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source: code/branches/presentation2/src/orxonox/sound/WorldSound.cc @ 6265

Last change on this file since 6265 was 6254, checked in by rgrieder, 15 years ago

Added sound effects pooling. This should avoid long respawns (due to sound loading) if there are no more enemies.

  • Property svn:eol-style set to native
File size: 3.2 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
39namespace orxonox
40{
41    CreateFactory(WorldSound);
42
43    WorldSound::WorldSound(BaseObject* creator)
44        : StaticEntity(creator)
45    {
46        RegisterObject(WorldSound);
47        // WorldSound buffers should be pooled when they're not used anymore
48        this->bPooling_ = true;
49    }
50
51    WorldSound::~WorldSound()
52    {
53    }
54
55    void WorldSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
56    {
57        SUPER(WorldSound, XMLPort, xmlelement, mode);
58        BaseSound::XMLPortExtern(xmlelement, mode);
59    }
60
61    void WorldSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
62    {
63        SUPER(WorldSound, XMLEventPort, xmlelement, mode);
64        XMLPortEventState(WorldSound, BaseObject, "play", play, xmlelement, mode);
65    }
66
67    void WorldSound::tick(float dt)
68    {
69        if (alIsSource(this->audioSource_))
70        {
71            const Vector3& pos = this->getWorldPosition();
72            alSource3f(this->audioSource_, AL_POSITION, pos.x, pos.y, pos.z);
73            ALenum error = alGetError();
74            if (error == AL_INVALID_VALUE)
75                COUT(2) << "Sound: OpenAL: Invalid sound position" << std::endl;
76
77            const Vector3& vel = this->getVelocity();
78            alSource3f(this->audioSource_, AL_VELOCITY, vel.x, vel.y, vel.z);
79            error = alGetError();
80            if (error == AL_INVALID_VALUE)
81                COUT(2) << "Sound: OpenAL: Invalid sound velocity" << std::endl;
82
83            const Quaternion& orient = this->getWorldOrientation();
84            Vector3 at = orient.zAxis();
85            alSource3f(this->audioSource_, AL_DIRECTION, at.x, at.y, at.z);
86            error = alGetError();
87            if (error == AL_INVALID_VALUE)
88                COUT(2) << "Sound: OpenAL: Invalid sound direction" << std::endl;
89        }
90    }
91
92    void WorldSound::changedActivity() 
93    {
94        SUPER(WorldSound, changedActivity);
95        if (this->isActive())
96            this->play();
97        else 
98            this->stop();
99    }
100
101    float WorldSound::getVolumeGain()
102    {
103        return SoundManager::getInstance().getVolume(SoundType::effects);
104    }
105}
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