/* * 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 * Kevin Young * Reto Grieder * Co-authors: * ... * */ #include "SoundManager.h" #include #include #include "util/Exception.h" #include "util/Math.h" #include "util/ScopeGuard.h" #include "util/Clock.h" #include "core/ConfigValueIncludes.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/ScopedSingletonManager.h" #include "core/Resource.h" #include "SoundBuffer.h" #include "BaseSound.h" #include "AmbientSound.h" #include "WorldSound.h" namespace orxonox { ManageScopedSingleton(SoundManager, ScopeID::Graphics, true); // From SoundPrereqs.h std::string getALErrorString(ALenum code) { switch (code) { case AL_NO_ERROR: return "No error"; case AL_INVALID_NAME: return "Invalid AL parameter name"; case AL_INVALID_ENUM: return "Invalid AL enum"; case AL_INVALID_VALUE: return "Invalid AL value"; case AL_INVALID_OPERATION: return "Invalid AL operation"; case AL_OUT_OF_MEMORY: return "AL reports out of memory"; default: return "Unknown AL error"; } } SoundManager::SoundManager() : effectsPoolSize_(0) { RegisterRootObject(SoundManager); // See whether we even want to load bool bDisableSound_ = false; SetConfigValue(bDisableSound_, false); if (bDisableSound_) ThrowException(InitialisationAborted, "Sound: Not loading at all"); if (!alutInitWithoutContext(NULL, NULL)) ThrowException(InitialisationFailed, "Sound: Error: ALUT initialisation failed: " << alutGetErrorString(alutGetError())); Loki::ScopeGuard alutExitGuard = Loki::MakeGuard(&alutExit); /* // Get list of available sound devices and display them const char* devices = alcGetString(NULL, ALC_DEVICE_SPECIFIER); char* device = new char[strlen(devices)+1]; strcpy(device, devices); std::string renderDevice; SetConfigValue(renderDevice, std::string(device)).description("Sound device used for rendering"); COUT(4) << "Sound: Available devices: "; while (true) { this->deviceNames_.push_back(devices); COUT(4) << '"' << devices << "\", "; devices += strlen(devices) + 1; if (*devices == '\0') break; } COUT(4) << std::endl; // Open the selected device COUT(3) << "Sound: Opening device \"" << renderDevice << '\' << std::endl; this->device_ = alcOpenDevice(renderDevice.c_str()); */ this->device_ = alcOpenDevice(NULL); if (this->device_ == NULL) { COUT(1) << "Sound: Could not open sound device. Have you installed OpenAL?" << std::endl; #ifdef ORXONOX_PLATFORM_WINDOWS COUT(1) << "Sound: Just getting the DLL with the dependencies is not enough for Windows (esp. Windows 7)!" << std::endl; #endif ThrowException(InitialisationFailed, "Sound: Error: Could not open sound device."); } Loki::ScopeGuard closeDeviceGuard = Loki::MakeGuard(&alcCloseDevice, this->device_); // Create sound context and make it the currently used one const ALint contattr[] = {ALC_SYNC, 1, 0}; this->context_ = alcCreateContext(this->device_, contattr); if (this->context_ == NULL) ThrowException(InitialisationFailed, "Sound: Error: Could not create ALC context"); Loki::ScopeGuard desroyContextGuard = Loki::MakeGuard(&alcDestroyContext, this->context_); if (!alcMakeContextCurrent(this->context_)) ThrowException(InitialisationFailed, "Sound: Error: Could not use ALC context"); GameMode::setPlaysSound(true); Loki::ScopeGuard resetPlaysSoundGuard = Loki::MakeGuard(&GameMode::setPlaysSound, false); // Get some information about the sound if (const char* version = alGetString(AL_VERSION)) COUT(4) << "Sound: --- OpenAL Version: " << version << std::endl; if (const char* vendor = alGetString(AL_VENDOR)) COUT(4) << "Sound: --- OpenAL Vendor : " << vendor << std::endl; if (const char* types = alutGetMIMETypes(ALUT_LOADER_BUFFER)) COUT(4) << "Sound: --- Supported MIME Types: " << types << std::endl; else COUT(2) << "Sound: Warning: MIME Type retrieval failed: " << alutGetErrorString(alutGetError()) << std::endl; this->mute_[SoundType::All] = 1.0f; this->mute_[SoundType::Music] = 1.0f; this->mute_[SoundType::Effects] = 1.0f; this->setConfigValues(); // Try to get at least one source ALuint source; alGenSources(1, &source); if (!alGetError() && alIsSource(source)) this->availableSoundSources_.push_back(source); else ThrowException(InitialisationFailed, "Sound: Error: Could not create even a single source"); // Create a few initial sources this->createSoundSources(this->minSources_ - 1); // Disarm