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source: code/branches/presentation2/src/orxonox/sound/SoundManager.cc @ 6371

Last change on this file since 6371 was 6370, checked in by rgrieder, 15 years ago

Little cleanup in sound stuff and MoodManager.
Caution: Renamed SoundTypes to {All, Music, Effects}!

  • Property svn:eol-style set to native
File size: 19.8 KB
RevLine 
[3060]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
[6117]24 *       Kevin Young
[6244]25 *       Reto Grieder
[3060]26 *   Co-authors:
27 *      ...
28 *
29 */
30
[3196]31#include "SoundManager.h"
32
[3060]33#include <AL/alut.h>
[6117]34#include <utility>
[3060]35
[5929]36#include "util/Exception.h"
[3196]37#include "util/Math.h"
[5929]38#include "util/ScopeGuard.h"
[6117]39#include "util/Clock.h"
[6203]40#include "core/ConfigValueIncludes.h"
[5929]41#include "core/GameMode.h"
42#include "core/ScopedSingletonManager.h"
[6203]43#include "core/Resource.h"
44#include "SoundBuffer.h"
[6117]45#include "BaseSound.h"
46#include "AmbientSound.h"
[6184]47#include "WorldSound.h"
[3060]48
49namespace orxonox
50{
[5929]51    ManageScopedSingleton(SoundManager, ScopeID::Graphics, true);
[3060]52
[6370]53    std::string SoundManager::getALErrorString(ALenum code)
54    {
55        switch (code)
56        {
57        case AL_NO_ERROR:          return "No error";
58        case AL_INVALID_NAME:      return "Invalid AL parameter name";
59        case AL_INVALID_ENUM:      return "Invalid AL enum";
60        case AL_INVALID_VALUE:     return "Invalid AL value";
61        case AL_INVALID_OPERATION: return "Invalid AL operation";
62        case AL_OUT_OF_MEMORY:     return "AL reports out of memory";
63        default:                   return "Unknown AL error";
64        }
65    }
66
[3060]67    SoundManager::SoundManager()
[6254]68        : effectsPoolSize_(0)
[3060]69    {
[6117]70        RegisterRootObject(SoundManager);
71
72        if (!alutInitWithoutContext(NULL, NULL))
[6244]73            ThrowException(InitialisationFailed, "Sound Error: ALUT initialisation failed: " << alutGetErrorString(alutGetError()));
[5929]74        Loki::ScopeGuard alutExitGuard = Loki::MakeGuard(&alutExit);
75
[6332]76/*
[6244]77        // Get list of available sound devices and display them
[6332]78        const char* devices = alcGetString(NULL, ALC_DEVICE_SPECIFIER);
[6298]79        char* device = new char[strlen(devices)+1];
80        strcpy(device, devices);
[6244]81        std::string renderDevice;
[6332]82        SetConfigValue(renderDevice, std::string(device)).description("Sound device used for rendering");
[6244]83        COUT(4) << "Sound: Available devices: ";
84        while (true)
85        {
86            this->deviceNames_.push_back(devices);
87            COUT(4) << "\"" << devices << "\", ";
88            devices += strlen(devices) + 1;
89            if (*devices == '\0')
90                break;
91        }
92        COUT(4) << std::endl;
93
94        // Open the selected device
95        COUT(3) << "Sound: Opening device \"" << renderDevice << "\"" << std::endl;
[6332]96        this->device_ = alcOpenDevice(renderDevice.c_str());
97*/
[6298]98        this->device_ = alcOpenDevice(NULL);
[5929]99        if (this->device_ == NULL)
[3060]100        {
[6244]101            COUT(1) << "Sound: Could not open sound device. Have you installed OpenAL?" << std::endl;
[5929]102#ifdef ORXONOX_PLATFORM_WINDOWS
[6244]103            COUT(1) << "Sound: Just getting the DLL with the dependencies is not enough for Windows (esp. Windows 7)!" << std::endl;
[5929]104#endif
[6322]105            ThrowException(InitialisationFailed, "Sound Error: Could not open sound device.");
[3060]106        }
[5929]107        Loki::ScopeGuard closeDeviceGuard = Loki::MakeGuard(&alcCloseDevice, this->device_);
108
[6244]109        // Create sound context and make it the currently used one
[5929]110        this->context_ = alcCreateContext(this->device_, NULL);
111        if (this->context_ == NULL)
[6244]112            ThrowException(InitialisationFailed, "Sound Error: Could not create ALC context");
[5929]113        Loki::ScopeGuard desroyContextGuard = Loki::MakeGuard(&alcDestroyContext, this->context_);
