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