guards alutExitGuard.Dismiss(); closeDeviceGuard.Dismiss(); desroyContextGuard.Dismiss(); resetPlaysSoundGuard.Dismiss(); COUT(4) << "Sound: Initialisation complete" << std::endl; } SoundManager::~SoundManager() { // Erase fade lists because of the smart pointers this->fadeInList_.clear(); this->fadeOutList_.clear(); // If there are still used buffers around, well, that's just very bad... if (this->soundBuffers_.size() != this->effectsPool_.size()) COUT(1) << "Sound: Error: Some sound buffers are still in use but OpenAL is about to shut down. Fix this!" << std::endl; // Empty buffer pool and buffer list this->effectsPool_.clear(); this->soundBuffers_.clear(); // There should not be any sources in use anymore if (!this->usedSoundSources_.empty()) COUT(1) << "Sound: Error: Some sound sources are still in use but OpenAL is about to shut down. Fix this!" << std::endl; while (!this->availableSoundSources_.empty()) { alDeleteSources(1, &this->availableSoundSources_.back()); this->availableSoundSources_.pop_back(); } GameMode::setPlaysSound(false); // Relieve context to destroy it if (!alcMakeContextCurrent(NULL)) COUT(1) << "Sound: Error: Could not unset ALC context" << std::endl; alcDestroyContext(this->context_); if (ALCenum error = alcGetError(this->device_)) { if (error == AL_INVALID_OPERATION) COUT(1) << "Sound: Error: Could not destroy ALC context because it is the current one" << std::endl; else COUT(1) << "Sound: Error: Could not destroy ALC context because it is invalid" << std::endl; } #ifdef AL_VERSION_1_1 if (!alcCloseDevice(this->device_)) COUT(1) << "Sound: Error: Could not destroy ALC device. This might be because there are still buffers in use!" << std::endl; #else alcCloseDevice(this->device_); #endif if (!alutExit()) COUT(1) << "Sound: Error: Closing ALUT failed: " << alutGetErrorString(alutGetError()) << std::endl; } void SoundManager::setConfigValues() { SetConfigValue(crossFadeStep_, 0.2f) .description("Determines how fast sounds should fade, per second.") .callback(this, &SoundManager::checkFadeStepValidity); SetConfigValueAlias(volume_[SoundType::All], "soundVolume_", 1.0f) .description("Defines the overall volume.") .callback(this, &SoundManager::checkSoundVolumeValidity); SetConfigValueAlias(volume_[SoundType::Music], "ambientVolume_", 1.0f) .description("Defines the ambient volume.") .callback(this, &SoundManager::checkAmbientVolumeValidity); SetConfigValueAlias(volume_[SoundType::Effects], "effectsVolume_", 1.0f) .description("Defines the effects volume.") .callback(this, &SoundManager::checkEffectsVolumeValidity); SetConfigValue(minSources_, 16) .description("Minimum number of sources being generated (if possible)"); SetConfigValue(maxSources_, 1024) .description("Maximum number of sources to be made available"); } void SoundManager::preUpdate(const Clock& time) { this->processCrossFading(time.getDeltaTime()); // Check whether a sound object has stopped playing for (unsigned int i = 0; i < this->usedSoundSources_.size(); ++i) { ALint state; alGetSourcei(this->usedSoundSources_[i].first, AL_SOURCE_STATE, &state); if (state == AL_STOPPED) { this->usedSoundSources_[i].second->stop(); --i; } } } void SoundManager::checkFadeStepValidity() { if (crossFadeStep_ <= 0.0 || crossFadeStep_ >= 1.0 ) { COUT(2) << "Sound: Warning: fade step out of range, ignoring change." << std::endl; ResetConfigValue(crossFadeStep_); } } void SoundManager::checkVolumeValidity(SoundType::Value type) { float clampedVolume = clamp(this->volume_[type], 0.0f, 1.0f); if (clampedVolume != this->volume_[type]) COUT(2) << "Sound: Warning: Volume setting (" << type << ") out of range, clamping." << std::endl; this->updateVolume(type); } void SoundManager::setVolume(float vol, SoundType::Value type) { if (type < 0 || type > SoundType::Effects) return; this->volume_[type] = vol; this->checkVolumeValidity(type); } float SoundManager::getVolume(SoundType::Value type) { if (type < 0 || type > SoundType::Effects) return 0.0f; return this->volume_[type]; } float SoundManager::getRealVolume(SoundType::Value type) { if (type != SoundType::Music && type != SoundType::Effects) return 0.0f; return this->volume_[SoundType::All] * this->mute_[SoundType::All] * this->volume_[type] * this->mute_[type]; } void SoundManager::updateVolume(SoundType::Value type) { switch(type) { case SoundType::All: for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) (*it)->updateVolume(); break; case SoundType::Music: for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) (*it)->updateVolume(); break; case SoundType::Effects: for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) (*it)->updateVolume(); break; default: assert(false); } } void SoundManager::toggleMute(SoundType::Value type) { if (type < 0 || type > SoundType::Effects) return; this->mute_[type] = (this->mute_[type] == 0) ? 