/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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. * * 0 A.D. 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 0 A.D. If not, see . */ #include "precompiled.h" #include "CSoundBase.h" #if CONFIG2_AUDIO #include "lib/timer.h" #include "soundmanager/SoundManager.h" #include "soundmanager/data/SoundData.h" #include "ps/CLogger.h" CSoundBase::CSoundBase() { ResetVars(); } CSoundBase::~CSoundBase() { Stop(); ReleaseOpenAL(); } void CSoundBase::ReleaseOpenAL() { if (m_ALSource != 0) { AL_CHECK; alSourcei(m_ALSource, AL_BUFFER, 0L); AL_CHECK; ((CSoundManager*)g_SoundManager)->ReleaseALSource(m_ALSource); AL_CHECK; m_ALSource = 0; } if (m_SoundData != 0) { AL_CHECK; CSoundData::ReleaseSoundData(m_SoundData); AL_CHECK; m_SoundData = 0; } } void CSoundBase::Attach(CSoundData* itemData) { UNUSED2(itemData); } void CSoundBase::ResetVars() { m_ALSource = 0; m_SoundData = 0; m_LastPlay = false; m_Looping = false; m_StartFadeTime = 0; m_EndFadeTime = 0; m_StartVolume = 0; m_EndVolume = 0; m_ShouldBePlaying = false; m_IsPaused = false; ResetFade(); } void CSoundBase::ResetFade() { m_StartFadeTime = 0; m_EndFadeTime = 0; m_StartVolume = 0; m_EndVolume = 0; m_PauseAfterFade = false; } bool CSoundBase::Finished() { return !m_ShouldBePlaying && !IsPlaying(); } bool CSoundBase::InitOpenAL() { alGetError(); /* clear error */ m_ALSource = ((CSoundManager*)g_SoundManager)->GetALSource( this ); AL_CHECK; if ( m_ALSource ) { alSourcef(m_ALSource,AL_PITCH,1.0f); AL_CHECK; alSourcef(m_ALSource,AL_GAIN,1.0f); AL_CHECK; alSourcei(m_ALSource,AL_LOOPING,AL_FALSE); AL_CHECK; return true; } else { // LOGERROR("Source not allocated by SoundManager\n", 0); } return false; } void CSoundBase::SetGain(ALfloat gain) { AL_CHECK; if ( m_ALSource ) { CScopeLock lock(m_ItemMutex); alSourcef(m_ALSource, AL_GAIN, gain); AL_CHECK; } } void CSoundBase::SetRollOff(ALfloat rolls) { if ( m_ALSource ) { CScopeLock lock(m_ItemMutex); alSourcef(m_ALSource, AL_REFERENCE_DISTANCE, 70.0f); AL_CHECK; alSourcef(m_ALSource, AL_MAX_DISTANCE, 200.0); AL_CHECK; alSourcef(m_ALSource, AL_ROLLOFF_FACTOR, rolls); AL_CHECK; } } void CSoundBase::EnsurePlay() { if (m_ShouldBePlaying && !m_IsPaused && !IsPlaying()) Play(); } void CSoundBase::SetCone(ALfloat innerCone, ALfloat outerCone, ALfloat coneGain) { if ( m_ALSource ) { CScopeLock lock(m_ItemMutex); AL_CHECK; alSourcef(m_ALSource, AL_CONE_INNER_ANGLE, innerCone); AL_CHECK; alSourcef(m_ALSource, AL_CONE_OUTER_ANGLE, outerCone); AL_CHECK; alSourcef(m_ALSource, AL_CONE_OUTER_GAIN, coneGain); AL_CHECK; } } void CSoundBase::SetPitch(ALfloat pitch) { if ( m_ALSource ) { CScopeLock lock(m_ItemMutex); alSourcef(m_ALSource, AL_PITCH, pitch); AL_CHECK; } } void CSoundBase::SetDirection(const CVector3D& direction) { if ( m_ALSource ) { CScopeLock lock(m_ItemMutex); alSourcefv(m_ALSource, AL_DIRECTION, direction.GetFloatArray()); AL_CHECK; } } bool CSoundBase::IsPlaying() { if ( m_ALSource ) { CScopeLock lock(m_ItemMutex); int