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Changeset 8480 in orxonox.OLD for branches/atmospheric_engine


Ignore:
Timestamp:
Jun 15, 2006, 4:57:51 PM (19 years ago)
Author:
amaechler
Message:

sound fixed

Location:
branches/atmospheric_engine/src
Files:
1 deleted
7 edited

Legend:

Unmodified
Added
Removed
  • branches/atmospheric_engine/src/lib/collision_reaction/collision_handle.cc

    r8478 r8480  
    9292      return;
    9393
    94 <<<<<<< .mine
    9594   // add element
    9695   //PRINTF(0)("addTarget: %i \n", target);
    97 =======
    98   // add element
    99    //PRINTF(0)("addTarget: %i \n", target);
    100 >>>>>>> .r8477
     96
    10197   this->targetList.push_back(target);
    10298}
  • branches/atmospheric_engine/src/lib/graphics/effects/rain_effect.cc

    r8471 r8480  
    3939
    4040/* TODO:
    41   - preCaching
    4241  - test multiple rain emitters
    4342  - Think about what happens with building poss. to hang movewithcam off
     
    6968    if(rainActivate) {
    7069        this->activate();
    71         RainEffect::rainParticles->precache((int)this->rainLife);
     70        RainEffect::rainParticles->precache((int)this->rainLife * 5); // TODO: Figure out the correct value
    7271    }
    7372}
     
    155154    this->emitter->setSpread(this->rainWindForce / 50, 0.2);
    156155
    157     this->soundSource.loop(this->rainBuffer, this->soundRainVolume);
     156    this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
     157
    158158    if (this->rainWindForce != 0)
    159         this->soundSource.loop(this->windBuffer, 0.1f * this->rainWindForce);
     159        this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true);
    160160
    161161    if (this->rainFadeInDuration == 0)
  • branches/atmospheric_engine/src/lib/graphics/effects/rain_effect.h

    r8457 r8480  
    8282private:
    8383    static SparkParticles*      rainParticles;
    84     ParticleEmitter*      emitter;
     84    ParticleEmitter*            emitter;
    8585
    8686    GLfloat         rainFadeInDuration;
    8787    GLfloat         rainFadeOutDuration;
    88     float         localTimer;
     88    float           localTimer;
    8989
    9090    Vector          rainCoord;
     
    9494    GLfloat         rainLife;
    9595    GLfloat         rainMaxParticles;
    96     int         rainWindForce;
    97     bool          rainMove;
    98     bool          rainActivate;
     96    int             rainWindForce;
     97    bool            rainMove;
     98    bool            rainActivate;
    9999
    100100    OrxSound::SoundSource     soundSource;
  • branches/atmospheric_engine/src/lib/graphics/effects/snow_effect.cc

    r8457 r8480  
    5353        }
    5454
    55         if(snowActivate)
     55  if(snowActivate) {
    5656                this->activate();
     57    SnowEffect::snowParticles->precache((int) this->snowLife);
     58  } 
    5759}
    5860
     
    139141        this->emitter->setSize(snowSize);
    140142
    141   SnowEffect::snowParticles->precache((int) this->snowLife);
    142 
    143         if (this->snowWindForce > 1)
    144                 this->soundSource.loop(this->windBuffer);
     143  if (this->snowWindForce != 0)
     144    this->soundSource.play(this->windBuffer, 0.1f * this->snowWindForce, true);
     145 
    145146}
    146147
  • branches/atmospheric_engine/src/lib/sound/sound_source.cc

    r8255 r8480  
    11/*
    2         orxonox - the future of 3D-vertical-scrollers
    3 
    4         Copyright (C) 2004 orx
    5 
    6         This program is free software; you can redistribute it and/or modify
    7         it under the terms of the GNU General Public License as published by
    8         the Free Software Foundation; either version 2, or (at your option)
    9         any later version.
    10 
    11         ### File Specific:
    12         main-programmer: Benjamin Grauer
    13         co-programmer: ...
     2  orxonox - the future of 3D-vertical-scrollers
     3 
     4  Copyright (C) 2004 orx
     5 
     6  This program is free software; you can redistribute it and/or modify
     7  it under the terms of the GNU General Public License as published by
     8  the Free Software Foundation; either version 2, or (at your option)
     9  any later version.
     10 
     11  ### File Specific:
     12  main-programmer: Benjamin Grauer
     13  co-programmer: ...
    1414*/
    1515
     