1.0f : 0.0f; this->updateVolume(type); } bool SoundManager::getMute(SoundType::Value type) { if (type < 0 || type > SoundType::Effects) return true; return (this->mute_[type] == 0); } void SoundManager::setListenerPosition(const Vector3& position) { alListener3f(AL_POSITION, position.x, position.y, position.z); ALenum error = alGetError(); if (error == AL_INVALID_VALUE) COUT(2) << "Sound: OpenAL: Invalid listener position" << std::endl; } void SoundManager::setListenerOrientation(const Quaternion& orientation) { // update listener orientation const Vector3& direction = -orientation.zAxis(); const Vector3& up = orientation.yAxis(); ALfloat orient[6] = { direction.x, direction.y, direction.z, up.x, up.y, up.z }; alListenerfv(AL_ORIENTATION, orient); ALenum error = alGetError(); if (error == AL_INVALID_VALUE) COUT(2) << "Sound: OpenAL: Invalid listener orientation" << std::endl; } void SoundManager::registerAmbientSound(AmbientSound* newAmbient) { if (newAmbient != NULL) { for (AmbientList::const_iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it) { if (it->first == newAmbient) { COUT(2) << "Sound: Warning: Will not play an AmbientSound twice." << std::endl; return; } } if (!this->ambientSounds_.empty()) { this->fadeOut(ambientSounds_.front().first); } this->ambientSounds_.push_front(std::make_pair(newAmbient, false)); newAmbient->doPlay(); this->fadeIn(newAmbient); } } void SoundManager::unregisterAmbientSound(AmbientSound* oldAmbient) { if (oldAmbient == NULL || ambientSounds_.empty()) return; if (this->ambientSounds_.front().first == oldAmbient) { this->fadeOut(oldAmbient); this->ambientSounds_.pop_front(); if (!this->ambientSounds_.empty()) { if (!this->ambientSounds_.front().second) // Not paused before { this->ambientSounds_.front().first->doPlay(); } this->fadeIn(this->ambientSounds_.front().first); } } else { for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it) { if (it->first == oldAmbient) { this->fadeOut(oldAmbient); this->ambientSounds_.erase(it); break; } } } } void SoundManager::pauseAmbientSound(AmbientSound* ambient) { if (ambient != NULL) { for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it) { if (it->first == ambient) { it->second = true; this->fadeOut(it->first); return; } } } } void SoundManager::fadeIn(const SmartPtr& sound) { // If we're already fading out --> remove that for (std::list >::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); it++) { if (*it == sound) { this->fadeOutList_.erase(it); break; } } // No duplicate entries if (std::find(this->fadeInList_.begin(), this->fadeInList_.end(), sound) == this->fadeInList_.end()) this->fadeInList_.push_back(sound); } void SoundManager::fadeOut(const SmartPtr& sound) { // If we're already fading in --> remove that for (std::list >::iterator it = this->fadeInList_.begin(); it != this->fadeInList_.end(); it++) { if (*it == sound) { this->fadeInList_.erase(it); break; } } // No duplicate entries if (std::find(this->fadeOutList_.begin(), this->fadeOutList_.end(), sound) == this->fadeOutList_.end()) this->fadeOutList_.push_back(sound); } void SoundManager::processCrossFading(float dt) { // Hacky solution to the fade delay while loading a level. if(dt > 0.2) { return; } // FADE IN for (std::list >::iterator it= this->fadeInList_.begin(); it != this->fadeInList_.end(); ) { if ((*it)->getVolume() + this->crossFadeStep_*dt > 1.0f) { (*it)->setVolume(1.0f); this->fadeInList_.erase(it++); } else { (*it)->setVolume((*it)->getVolume() + this->crossFadeStep_*dt); ++it; } } // FADE OUT for (std::list >::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); ) { if ((*it)->getVolume() - this->crossFadeStep_*dt < 0.0f) { (*it)->setVolume(0.0f); // If sound is in the ambient list --> pause for (AmbientList::const_iterator it2 = this->ambientSounds_.begin(); it2 != this->ambientSounds_.end(); ++it2) { if (it2->first == *it) { (*it)->doPause(); break; } } // If not pause (by loop above for instance) --> stop if (!