[6244]114        if (!alcMakeContextCurrent(this->context_))
115            ThrowException(InitialisationFailed, "Sound Error: Could not use ALC context");
[5929]116
[6244]117        GameMode::setPlaysSound(true);
[6322]118        Loki::ScopeGuard resetPlaysSoundGuard = Loki::MakeGuard(&GameMode::setPlaysSound, false);
[5929]119
[6244]120        // Get some information about the sound
121        if (const char* version = alGetString(AL_VERSION))
122            COUT(4) << "Sound: --- OpenAL Version: " << version << std::endl;
123        if (const char* vendor = alGetString(AL_VENDOR))
124            COUT(4) << "Sound: --- OpenAL Vendor : " << vendor << std::endl;
125        if (const char* types = alutGetMIMETypes(ALUT_LOADER_BUFFER))
126            COUT(4) << "Sound: --- Supported MIME Types: " << types << std::endl;
[3060]127        else
[6244]128            COUT(2) << "Sound Warning: MIME Type retrieval failed: " << alutGetErrorString(alutGetError()) << std::endl;
[6184]129       
[6370]130        this->mute_[SoundType::All]     = 1.0f;
131        this->mute_[SoundType::Music]   = 1.0f;
132        this->mute_[SoundType::Effects] = 1.0f;
[6117]133
134        this->setConfigValues();
[6244]135
[6322]136        // Try to get at least one source
137        ALuint source;
138        alGenSources(1, &source);
139        if (!alGetError() && alIsSource(source))
140            this->soundSources_.push_back(source);
141        else
142            ThrowException(InitialisationFailed, "Sound Error: Could not even create a single source");
143        // Get the rest of the sources
144        alGenSources(1, &source);
145        unsigned int count = 1;
146        while (alIsSource(source) && !alGetError() && count <= this->maxSources_)
147        {
148            this->soundSources_.push_back(source);
149            alGenSources(1, &source);
150            ++count;
151        }
152
153        // Disarm guards
154        alutExitGuard.Dismiss();
155        closeDeviceGuard.Dismiss();
156        desroyContextGuard.Dismiss();
157        resetPlaysSoundGuard.Dismiss();
158
[6244]159        COUT(4) << "Sound: Initialisation complete" << std::endl;
[3060]160    }
161
162    SoundManager::~SoundManager()
163    {
[5929]164        GameMode::setPlaysSound(false);
[6244]165
166        // Relieve context to destroy it
167        if (!alcMakeContextCurrent(NULL))
168            COUT(1) << "Sound Error: Could not unset ALC context" << std::endl;
[3060]169        alcDestroyContext(this->context_);
[6244]170        if (ALCenum error = alcGetError(this->device_))
171        {
172            if (error == AL_INVALID_OPERATION)
173                COUT(1) << "Sound Error: Could not destroy ALC context because it is the current one" << std::endl;
174            else
175                COUT(1) << "Sound Error: Could not destroy ALC context because it is invalid" << std::endl;
176        }
177#ifdef AL_VERSION_1_1
178        if (!alcCloseDevice(this->device_))
179            COUT(1) << "Sound Error: Could not destroy ALC device. This might be because there are still buffers in use!" << std::endl;
180#else
[3280]181        alcCloseDevice(this->device_);
[6244]182#endif
183        if (!alutExit())
184            COUT(1) << "Sound Error: Closing ALUT failed: " << alutGetErrorString(alutGetError()) << std::endl;
[3060]185    }
186
[6183]187    void SoundManager::preUpdate(const Clock& time)
[6117]188    {
189        this->processCrossFading(time.getDeltaTime());
190    }
191
192    void SoundManager::setConfigValues()
193    {
194        SetConfigValue(crossFadeStep_, 0.2f)
195            .description("Determines how fast sounds should fade, per second.")
196            .callback(this, &SoundManager::checkFadeStepValidity);
[6322]197
[6370]198        SetConfigValueAlias(volume_[SoundType::All], "soundVolume_", 1.0f)
[6184]199            .description("Defines the overall volume.")
[6186]200            .callback(this, &SoundManager::checkSoundVolumeValidity);
[6370]201        SetConfigValueAlias(volume_[SoundType::Music], "ambientVolume_", 1.0f)
[6184]202            .description("Defines the ambient volume.")