    2424namespace OrxSound
    2525{
    26         /**
    27         * @brief creates a SoundSource at position sourceNode with the SoundBuffer buffer
    28         */
    29         SoundSource::SoundSource(const PNode* sourceNode, const SoundBuffer* buffer)
    30         {
    31                 this->setClassID(CL_SOUND_SOURCE, "SoundSource");
    32 
    33                 // adding the Source to the SourcesList of the SoundEngine
    34                 this->buffer = buffer;
    35                 this->sourceNode = sourceNode;
    36                 this->resident = false;
    37 
    38                 this->sourceID = 0;
    39                 this->bPlay = false;
    40         }
    41 
    42 
    43         /**
    44         * @brief construct a SoundSource out of the another soundSource
    45         * @param source the Source to create this source from.
    46         *
    47         * Copies the buffer from source to this Source.
    48         * Acquires a new SourceID if source is Playing.
    49         */
    50         SoundSource::SoundSource(const SoundSource& source)
    51         {
    52                 this->setClassID(CL_SOUND_SOURCE, "SoundSource");
    53 
    54                 // adding the Source to the SourcesList of the SoundEngine
    55                 this->buffer = source.buffer;
    56                 this->sourceNode = source.sourceNode;
    57                 this->resident = source.resident;
    58 
    59                 this->sourceID = 0;
    60                 if (source.bPlay == true)
    61                 {
    62                         this->bPlay = true;
    63                         SoundEngine::getInstance()->popALSource(this->sourceID);
    64                 }
    65                 else
    66                         this->bPlay = false;
    67         }
    68 
    69 
    70         /**
    71         * @brief paste a copy of the source into this Source.
    72         * @param source the SoundSource to paste into this one.
    73         * @returns a Reference to this Source.
    74         *
    75         */
    76         SoundSource& SoundSource::operator=(const SoundSource& source)
    77         {
    78                 this->buffer = source.buffer;
    79                 this->sourceNode = sourceNode;
    80                 this->resident = source.resident;
    81 
    82                 if (source.bPlay)
    83                         this->play();
    84                 else
    85                         this->stop();
    86         }
    87 
    88 
    89         /**
    90         * @brief compares two Sources with each other.
    91         * @param source the Source to compare against this One.
    92         * Two Sources are the same, if the PNodes match, and the Sound Played are the same.
    93         * The alSource must not match, because no two Sources can have the same alSource.
    94         */
    95         bool SoundSource::operator==(const SoundSource& source)
    96         {
    97                 return (this->buffer == source.buffer &&
    98                                                 this->bPlay == source.bPlay &&
    99                                                 this->sourceNode == source.sourceNode);
    100         }
    101 
    102 
    103         /**
    104         * @brief deletes a SoundSource
    105         */
    106         SoundSource::~SoundSource()
    107         {
    108                 this->stop();
    109                 if (this->sourceID != 0)
    110                         SoundEngine::getInstance()->pushALSource(this->sourceID);
    111         }
    112 
    113 
    114         /**
    115         * @brief Plays back a SoundSource
    116         */
    117         void SoundSource::play()
    118         {
    119                 if (this->buffer && this->retrieveSource())
    120                 {
    121                         if (this->bPlay)
    122                                 alSourceStop(this->sourceID);
    123                        
    124                         alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
    125                         alSourcei (this->sourceID, AL_LOOPING,  AL_FALSE);
    126                         alSourcef (this->sourceID, AL_GAIN, 1);
    127                         alSourcePlay(this->sourceID);
    128 
    129                         if (DEBUG_LEVEL >= 3)
    130                                 SoundEngine::checkError("Play Source", __LINE__);
    131                         this->bPlay = true;
    132                 }
    133         }
    134 
    135 