(*it)->isPaused()) (*it)->doStop(); this->fadeOutList_.erase(it++); } else { (*it)->setVolume((*it)->getVolume() - this->crossFadeStep_*dt); ++it; } } } shared_ptr SoundManager::getSoundBuffer(const std::string& filename) { shared_ptr buffer; // Check active or pooled buffers SoundBufferMap::const_iterator it = this->soundBuffers_.find(filename); if (it != this->soundBuffers_.end()) { buffer = it->second; // Remove from effects pool if not active used before if (buffer->poolIterator_ != this->effectsPool_.end()) { this->effectsPoolSize_ -= buffer->getSize(); this->effectsPool_.erase(buffer->poolIterator_); buffer->poolIterator_ = this->effectsPool_.end(); } } else { try { buffer.reset(new SoundBuffer(filename, this->effectsPool_.end())); } catch (...) { COUT(1) << Exception::handleMessage() << std::endl; return buffer; } this->soundBuffers_[filename] = buffer; } return buffer; } void SoundManager::releaseSoundBuffer(const shared_ptr& buffer, bool bPoolBuffer) { // Check if others are still using the buffer if (buffer.use_count() != 2) return; SoundBufferMap::iterator it = this->soundBuffers_.find(buffer->getFilename()); if (it != this->soundBuffers_.end()) { if (bPoolBuffer) { // Pool already too large? while (this->effectsPoolSize_ + it->second->getSize() > this->maxEffectsPoolSize_s && !this->effectsPool_.empty()) { shared_ptr bufferDel = this->effectsPool_.back(); this->effectsPoolSize_ -= bufferDel->getSize(); bufferDel->poolIterator_ = this->effectsPool_.end(); this->effectsPool_.pop_back(); // Remove from buffer map too SoundBufferMap::iterator itDel = this->soundBuffers_.find(bufferDel->getFilename()); if (itDel != this->soundBuffers_.end()) this->soundBuffers_.erase(itDel); } // Put buffer into the pool this->effectsPoolSize_ += it->second->getSize(); this->effectsPool_.push_front(it->second); it->second->poolIterator_ = this->effectsPool_.begin(); } else this->soundBuffers_.erase(it); } } ALuint SoundManager::getSoundSource(BaseSound* object) { if (!this->availableSoundSources_.empty()) { ALuint source = this->availableSoundSources_.back(); this->availableSoundSources_.pop_back(); this->usedSoundSources_.push_back(std::make_pair(source, object)); return source; } else { if (this->usedSoundSources_.size() < this->maxSources_) { ALuint source; alGenSources(1, &source); // Try to create new sources (50% more, but at least one) if (alIsSource(source) && !alGetError()) { this->usedSoundSources_.push_back(std::make_pair(source, object)); return source; } } // Return no source ID ALuint source = 123456789; while (alIsSource(++source)); return source; } } void SoundManager::releaseSoundSource(ALuint source) { #ifndef NDEBUG for (std::vector::const_iterator it = this->availableSoundSources_.begin(); it != this->availableSoundSources_.end(); ++it) assert((*it) != source); #endif this->availableSoundSources_.push_back(source); for (std::vector >::iterator it = this->usedSoundSources_.begin(); it != this->usedSoundSources_.end(); ++it) { if (it->first == source) { this->usedSoundSources_.erase(it); break; } } int used = std::max((unsigned int)(this->usedSoundSources_.size()), this->minSources_); // Subtract those we added in the statement above trough std::max int available = (int)this->availableSoundSources_.size() - (used - (int)this->usedSoundSources_.size()); // Delete sources again to free resources if appropriate (more than 50% more available than used) int toDelete = available - used / 2; while (toDelete-- > 0) { alDeleteSources(1, &this->availableSoundSources_.back()); if (alGetError()) COUT(1) << "Sound: Error: Failed to delete a source --> lost forever" << std::endl; this->availableSoundSources_.pop_back(); } } unsigned int SoundManager::createSoundSources(unsigned int n) { unsigned int count = this->availableSoundSources_.size() + this->usedSoundSources_.size(); while (count < this->maxSources_ && count <= n) { ALuint source; alGenSources(1, &source); if (alIsSource(source) && !alGetError()) this->availableSoundSources_.push_back(source); else break; ++count; } return count - this->availableSoundSources_.size() - this->usedSoundSources_.size(); } }