1 | /** |
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2 | * SoundManager.h |
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3 | * |
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4 | * Original Code : Van Stokes, Jr. (http://www.EvilMasterMindsInc.com) - Aug 05 |
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5 | * Modified Code : Steven Gay - mec3@bluewin.ch - Septembre 2005 - Jan 06 |
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6 | * |
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7 | * |
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8 | * Partial Documentation |
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9 | * ===================== |
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10 | * |
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11 | * Very simple SoundManager using OpenAl. |
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12 | * |
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13 | * For a more complete one, you should see : |
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14 | * OpenAL++ http://alpp.sourceforge.net/ |
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15 | * |
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16 | **************************************************************************** |
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17 | * COMPILE |
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18 | * |
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19 | * - Don't forget to link to : ALut.lib and OpenAL32.lib. |
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20 | * The order is important. |
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21 | * |
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22 | * - With CodeBlocks there is one warning I didn't resolve : |
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23 | * "Warning: .drectve `/DEFAULTLIB:"uuid.lib" /DEFAULTLIB:"uuid.lib" ' unrecognized" |
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24 | * |
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25 | **************************************************************************** |
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26 | * USAGE |
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27 | * |
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28 | * 1. Create the object from the class with createManager() |
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29 | * |
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30 | * 2. Call the init() function |
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31 | * |
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32 | * 3. Call the loadDefaultSounds() function to PRE-LOAD audio into the buffers. |
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33 | * This is optional. Review the function to make changes that you need. |
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34 | * |
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35 | * 4. Set the Listener Location by calling setListenerPosition() function |
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36 | * continually call this as your Listener (camera) position changes! |
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37 | * |
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38 | * 5. For each object that emits sound, call the loadSound() function. |
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39 | * CAREFUL : The filename must be unique. |
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40 | * |
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41 | * 6. Optional : For each object you can set the all the parameters of the |
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42 | * sound with setSound() or only the position, velocity and direction with |
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43 | * setSoundPosition(). |
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44 | * |
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45 | * 7. Call the playAudioSource() to play the sound at some event. |
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46 | * This function will play the sound and then stop. It will NOT repeat playing. |
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47 | * Use stopAudioSource() to stop a sound from playing if its still playing |
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48 | * |
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49 | * 8. Call pauseAudio() or pauseAllAudio() to pause one or all sound(s). |
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50 | * Call resumeAudio() or resumeAllAudio() to resume one or all paused sound(s). |
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51 | * |
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52 | * 9. When your object is done emitting sounds (when out of range for example) |
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53 | * call releaseAudioSource(). |
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54 | * It is important to release your source when you are no longer going to |
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55 | * need it because you are limited in the number of sources you can have. |
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56 | * |
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57 | * 10. If your objects moves (other than the listener/camera) then |
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58 | * continually update the objects position by calling setSourcePosition(). |
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59 | * |
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60 | ****************************************************************************** |
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61 | * |
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62 | * Additional informations : |
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63 | * |
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64 | * Ogg Vorbis - http://www.xiph.org/downloads/ |
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65 | * - http://www.illiminable.com/ogg/ |
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66 | * Flac - http://flac.sourceforge.net/features.html |
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67 | * Theora - http://www.theora.org/ |
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68 | * |
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69 | * |
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70 | ****************************************************************************** |
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71 | * |
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72 | * TODO |
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73 | * |
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74 | * loadOGG() |
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75 | * alSourcePause() |
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76 | * |
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77 | * Use the EAX functions ! |
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78 | * |
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79 | ******************************************************************************/ |
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80 | |
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81 | #ifndef __SOUNDMANAGER_H__ |
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82 | #define __SOUNDMANAGER_H__ |
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83 | |
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84 | #include <stdio.h> |
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85 | #include <string> |
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86 | |
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87 | // Comment this line if you don't have the EAX 2.0 SDK installed |
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88 | //#define _USEEAX |
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89 | |
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90 | #ifdef _USEEAX |
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91 | #include "eax.h" |
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92 | #endif |
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93 | |
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94 | // OpenAl version 1.0 |
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95 | // #include <al/alctypes.h> |
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96 | // #include <al/altypes.h> |
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97 | // #include <al/alc.h> |
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98 | // #include <al/al.h> |
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99 | // #include <alut/alut.h> |
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100 | // OpenAl version 1.1 |
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101 | #include <al.h> |
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102 | #include <alc.h> |
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103 | #include <alut.h> |
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104 | |
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105 | // Modify this as you need. |
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106 | #ifdef OGRE |
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107 | #include "OgreVector3.h" |
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108 | #include "OgreQuaternion.h" |
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109 | using namespace Ogre; |
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110 | #else |
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111 | #include "Vector3.h" |
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112 | using namespace gameengine::utilities; |
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113 | #endif |
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114 | |
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115 | // Be very careful with these two parameters |
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116 | // It is very dependant on the audio hardware your |
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117 | // user is using. It you get too large, it may work |
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118 | // on one persons system but not on another. |
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119 | // TODO Write a fct testing the hardware ! |
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120 | #define MAX_AUDIO_BUFFERS 64 |
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121 | #define MAX_AUDIO_SOURCES 16 |
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122 | |
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123 | // Used to store sound filenames |
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124 | #define MAX_FILENAME_LENGTH 40 |
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125 | |
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126 | class SoundManager |