    136         /**
    137         * @brief Plays back buffer on this Source
    138         * @param buffer the buffer to play back on this Source
    139         */
    140         void SoundSource::play(const SoundBuffer* buffer)
    141         {
    142                 if (!this->retrieveSource())
    143                 {
    144                         PRINTF(3)("No more Free sources (You might consider raising the Source-Count).\n");
    145                         return;
    146                 }
    147 
    148                 alSourceStop(this->sourceID);
    149                 alSourcei (this->sourceID, AL_BUFFER, buffer->getID());
    150                 alSourcei (this->sourceID, AL_LOOPING,  AL_FALSE);
    151                 alSourcef (this->sourceID, AL_GAIN, 1);
    152 
    153                 alSourcePlay(this->sourceID);
    154 
    155                 if (unlikely(this->buffer != NULL))
    156                         alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
    157                 this->bPlay = true;
    158 
    159                 if (DEBUG_LEVEL >= 3)
    160                         SoundEngine::checkError("Play Source", __LINE__);
    161         }
    162 
    163 
    164         /**
    165         * @brief Plays back buffer on this Source with gain
    166         * @param buffer the buffer to play back on this Source
    167         */
    168         void SoundSource::play(const SoundBuffer* buffer, float gain)
    169         {
    170                 if (!this->retrieveSource())
    171                 {
    172                         PRINTF(3)("No more Free sources (You might consider raising the Source-Count).\n");
    173                         return;
    174                 }
    175 
    176                 alSourceStop(this->sourceID);
    177                 alSourcei (this->sourceID, AL_BUFFER, buffer->getID());
    178                 alSourcei (this->sourceID, AL_LOOPING,  AL_FALSE);
    179                 alSourcef (this->sourceID, AL_GAIN, gain);
    180 
    181                 alSourcePlay(this->sourceID);
    182 
    183                 if (unlikely(this->buffer != NULL))
    184                         alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
    185                 this->bPlay = true;
    186 
    187                 if (DEBUG_LEVEL >= 3)
    188                         SoundEngine::checkError("Play Source", __LINE__);
    189         }
    190 
    191 
    192         /**
    193         * @brief Plays and loops back a SoundSource
    194         */
    195         void SoundSource::loop()
    196         {
    197                 if (this->buffer && this->retrieveSource())
    198                 {
    199                         if (this->bPlay)
    200                                 alSourceStop(this->sourceID);
    201                        
    202                         alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
    203                         alSourcei (this->sourceID, AL_LOOPING,  AL_TRUE);
    204                         alSourcef (this->sourceID, AL_GAIN, 1);
    205                         alSourcePlay(this->sourceID);
    206 
    207                         if (DEBUG_LEVEL >= 3)
    208                                 SoundEngine::checkError("Play Source", __LINE__);
    209                         this->bPlay = true;
    210                 }
    211         }
    212 
    213         /**
    214         * @brief Plays and loops buffer on this Source
    215         * @param buffer the buffer to play back on this Source
    216         */
    217         void SoundSource::loop(const SoundBuffer* buffer)
    218         {
    219                 if (this->buffer && this->retrieveSource())
    220                 {
    221                         if (this->bPlay)
    222                                 alSourceStop(this->sourceID);
    223        
    224                         alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
    225                         alSourcei (this->sourceID, AL_LOOPING,  AL_TRUE);
    226                         alSourcef (this->sourceID, AL_GAIN, 1);
    227        
    228                         alSourcePlay(this->sourceID);
    229        
    230                         if (DEBUG_LEVEL >= 3)
    231                                 SoundEngine::checkError("Loop Source", __LINE__);
    232                         this->bPlay = true;
    233                 }
    234         }
    235        
    236        
    237         /**
    238         * @brief Plays and loops buffer on this Source with gain control