203            .callback(this, &SoundManager::checkAmbientVolumeValidity);
[6370]204        SetConfigValueAlias(volume_[SoundType::Effects], "effectsVolume_", 1.0f)
[6184]205            .description("Defines the effects volume.")
206            .callback(this, &SoundManager::checkEffectsVolumeValidity);
[6322]207
208        SetConfigValue(maxSources_, 1024)
209            .description("Maximum number of sources to be made available");
[6117]210    }
211
212    void SoundManager::checkFadeStepValidity()
213    {
214        if (crossFadeStep_ <= 0.0 || crossFadeStep_ >= 1.0 )
215        {
[6370]216            COUT(2) << "Sound warning: fade step out of range, ignoring change." << std::endl;
[6117]217            ResetConfigValue(crossFadeStep_);
218        }
219    }
[6370]220
221    void SoundManager::checkVolumeValidity(SoundType::Value type)
[6184]222    {
[6370]223        float clampedVolume = clamp(this->volume_[type], 0.0f, 1.0f);
224        if (clampedVolume != this->volume_[type])
225            COUT(2) << "Sound warning: Volume setting (" << type << ") out of range, clamping." << std::endl;
[6186]226        this->updateVolume(type);
[6184]227    }
[6370]228
229    void SoundManager::setVolume(float vol, SoundType::Value type)
[6186]230    {
[6370]231        if (type < 0 || type > SoundType::Effects)
232            return;
233        this->volume_[type] = vol;
234        this->checkVolumeValidity(type);
[6186]235    }
[6370]236
237    float SoundManager::getVolume(SoundType::Value type) 
[6184]238    {
[6370]239        if (type < 0 || type > SoundType::Effects)
240            return 0.0f;
241        return this->volume_[type];
[6184]242    }
[6370]243
244    float SoundManager::getRealVolume(SoundType::Value type) 
[6184]245    {
[6370]246        if (type != SoundType::Music && type != SoundType::Effects)
247            return 0.0f;
248        return this->volume_[SoundType::All] * this->mute_[SoundType::All] * this->volume_[type] * this->mute_[type];
249    }
250
251    void SoundManager::updateVolume(SoundType::Value type)
252    {
253        switch(type)
[6184]254        {
[6370]255        case SoundType::All:
256            for (ObjectList<BaseSound>::iterator it = ObjectList<BaseSound>::begin(); it != ObjectList<BaseSound>::end(); ++it)
257                (*it)->updateVolume();
258            break;
259        case SoundType::Music:
260            for (ObjectList<AmbientSound>::iterator it = ObjectList<AmbientSound>::begin(); it != ObjectList<AmbientSound>::end(); ++it)
261                (*it)->updateVolume();
262            break;
263        case SoundType::Effects:
264            for (ObjectList<WorldSound>::iterator it = ObjectList<WorldSound>::begin(); it != ObjectList<WorldSound>::end(); ++it)
265                (*it)->updateVolume();
266            break;
267        default:
268            assert(false);
[6184]269        }
270    }
[6117]271
[6370]272    void SoundManager::toggleMute(SoundType::Value type)
273    {
274        if (type < 0 || type > SoundType::Effects)
275            return;
276        this->mute_[type] = (this->mute_[type] == 0) ? 1.0f : 0.0f;
277        this->updateVolume(type);
278    }
279
280    bool SoundManager::getMute(SoundType::Value type)
281    {
282        if (type < 0 || type > SoundType::Effects)
283            return true;
284        return (this->mute_[type] == 0);
285    }
286
[5929]287    void SoundManager::setListenerPosition(const Vector3& position)
[3060]288    {
[5929]289        alListener3f(AL_POSITION, position.x, position.y, position.z);
290        ALenum error = alGetError();
291        if (error == AL_INVALID_VALUE)
292            COUT(2) << "Sound: OpenAL: Invalid listener position" << std::endl;
[3060]293    }
294
[5929]295    void SoundManager::setListenerOrientation(const Quaternion& orientation)
[3060]296    {
[5929]297        // update listener orientation
[6269]298        const Vector3& direction = -orientation.zAxis();
299        const Vector3& up = orientation.yAxis();
[3060]300
[6269]301        ALfloat orient[6] = { direction.x, direction.y, direction.z, up.x, up.y, up.z };
