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source: code/trunk/src/orxonox/sound/WorldSound.cc @ 6922

Last change on this file since 6922 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 4.5 KB
RevLine 
[3060]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:
[5896]23 *      Erwin 'vaiursch' Herrsche
24 *      Reto Grieder
[3060]25 *   Co-authors:
26 *      ...
27 *
28 */
[3196]29
[5896]30#include "WorldSound.h"
[3196]31
[3060]32#include <AL/alut.h>
[3196]33#include "util/Math.h"
[5914]34#include "core/CoreIncludes.h"
[5896]35#include "core/EventIncludes.h"
36#include "core/XMLPort.h"
[6417]37#include "Scene.h"
38#include "SoundManager.h"
39#include <core/ConsoleCommandCompilation.h>
[3060]40
[5738]41namespace orxonox
[3060]42{
[5896]43    CreateFactory(WorldSound);
44
45    WorldSound::WorldSound(BaseObject* creator)
46        : StaticEntity(creator)
[3060]47    {
[5896]48        RegisterObject(WorldSound);
[6417]49        // WorldSound buffers should be pooled when they're not used anymore
50        this->bPooling_ = true;
51        this->registerVariables();
[5896]52    }
[3060]53
[6417]54    void WorldSound::registerVariables()
[5896]55    {
[6417]56        registerVariable(volume_,   ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::volumeChanged));
57        registerVariable(source_,   ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::sourceChanged));
58        registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::loopingChanged));
59        registerVariable(pitch_,    ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::pitchChanged));
60        registerVariable((int&)(BaseSound::state_), ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::stateChanged));
[3060]61    }
62
[5896]63    void WorldSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[3060]64    {
[5896]65        SUPER(WorldSound, XMLPort, xmlelement, mode);
[6417]66        BaseSound::XMLPortExtern(xmlelement, mode);
[3060]67    }
68
[5896]69    void WorldSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
[3060]70    {
[5896]71        SUPER(WorldSound, XMLEventPort, xmlelement, mode);
72        XMLPortEventState(WorldSound, BaseObject, "play", play, xmlelement, mode);
[3060]73    }
74
[6417]75    void WorldSound::initialiseSource()
76    {
77        BaseSound::initialiseSource();
78        if (this->getScene())
79        {
80            float refDist = this->getScene()->getSoundReferenceDistance();
81            alSourcef(this->audioSource_, AL_REFERENCE_DISTANCE, refDist);
82            // TODO: 500 is very magical here. Derive something better
83            alSourcef(this->audioSource_, AL_MAX_DISTANCE, refDist * 500);
84        }
85        this->tick(0); // update position, orientation and velocity
86    }
87
[5896]88    void WorldSound::tick(float dt)
89    {
[5899]90        if (alIsSource(this->audioSource_))
[5896]91        {
92            const Vector3& pos = this->getWorldPosition();
[5899]93            alSource3f(this->audioSource_, AL_POSITION, pos.x, pos.y, pos.z);
[3060]94            ALenum error = alGetError();
[5896]95            if (error == AL_INVALID_VALUE)
[3060]96                COUT(2) << "Sound: OpenAL: Invalid sound position" << std::endl;
97
[5896]98            const Vector3& vel = this->getVelocity();
[5899]99            alSource3f(this->audioSource_, AL_VELOCITY, vel.x, vel.y, vel.z);
[3060]100            error = alGetError();
[5896]101            if (error == AL_INVALID_VALUE)
[3060]102                COUT(2) << "Sound: OpenAL: Invalid sound velocity" << std::endl;
103
[6417]104            const Vector3& direction = -this->getWorldOrientation().zAxis();
105            alSource3f(this->audioSource_, AL_DIRECTION, direction.x, direction.y, direction.z);
[3060]106            error = alGetError();
[5896]107            if (error == AL_INVALID_VALUE)
[3060]108                COUT(2) << "Sound: OpenAL: Invalid sound direction" << std::endl;
109        }
110    }
111
[6417]112    void WorldSound::changedActivity()
113    {
114        SUPER(WorldSound, changedActivity);
115        if (this->isActive())
116            this->play();
117        else
118            this->stop();
119    }
120
121    float WorldSound::getRealVolume()
122    {
123        assert(GameMode::playsSound());
124        return SoundManager::getInstance().getRealVolume(SoundType::Effects);
125    }
[5896]126}
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