    239         * @param buffer the buffer to play back on this Source
    240         */
    241         void SoundSource::loop(const SoundBuffer* buffer, float gain)
    242         {
    243                 if (this->buffer && this->retrieveSource())
    244                 {
    245                         if (this->bPlay)
    246                                 alSourceStop(this->sourceID);
    247        
    248                         alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
    249                         alSourcei (this->sourceID, AL_LOOPING,  AL_TRUE);
    250                         alSourcef (this->sourceID, AL_GAIN, gain);
    251        
    252                         alSourcePlay(this->sourceID);
    253        
    254                         if (DEBUG_LEVEL >= 3)
    255                                 SoundEngine::checkError("Loop Source", __LINE__);
    256                         this->bPlay = true;
    257                 }
    258         }
    259        
    260        
    261         /**
    262         * @brief Stops playback of a SoundSource
    263         */
    264         void SoundSource::stop()
    265         {
    266                 this->bPlay = false;
    267                 if (this->sourceID != 0)
    268                 {
    269                         this->bPlay = false;
    270                         if (this->sourceID != 0)
    271                         {
    272                                 alSourceStop(this->sourceID);
    273                                 if (DEBUG_LEVEL >= 3)
    274                                         SoundEngine::checkError("StopSource", __LINE__);
    275                                 alSourcei(this->sourceID, AL_BUFFER, 0);
    276                                 if (!this->resident)
    277                                         SoundEngine::getInstance()->pushALSource(this->sourceID);
    278                                 this->sourceID = 0;
    279                         }
    280                 }
    281         }
    282 
    283         /**
    284         * @brief Pauses Playback of a SoundSource
    285         */
    286         void SoundSource::pause()
    287         {
    288                 alSourcePause(this->sourceID);
    289                 if (DEBUG_LEVEL >= 3)
    290                         SoundEngine::checkError("Pause Source", __LINE__);
    291         }
    292 
    293 
    294         /**
    295         * @brief Rewinds Playback of a SoundSource
    296         */
    297         void SoundSource::rewind()
    298         {
    299                 alSourceRewind(this->sourceID);
    300 
    301                 if (DEBUG_LEVEL >= 3)
    302                         SoundEngine::checkError("Rewind Source", __LINE__);
    303         }
    304 
    305 
    306         /**
    307         * @brief sets the RolloffFactor of the Sound emitted from the SoundSource
    308         * @param rolloffFactor The Factor described
    309         *
    310         * this tells openAL how fast the Sounds decay outward from the Source
    311         */
    312         void SoundSource::setRolloffFactor(ALfloat rolloffFactor)
    313         {
    314                 alSourcef(this->sourceID, AL_ROLLOFF_FACTOR, rolloffFactor);
    315 
    316                 if (DEBUG_LEVEL >= 3)
    317                         SoundEngine::checkError("Set Source Rolloff-factor", __LINE__);
    318         }
    319 
    320 
    321         /**
    322         * @brief sets the Positional this Source should be attached to.
    323         * @param sourceNode the Source this is attached to.
    324         * If sourceNode == NULL then the Source will be centered, and Audio will be played on all channels.
    325         */
    326         void SoundSource::setSourceNode(const PNode* sourceNode)
    327         {
    328                 this->sourceNode = sourceNode;
    329         }
    330 
    331         /**
    332         * @brief retrieve a Source.
    333         */
    334         bool SoundSource::retrieveSource()
    335         {
    336                 if (this->sourceID != 0)
    337                         return true;
    338                 else
    339                 {
    340                         SoundEngine::getInstance()->popALSource(this->sourceID);
    341                         if (this->sourceID != 0)
    342                         {
    343                                 if (unlikely(this->sourceNode == NULL))
    344                                         resetSource(this->sourceID);
    345                                 return true;
