/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Erwin 'vaiursch' Herrsche * Co-authors: * Reto Grieder * */ #include "BaseSound.h" #include #include #include #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/Resource.h" #include "core/XMLPort.h" #include "SoundBuffer.h" #include "SoundManager.h" namespace orxonox { BaseSound::BaseSound() : bPooling_(false) , volume_(1.0) , bLooping_(false) , state_(Stopped) , pitch_ (1.0) { RegisterRootObject(BaseSound); // Initialise audioSource_ to a value that is not a source // 0 is unfortunately not guaranteed to be no source ID. this->audioSource_ = 123456789; while (alIsSource(++this->audioSource_)); } BaseSound::~BaseSound() { this->stop(); // Release buffer if (this->soundBuffer_ != NULL) { assert(GameMode::playsSound()); SoundManager::getInstance().releaseSoundBuffer(this->soundBuffer_, this->bPooling_); } } void BaseSound::XMLPortExtern(Element& xmlelement, XMLPort::Mode mode) { XMLPortParam(BaseSound, "volume", setVolume, getVolume, xmlelement, mode); XMLPortParam(BaseSound, "looping", setLooping, getLooping, xmlelement, mode); XMLPortParam(BaseSound, "pitch", setPitch, getPitch, xmlelement, mode); XMLPortParam(BaseSound, "source", setSource, getSource, xmlelement, mode); } void BaseSound::doPlay() { this->state_ = Playing; if (GameMode::playsSound() && this->getSourceState() != AL_PLAYING && this->soundBuffer_ != NULL) { if (!alIsSource(this->audioSource_)) { this->audioSource_ = SoundManager::getInstance().getSoundSource(this); if (!alIsSource(this->audioSource_)) return; this->initialiseSource(); } alSourcePlay(this->audioSource_); if (int error = alGetError()) COUT(2) << "Sound: Error playing sound: " << getALErrorString(error) << std::endl; } } void BaseSound::doStop() { this->state_ = Stopped; if (alIsSource(this->audioSource_)) { alSourceStop(this->audioSource_); // Release buffer alSourcei(this->audioSource_, AL_BUFFER, AL_NONE); // Release source again SoundManager::getInstance().releaseSoundSource(this->audioSource_); // Get a no source ID this->audioSource_ += 123455; while (alIsSource(++this->audioSource_)); } } void BaseSound::doPause() { if (this->isStopped()) return; this->state_ = Paused; if (alIsSource(this->audioSource_)) alSourcePause(this->audioSource_); } ALint BaseSound::getSourceState() const { if (alIsSource(this->audioSource_)) { ALint state; alGetSourcei(this->audioSource_, AL_SOURCE_STATE, &state); return state; } else return AL_INITIAL; } void BaseSound::initialiseSource() { this->updateVolume(); this->setPitch(this->getPitch()); this->setLooping(this->getLooping()); alSource3f(this->audioSource_, AL_POSITION, 0, 0, 0); alSource3f(this->audioSource_, AL_VELOCITY, 0, 0, 0); alSource3f(this->audioSource_, AL_DIRECTION, 0, 0, 0); if (ALint error = alGetError()) COUT(2) << "Sound: Warning: Setting source parameters to 0 failed: " << getALErrorString(error) << std::endl; if(this->soundBuffer_ != NULL) { alSourcei(this->audioSource_, AL_BUFFER, this->soundBuffer_->getBuffer()); } if (ALuint error = alGetError()) COUT(1) << "Sound: Error: Could not set buffer \"" << this->source_ << "\": " << getALErrorString(error) << std::endl; } void BaseSound::setVolume(float vol) { this->volume_ = clamp(vol, 0.0f, 1.0f); if (this->volume_ != vol) COUT(2) << "Sound: Warning: volume out of range, clamping value." << std::endl; this->updateVolume(); } void BaseSound::updateVolume() { if (alIsSource(this->audioSource_)) { float volume = this->volume_ * this->getRealVolume(); alSourcef(this->audioSource_, AL_GAIN, volume); if (int error = alGetError()) COUT(2) << "Sound: Error setting volume to " << volume << ": " << getALErrorString(error) << std::endl; } } void BaseSound::setLooping(bool val) { this->bLooping_ = val; if (alIsSource(this->audioSource_)) alSourcei(this->audioSource_, AL_LOOPING, (val ? AL_TRUE : AL_FALSE)); } void BaseSound::setPitch(float pitch) { if (pitch > 2 || pitch < 0.5f) { COUT(2) << "Sound: Warning: pitch out of range, cropping value." << std::endl; pitch = pitch > 2.0f ? 2.0f : pitch; pitch = pitch < 0.5f ? 0.5f : pitch; } this->pitch_ = pitch; if (alIsSource(this->audioSource_)) { alSourcef(this->audioSource_, AL_PITCH, pitch); if (int error = alGetError()) COUT(2) << "Sound: Error setting pitch: " << getALErrorString(error) << std::endl; } } void BaseSound::setSource(const std::string& source) { if (!GameMode::playsSound()) { this->source_ = source; return; } if (this->soundBuffer_ != NULL) { if (this->soundBuffer_->getFilename() == source) { assert(this->source_ == source_); return; } // Stopping is imperative here! if (alIsSource(this->audioSource_)) { alSourceStop(this->audioSource_); alSourcei(this->audioSource_, AL_BUFFER, AL_NONE); } SoundManager::getInstance().releaseSoundBuffer(this->soundBuffer_, this->bPooling_); this->soundBuffer_.reset(); } this->source_ = source; // Don't load "" if (source_.empty()) return; // Get new sound buffer this->soundBuffer_ = SoundManager::getInstance().getSoundBuffer(this->source_); if (this->soundBuffer_ == NULL) return; if (alIsSource(this->audioSource_)) // already playing or paused { // Set new buffer alSourcei(this->audioSource_, AL_BUFFER, this->soundBuffer_->getBuffer()); if (ALuint error = alGetError()) { COUT(1) << "Sound: Error: Could not set buffer \"" << source << "\": " << getALErrorString(error) << std::endl; return; } // Sound was already playing or paused because there was a source acquired assert(this->isPlaying() || this->isPaused()); alSourcePlay(this->audioSource_); if (int error = alGetError()) COUT(2) << "Sound: Error playing sound: " << getALErrorString(error) << std::endl; if (this->isPaused()) alSourcePause(this->audioSource_); } else // No source acquired so far, but might be set to playing or paused { State state = this->state_; // save if (this->isPlaying() || this->isPaused()) doPlay(); if (state == Paused) { this->state_ = Paused; doPause(); } } } void BaseSound::stateChanged() { switch (this->state_) { case Playing: this->play(); break; case Paused: this->pause(); break; case Stopped: default: this->stop(); break; } } }