[3060]302
[6269]303        alListenerfv(AL_ORIENTATION, orient);
[3060]304        ALenum error = alGetError();
[5929]305        if (error == AL_INVALID_VALUE)
[3060]306            COUT(2) << "Sound: OpenAL: Invalid listener orientation" << std::endl;
307    }
[6117]308
309    void SoundManager::registerAmbientSound(AmbientSound* newAmbient)
310    {
311        if (newAmbient != NULL)
312        {
313            for (AmbientList::const_iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
314            {
315                if (it->first == newAmbient)
316                {
317                    COUT(2) << "Sound warning: Will not play an AmbientSound twice." << std::endl;
318                    return;
319                }
320            }
321
322            if (!this->ambientSounds_.empty()) 
323            {
324                this->fadeOut(ambientSounds_.front().first);
325            }
326            this->ambientSounds_.push_front(std::make_pair(newAmbient, false));
327            newAmbient->doPlay();
328            this->fadeIn(newAmbient);
329        }
330    }
331
332    void SoundManager::unregisterAmbientSound(AmbientSound* oldAmbient)
333    {
334        if (oldAmbient == NULL || ambientSounds_.empty())
335            return;
[6349]336
[6117]337        if (this->ambientSounds_.front().first == oldAmbient) 
338        {
339            this->fadeOut(oldAmbient);
340            this->ambientSounds_.pop_front();
341            if (!this->ambientSounds_.empty())
342            {
343                if (!this->ambientSounds_.front().second) // Not paused before
344                {
345                    this->ambientSounds_.front().first->doPlay();
346                }
347                this->fadeIn(this->ambientSounds_.front().first);
348            }
349        }
350        else
351        {
352            for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
353            {
354                if (it->first == oldAmbient)
355                {
356                    this->fadeOut(oldAmbient);
357                    this->ambientSounds_.erase(it);
358                    break;
359                }
360            }
361        }
362    }
363
364    void SoundManager::pauseAmbientSound(AmbientSound* ambient)
365    {
366        if (ambient != NULL)
367        {
368            for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
369            {
370                if (it->first == ambient)
371                {
372                    it->second = true;
373                    this->fadeOut(it->first);
374                    return;
375                }
376            }
377        }
378    }
379
[6349]380    void SoundManager::fadeIn(const SmartPtr<AmbientSound>& sound)
[6117]381    {
382        // If we're already fading out --> remove that
[6349]383        for (std::list<SmartPtr<AmbientSound> >::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); it++)
[6117]384        {
385            if (*it == sound)
386            {
387                this->fadeOutList_.erase(it);
388                break;
389            }
390        }
391        // No duplicate entries
392        if (std::find(this->fadeInList_.begin(), this->fadeInList_.end(), sound) == this->fadeInList_.end())
393            this->fadeInList_.push_back(sound);
394    }
395
[6349]396    void SoundManager::fadeOut(const SmartPtr<AmbientSound>& sound)
[6117]397    {
398        // If we're already fading in --> remove that
[6349]399        for (std::list<SmartPtr<AmbientSound> >::iterator it = this->fadeInList_.begin(); it != this->fadeInList_.end(); it++)
[6117]400        {
401            if (*it == sound)
402            {
403                this->fadeInList_.erase(it);
404                break;
405            }
406        }
407        // No duplicate entries
408        if (std::find(this->fadeOutList_.begin(), this->fadeOutList_.end(), sound) == this->fadeOutList_.end())
409            this->fadeOutList_.push_back(sound);
410    }
411
412    void SoundManager::processCrossFading(float dt)
413    {
414       
415        // Hacky solution to the fade delay while loading a level.