    346                         }
    347                 }
    348                 return false;
    349         }
    350 
    351 
    352         /**
    353         * @brief reset an alSource to its default Values.
    354         */
    355         void SoundSource::resetSource(ALuint sourceID)
    356         {
    357                 alSource3f(sourceID, AL_POSITION,        0.0, 0.0, 0.0);
    358                 alSource3f(sourceID, AL_VELOCITY,        0.0, 0.0, 0.0);
    359                 alSource3f(sourceID, AL_DIRECTION,       0.0, 0.0, 0.0);
    360                 alSourcef (sourceID, AL_ROLLOFF_FACTOR,  0.0          );
    361                 //alSourcei (sourceID, AL_SOURCE_RELATIVE, AL_TRUE      );
    362                 alSourcef (sourceID, AL_GAIN,            SoundEngine::getInstance()->getEffectsVolume());
    363         }
    364 
    365 
    366         /**
    367         * @brief Fades in a Source over a time period
    368         * @param duration time perios to fade in
    369         */
    370         void SoundSource::fadein(const SoundBuffer* buffer, ALfloat duration)
    371         {
    372                 //if (this->buffer && this->retrieveSource())
    373                 //{
    374 
    375                 for (ALfloat n = 0.0; n < 1.0; n+=.01)
    376                 {
    377                         alSourcef(this->sourceID, AL_GAIN, n);
    378                         // sleep(1);
    379                 }
    380 
    381                 //      alSourcePlay(this->sourceID);
    382        
    383                 //      if (DEBUG_LEVEL >= 3)
    384                 //              SoundEngine::checkError("Loop Source", __LINE__);
    385                 //      this->bPlay = true;
    386                 //}
    387 
    388         }
     26  /**
     27  * @brief creates a SoundSource at position sourceNode with the SoundBuffer buffer
     28  */
     29  SoundSource::SoundSource(const PNode* sourceNode, const SoundBuffer* buffer)
     30  {
     31    this->setClassID(CL_SOUND_SOURCE, "SoundSource");
     32
     33    // adding the Source to the SourcesList of the SoundEngine
     34    this->buffer = buffer;
     35    this->sourceNode = sourceNode;
     36    this->resident = false;
     37
     38    this->sourceID = 0;
     39    this->bPlay = false;
     40  }
     41
     42
     43  /**
     44  * @brief construct a SoundSource out of the another soundSource
     45  * @param source the Source to create this source from.
     46  *
     47  * Copies the buffer from source to this Source.
     48  * Acquires a new SourceID if source is Playing.
     49  */
     50  SoundSource::SoundSource(const SoundSource& source)
     51  {
     52    this->setClassID(CL_SOUND_SOURCE, "SoundSource");
     53
     54    // adding the Source to the SourcesList of the SoundEngine
     55    this->buffer = source.buffer;
     56    this->sourceNode = source.sourceNode;
     57    this->resident = source.resident;
     58
     59    this->sourceID = 0;
     60    if (source.bPlay == true)
     61    {
     62      this->bPlay = true;
     63      SoundEngine::getInstance()->popALSource(this->sourceID);
     64    }
     65    else
     66      this->bPlay = false;
     67  }
     68
     69
     70  /**
     71  * @brief paste a copy of the source into this Source.
     72  * @param source the SoundSource to paste into this one.
     73  * @returns a Reference to this Source.
     74  *
     75  */
     76  SoundSource& SoundSource::operator=(const SoundSource& source)
     77  {
     78    this->buffer = source.buffer;
     79    this->sourceNode = sourceNode;
     80    this->resident = source.resident;
     81
     82    if (source.bPlay)
     83      this->play();
     84    else
     85      this->stop();
     86  }
     87
     88
     89  /**
     90  * @brief compares two Sources with each other.
     91  * @param source the Source to compare against this One.
     92  * Two Sources are the same, if the PNodes match, and the Sound Played are the same.
     93  * The alSource must not match, because no two Sources can have the same alSource.
     94  */
     95  bool SoundSource::operator==(const SoundSource& source)
     96  {
     97    return (this->buffer == source.buffer &&
     98            this->bPlay == source.bPlay &&
     99            this->sourceNode == source.sourceNode);
     100  }
     101
     102
     103  /**
     104  * @brief deletes a SoundSource
     105  */
     106  SoundSource::~SoundSource()
     107  {
     108    this->stop();
     109    if (this->sourceID != 0)