proc_state; alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state); AL_CHECK; return (proc_state == AL_PLAYING); } return false; } void CSoundBase::SetLastPlay(bool last) { m_LastPlay = last; } bool CSoundBase::IdleTask() { return true; } void CSoundBase::SetLocation (const CVector3D& position) { if ( m_ALSource != 0 ) { CScopeLock lock(m_ItemMutex); alSourcefv(m_ALSource,AL_POSITION, position.GetFloatArray()); AL_CHECK; } } bool CSoundBase::HandleFade() { AL_CHECK; if (m_ALSource == 0) return true; if (m_StartFadeTime != 0) { double currTime = timer_Time(); double pctDone = std::min(1.0, (currTime - m_StartFadeTime) / (m_EndFadeTime - m_StartFadeTime)); pctDone = std::max(0.0, pctDone); ALfloat curGain = ((m_EndVolume - m_StartVolume) * pctDone) + m_StartVolume; if (curGain == 0) { if ( m_PauseAfterFade ) Pause(); else Stop(); } else if (curGain == m_EndVolume) { if (m_ALSource != 0) alSourcef(m_ALSource, AL_GAIN, curGain); ResetFade(); } else if (m_ALSource != 0) alSourcef(m_ALSource, AL_GAIN, curGain); AL_CHECK; } return true; } bool CSoundBase::IsFading() { return ((m_ALSource != 0) && (m_StartFadeTime != 0)); } bool CSoundBase::GetLooping() { return m_Looping; } void CSoundBase::SetLooping(bool loops) { m_Looping = loops; if (m_ALSource != 0) { alSourcei(m_ALSource, AL_LOOPING, loops ? AL_TRUE : AL_FALSE); AL_CHECK; } } void CSoundBase::Play() { CScopeLock lock(m_ItemMutex); m_ShouldBePlaying = true; m_IsPaused = false; AL_CHECK; if (m_ALSource != 0) { alSourcePlay(m_ALSource); ALenum err = alGetError(); if (err != AL_NO_ERROR) { if (err == AL_INVALID) ((CSoundManager*)g_SoundManager)->SetDistressThroughError(); else ((CSoundManager*)g_SoundManager)->al_ReportError(err, __func__, __LINE__); } } } void CSoundBase::PlayAndDelete() { SetLastPlay(true); Play(); } void CSoundBase::FadeAndPause(double fadeTime) { m_PauseAfterFade = true; FadeToIn(0, fadeTime); } void CSoundBase::FadeAndDelete(double fadeTime) { SetLastPlay(true); FadeToIn(0, fadeTime); } void CSoundBase::StopAndDelete() { SetLastPlay(true); Stop(); } void CSoundBase::PlayLoop() { if (m_ALSource != 0) { SetLooping(true); Play(); AL_CHECK; } } void CSoundBase::FadeToIn(ALfloat newVolume, double fadeDuration) { if (m_ALSource != 0) { ALenum proc_state; alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state); if (proc_state == AL_PLAYING) { m_StartFadeTime = timer_Time(); m_EndFadeTime = m_StartFadeTime + fadeDuration; alGetSourcef(m_ALSource, AL_GAIN, &m_StartVolume); m_EndVolume = newVolume; } AL_CHECK; } } void CSoundBase::Stop() { m_ShouldBePlaying = false; if (m_ALSource != 0) { CScopeLock lock(m_ItemMutex); AL_CHECK; alSourcei(m_ALSource, AL_LOOPING, AL_FALSE); AL_CHECK; alSourceStop(m_ALSource); AL_CHECK; } } const Path CSoundBase::GetName() { if (m_SoundData) return m_SoundData->GetFileName(); return Path(); } void CSoundBase::Pause() { if (m_ALSource != 0) { m_IsPaused = true; alSourcePause(m_ALSource); AL_CHECK; } } void CSoundBase::Resume() { if (m_ALSource != 0) { alSourcePlay(m_ALSource); AL_CHECK; } } #endif // CONFIG2_AUDIO