416        if(dt > 0.2)
417        {
418            return;
419        }
420       
421        // FADE IN
[6349]422        for (std::list<SmartPtr<AmbientSound> >::iterator it= this->fadeInList_.begin(); it != this->fadeInList_.end(); )
[6117]423        {
424            if ((*it)->getVolume() + this->crossFadeStep_*dt > 1.0f)
425            {
426                (*it)->setVolume(1.0f);
427                this->fadeInList_.erase(it++);
428            }
429            else
430            {
431                (*it)->setVolume((*it)->getVolume() + this->crossFadeStep_*dt);
432                ++it;
433            }
434        }
435
436        // FADE OUT
[6349]437        for (std::list<SmartPtr<AmbientSound> >::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); )
[6117]438        {
439            if ((*it)->getVolume() - this->crossFadeStep_*dt < 0.0f)
440            {
441                (*it)->setVolume(0.0f);
442
443                // If sound is in the ambient list --> pause
444                for (AmbientList::const_iterator it2 = this->ambientSounds_.begin(); it2 != this->ambientSounds_.end(); ++it2)
445                {
446                    if (it2->first == *it)
447                    {
448                        (*it)->doPause();
449                        break;
450                    }
451                }
452                // If not pause (by loop above for instance) --> stop
453                if (!(*it)->isPaused())
454                    (*it)->doStop();
455
456                this->fadeOutList_.erase(it++);
457            }
458            else
459            {
460                (*it)->setVolume((*it)->getVolume() - this->crossFadeStep_*dt);
461                ++it;
462            }
463        }
464    }
[6203]465
[6270]466    shared_ptr<SoundBuffer> SoundManager::getSoundBuffer(const std::string& filename)
[6203]467    {
[6254]468        shared_ptr<SoundBuffer> buffer;
469        // Check active or pooled buffers
[6270]470        SoundBufferMap::const_iterator it = this->soundBuffers_.find(filename);
[6203]471        if (it != this->soundBuffers_.end())
[6254]472        {
473            buffer = it->second;
474
475            // Remove from effects pool if not active used before
476            if (buffer->poolIterator_ != this->effectsPool_.end())
477            {
478                this->effectsPoolSize_ -= buffer->getSize();
479                this->effectsPool_.erase(buffer->poolIterator_);
480                buffer->poolIterator_ = this->effectsPool_.end();
481            }
482        }
[6203]483        else
484        {
[6232]485            try
486            {
[6332]487                buffer.reset(new SoundBuffer(filename, this->effectsPool_.end()));
[6232]488            }
489            catch (...)
490            {
491                COUT(1) << Exception::handleMessage() << std::endl;
[6254]492                return buffer;
[6232]493            }
[6270]494            this->soundBuffers_[filename] = buffer;
[6203]495        }
[6254]496        return buffer;
[6203]497    }
498
[6254]499    void SoundManager::releaseSoundBuffer(const shared_ptr<SoundBuffer>& buffer, bool bPoolBuffer)
[6203]500    {
[6254]501        // Check if others are still using the buffer
502        if (buffer.use_count() != 2)
503            return;
[6270]504        SoundBufferMap::iterator it = this->soundBuffers_.find(buffer->getFilename());
[6232]505        if (it != this->soundBuffers_.end())
[6254]506        {
507            if (bPoolBuffer)
508            {
509                // Pool already too large?
510                while (this->effectsPoolSize_ + it->second->getSize() > this->maxEffectsPoolSize_s && !this->effectsPool_.empty())
511                {
512                    shared_ptr<SoundBuffer> bufferDel = this->effectsPool_.back();
513                    this->effectsPoolSize_ -= bufferDel->getSize();
514                    bufferDel->poolIterator_ = this->effectsPool_.end();
515                    this->effectsPool_.pop_back();
516                    // Remove from buffer map too
[6270]517                    SoundBufferMap::iterator itDel = this->soundBuffers_.find(bufferDel->getFilename());
[6254]518                    if (itDel != this->soundBuffers_.end())
519                        this->soundBuffers_.erase(itDel);
520                }
521                // Put buffer into the pool
522                this->effectsPoolSize_ += it->second->getSize();
523                this->effectsPool_.push_front(it->second);
524                it->second->poolIterator_ = this->effectsPool_.begin();
525            }
526            else
527                this->soundBuffers_.erase(it);
528        }
[6203]529    }
[6322]530
531    ALuint SoundManager::getSoundSource()
532    {
533        if (!this->soundSources_.empty())
534        {
535            ALuint source = this->soundSources_.back();
536            this->soundSources_.pop_back();
537            return source;
538        }
539        else
540        {
541            // Return no source ID
542            ALuint source = 123456789;
543            while (alIsSource(++source));
544            return source;
545        }
546    }
547
548    void SoundManager::releaseSoundSource(ALuint source)
549    {
550#ifndef NDEBUG
551        for (std::vector<ALuint>::const_iterator it = this->soundSources_.begin(); it != this->soundSources_.end(); ++it)
552            assert((*it) != source);
553#endif
554        this->soundSources_.push_back(source);
555    }
[3060]556}
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