     110      SoundEngine::getInstance()->pushALSource(this->sourceID);
     111  }
     112
     113
     114  /**
     115  * @brief Plays back a SoundSource
     116  */
     117  void SoundSource::play()
     118  {
     119    if (this->buffer && this->retrieveSource())
     120    {
     121      if (this->bPlay)
     122        alSourceStop(this->sourceID);
     123
     124      alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
     125      alSourcei (this->sourceID, AL_LOOPING,  AL_FALSE);
     126      alSourcef (this->sourceID, AL_GAIN, 1);
     127      alSourcePlay(this->sourceID);
     128
     129      if (DEBUG_LEVEL >= 3)
     130        SoundEngine::checkError("Play Source", __LINE__);
     131      this->bPlay = true;
     132    }
     133  }
     134
     135
     136  /**
     137  * @brief Plays back buffer on this Source
     138  * @param buffer the buffer to play back on this Source
     139  */
     140  void SoundSource::play(const SoundBuffer* buffer)
     141  {
     142    if (!this->retrieveSource())
     143    {
     144      PRINTF(3)("No more Free sources (You might consider raising the Source-Count).\n");
     145      return;
     146    }
     147
     148    alSourceStop(this->sourceID);
     149    alSourcei (this->sourceID, AL_BUFFER, buffer->getID());
     150    alSourcei (this->sourceID, AL_LOOPING,  AL_FALSE);
     151    alSourcef (this->sourceID, AL_GAIN, 1);
     152
     153    alSourcePlay(this->sourceID);
     154
     155    if (unlikely(this->buffer != NULL))
     156      alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
     157    this->bPlay = true;
     158
     159    if (DEBUG_LEVEL >= 3)
     160      SoundEngine::checkError("Play Source", __LINE__);
     161  }
     162
     163
     164  /**
     165  * @brief Plays back buffer on this Source with gain
     166  * @param buffer the buffer to play back on this Source
     167  */
     168  void SoundSource::play(const SoundBuffer* buffer, float gain)
     169  {
     170    if (!this->retrieveSource())
     171    {
     172      PRINTF(3)("No more Free sources (You might consider raising the Source-Count).\n");
     173      return;
     174    }
     175
     176    alSourceStop(this->sourceID);
     177    alSourcei (this->sourceID, AL_BUFFER, buffer->getID());
     178    alSourcei (this->sourceID, AL_LOOPING,  AL_FALSE);
     179    alSourcef (this->sourceID, AL_GAIN, gain);
     180
     181    alSourcePlay(this->sourceID);
     182
     183    if (unlikely(this->buffer != NULL))
     184      alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
     185    this->bPlay = true;
     186
     187    if (DEBUG_LEVEL >= 3)
     188      SoundEngine::checkError("Play Source", __LINE__);
     189  }
     190 
     191   /**
     192   * @brief Plays back buffer on this Source with gain and looping possibility
     193   * @param buffer the buffer to play back on this Source
     194    */
     195  void SoundSource::play(const SoundBuffer* buffer, float gain, bool loop)
     196  {
     197    if (!this->retrieveSource())
     198    {
     199      PRINTF(3)("No more Free sources (You might consider raising the Source-Count).\n");
     200      return;
     201    }
     202
     203    alSourceStop(this->sourceID);
     204    alSourcei (this->sourceID, AL_BUFFER, buffer->getID());
     205   
     206    if (loop)
     207        alSourcei (this->sourceID, AL_LOOPING,  AL_TRUE);
     208    else
     209        alSourcei (this->sourceID, AL_LOOPING,  AL_FALSE);
     210   
     211    alSourcef (this->sourceID, AL_GAIN, gain);
     212
     213    alSourcePlay(this->sourceID);
     214
     215    if (unlikely(this->buffer != NULL))
     216      alSourcei (this->sourceID, AL_BUFFER, this->buffer->getID());
     217    this->bPlay = true;
     218
     219    if (DEBUG_LEVEL >= 3)
     220      SoundEngine::checkError("Play Source", __LINE__);
     221  }
     222
     223
     224  /**
     225  * @brief Stops playback of a SoundSource
     226  */
     227  void SoundSource::stop()
     228  {
     229    this->bPlay = false;
     230    if (this->sourceID != 0)
     231    {
     232      this->bPlay = false;
     233      if (this->sourceID != 0)
     234      {
     235        alSourceStop(this->sourceID);
     236        if (DEBUG_LEVEL >= 3)
     237          SoundEngine::checkError("StopSource", __LINE__);
     238        alSourcei(this->sourceID, AL_BUFFER, 0);
     239        if (!this->resident)
     240          SoundEngine::getInstance()->pushALSource(this->sourceID);
     241        this->sourceID = 0;