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127 | { |
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128 | private: |
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129 | // EAX related |
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130 | bool isEAXPresent; |
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131 | #ifdef _USEEAX |
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132 | // EAX 2.0 GUIDs |
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133 | const GUID DSPROPSETID_EAX20_ListenerProperties |
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134 | = { 0x306a6a8, 0xb224, 0x11d2, { 0x99, 0xe5, 0x0, 0x0, 0xe8, 0xd8, 0xc7, 0x22 } }; |
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135 | |
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136 | const GUID DSPROPSETID_EAX20_BufferProperties |
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137 | = { 0x306a6a7, 0xb224, 0x11d2, {0x99, 0xe5, 0x0, 0x0, 0xe8, 0xd8, 0xc7, 0x22 } }; |
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138 | |
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139 | EAXSet eaxSet; // EAXSet function, retrieved if EAX Extension is supported |
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140 | EAXGet eaxGet; // EAXGet function, retrieved if EAX Extension is supported |
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141 | #endif // _USEEAX |
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142 | |
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143 | bool isInitialised; |
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144 | ALCdevice* mSoundDevice; |
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145 | ALCcontext* mSoundContext; |
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146 | |
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147 | std::string mAudioPath; |
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148 | |
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149 | bool isSoundOn; |
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150 | |
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151 | ALfloat position[3]; |
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152 | ALfloat velocity[3]; |
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153 | ALfloat orientation[6]; |
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154 | |
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155 | // Needed because of hardware limitation |
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156 | // Audio sources |
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157 | unsigned int mAudioSourcesInUseCount; |
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158 | unsigned int mAudioSources[ MAX_AUDIO_SOURCES ]; |
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159 | bool mAudioSourceInUse[ MAX_AUDIO_SOURCES ]; |
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160 | |
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161 | // Audio buffers |
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162 | unsigned int mAudioBuffersInUseCount; |
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163 | unsigned int mAudioBuffers[ MAX_AUDIO_BUFFERS ]; |
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164 | bool mAudioBufferInUse[ MAX_AUDIO_BUFFERS ]; |
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165 | char mAudioBufferFileName[ MAX_AUDIO_BUFFERS ][ MAX_FILENAME_LENGTH ]; |
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166 | |
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167 | // Function to check if the soundFile is already loaded into a buffer |
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168 | int locateAudioBuffer( std::string filename ); |
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169 | int loadAudioInToSystem( std::string filename ); |
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170 | bool loadWAV( std::string filename, ALuint pDestAudioBuffer ); |
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171 | bool loadOGG( std::string filename, ALuint pDestAudioBuffer ); |
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172 | // TODO bool loadAU( std::string filename, ALuint pDestAudioBuffer ); |
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173 | |
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174 | // Ogg Vorbis extension |
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175 | bool bOggExtensionPresent; |
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176 | |
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177 | public: |
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178 | static SoundManager* mSoundManager; |
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179 | |
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180 | SoundManager( void ); |
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181 | virtual ~SoundManager( void ); |
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182 | void SoundManager::selfDestruct( void ); |
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183 | static SoundManager* createManager( void ); |
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184 | static SoundManager* getSingletonPtr( void ) { return mSoundManager; }; |
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185 | |
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186 | bool init( void ); |
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187 | bool getIsSoundOn( void ) { return isSoundOn; }; |
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188 | void setAudioPath( char* path ) { mAudioPath = std::string( path ); }; |
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189 | |
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190 | bool checkALError( void ); |
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191 | bool checkALError( std::string pMsg ); |
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192 | |
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193 | /** See http://www.openal.org/windows_enumeration.html for installing other |
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194 | * devices. You should at least have "Generic Hardware". |
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195 | */ |
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196 | std::string listAvailableDevices( void ); |
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197 | |
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198 | // careful : testSound should not be used it doesn't use the resource limitation |
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199 | void testSound( const char* wavFile ); |
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200 | |
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201 | // Aquire an Audio Source |
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202 | // filename = pass in the sound file to play for this source (ex. "myfile.wav") |
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203 | // audioId = returns the AudioSource identifier you will need for the PlayAudioSource(); |
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204 | bool loadAudio( std::string filename, unsigned int *audioId, bool loop ); |
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205 | bool releaseAudio( unsigned int audioID ); |
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206 | |
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207 | // deprecated |
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208 | bool aquireAudioSource( char* file, unsigned int *audioId ) |
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209 | { return loadAudio( std::string(file), audioId, false ); }; |
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210 | |
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211 | // Returns true if the audio is started from the beginning |
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212 | // false if error or if already playing |
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213 | bool playAudio( unsigned int audioId, bool forceRestart ); |
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214 | bool stopAudio( unsigned int audioID ); |
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215 | bool stopAllAudio( void ); |
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216 | |
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217 | bool pauseAudio( unsigned int audioID ); |
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218 | bool pauseAllAudio( void ); |
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219 | bool resumeAudio( unsigned int audioID ); |
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220 | bool resumeAllAudio( void ); |
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221 | |
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222 | bool setSoundPosition( unsigned int audioID, Vector3 position ); |
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223 | |
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224 | bool setSoundPosition( unsigned int audioID, Vector3 position, |
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225 | Vector3 velocity, Vector3 direction ); |
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226 | |
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227 | bool setSound( unsigned int audioID, Vector3 position, |
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228 | Vector3 velocity, Vector3 direction, float maxDistance, |
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229 | bool playNow, bool forceRestart, float minGain ); |
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230 | |
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231 | bool setListenerPosition( Vector3 position, Vector3 velocity, |
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232 | Quaternion orientation ); |
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233 | |
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234 | bool isOggExtensionPresent( void ); |
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235 | |
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236 | |
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237 | /** |
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238 | * Preload audio files into the system. |
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239 | * Not obligatory, the files can also be loaded on the fly. |
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240 | */ |
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241 | bool loadDefaultSounds( std::string filename ); |
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242 | // Function to trim the trailing crap from a string. |
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243 | void trimTrailingSpace( char *s ); |
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244 | |
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245 | }; |
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246 | |
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247 | #endif /*__SOUNDMANAGER_H__*/ |
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