624    unsigned int SoundManager::createSoundSources(unsigned int n)
625    {
626        unsigned int count = this->availableSoundSources_.size() + this->usedSoundSources_.size();
627        while (count < this->maxSources_ && count <= n)
628        {
629            ALuint source;
630            alGenSources(1, &source);
631            if (alIsSource(source) && !alGetError())
632                this->availableSoundSources_.push_back(source);
633            else
634                break;
635            ++count;
636        }
637        return count - this->availableSoundSources_.size() - this->usedSoundSources_.size();
638    }
639}
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