     242      }
     243    }
     244  }
     245
     246  /**
     247  * @brief Pauses Playback of a SoundSource
     248  */
     249  void SoundSource::pause()
     250  {
     251    alSourcePause(this->sourceID);
     252    if (DEBUG_LEVEL >= 3)
     253      SoundEngine::checkError("Pause Source", __LINE__);
     254  }
     255
     256
     257  /**
     258  * @brief Rewinds Playback of a SoundSource
     259  */
     260  void SoundSource::rewind()
     261  {
     262    alSourceRewind(this->sourceID);
     263
     264    if (DEBUG_LEVEL >= 3)
     265      SoundEngine::checkError("Rewind Source", __LINE__);
     266  }
     267
     268
     269  /**
     270  * @brief sets the RolloffFactor of the Sound emitted from the SoundSource
     271  * @param rolloffFactor The Factor described
     272  *
     273  * this tells openAL how fast the Sounds decay outward from the Source
     274  */
     275  void SoundSource::setRolloffFactor(ALfloat rolloffFactor)
     276  {
     277    alSourcef(this->sourceID, AL_ROLLOFF_FACTOR, rolloffFactor);
     278
     279    if (DEBUG_LEVEL >= 3)
     280      SoundEngine::checkError("Set Source Rolloff-factor", __LINE__);
     281  }
     282
     283
     284  /**
     285  * @brief sets the Positional this Source should be attached to.
     286  * @param sourceNode the Source this is attached to.
     287  * If sourceNode == NULL then the Source will be centered, and Audio will be played on all channels.
     288  */
     289  void SoundSource::setSourceNode(const PNode* sourceNode)
     290  {
     291    this->sourceNode = sourceNode;
     292  }
     293
     294  /**
     295  * @brief retrieve a Source.
     296  */
     297  bool SoundSource::retrieveSource()
     298  {
     299    if (this->sourceID != 0)
     300      return true;
     301    else
     302    {
     303      SoundEngine::getInstance()->popALSource(this->sourceID);
     304      if (this->sourceID != 0)
     305      {
     306        if (unlikely(this->sourceNode == NULL))
     307          resetSource(this->sourceID);
     308        return true;
     309      }
     310    }
     311    return false;
     312  }
     313
     314
     315  /**
     316  * @brief reset an alSource to its default Values.
     317  */
     318  void SoundSource::resetSource(ALuint sourceID)
     319  {
     320    alSource3f(sourceID, AL_POSITION,        0.0, 0.0, 0.0);
     321    alSource3f(sourceID, AL_VELOCITY,        0.0, 0.0, 0.0);
     322    alSource3f(sourceID, AL_DIRECTION,       0.0, 0.0, 0.0);
     323    alSourcef (sourceID, AL_ROLLOFF_FACTOR,  0.0          );
     324    //alSourcei (sourceID, AL_SOURCE_RELATIVE, AL_TRUE      );
     325    alSourcef (sourceID, AL_GAIN,            SoundEngine::getInstance()->getEffectsVolume());
     326  }
     327
     328
     329  /**
     330  * @brief Fades in a Source over a time period
     331  * @param duration time perios to fade in
     332  */
     333  void SoundSource::fadein(const SoundBuffer* buffer, ALfloat duration)
     334  {
     335    //if (this->buffer && this->retrieveSource())
     336    //{
     337
     338    for (ALfloat n = 0.0; n < 1.0; n+=.01)
     339    {
     340      alSourcef(this->sourceID, AL_GAIN, n);
     341      // sleep(1);
     342    }
     343
     344    //  alSourcePlay(this->sourceID);
     345
     346    //  if (DEBUG_LEVEL >= 3)
     347    //    SoundEngine::checkError("Loop Source", __LINE__);
     348    //  this->bPlay = true;
     349    //}
     350
     351  }
    389352
    390353
  • branches/atmospheric_engine/src/lib/sound/sound_source.h

    r8255 r8480  
    3030                        void play(const SoundBuffer* buffer);
    3131                        void play(const SoundBuffer* buffer, float gain);
    32                         void loop();
    33                         void loop(const SoundBuffer* buffer);
    34                         void loop(const SoundBuffer* buffer, float gain);
     32      void play(const SoundBuffer* buffer, float gain, bool loop);   
     33
    3534                        void stop();
    3635                        void pause();
  • branches/atmospheric_engine/src/world_entities/space_ships/helicopter.cc

    r8267 r8480  
    216216  State::getCameraTargetNode()->setParentSoft(this->getWeaponManager().getFixedTarget());
    217217
    218   this->soundSource.loop(this->chopperBuffer, 0.8f);
    219   // PRINTF(0)( "Playing ChopperSound\n" );
     218  this->soundSource.play(this->chopperBuffer, 0.7f, true);
    220219}
    221220
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