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source: code/branches/ois_update/src/orxonox/sound/SoundManager.cc @ 7767

Last change on this file since 7767 was 7767, checked in by youngk, 13 years ago

Committing a few minor changes to some files. They affect: Keyboard input on the Mac; Introduction of new Moods and debugging of Mac sound.

  • Property svn:eol-style set to native
File size: 23.7 KB
Line 
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:
23 *       Erwin 'vaiursch' Herrsche
24 *       Kevin Young
25 *       Reto Grieder
26 *   Co-authors:
27 *      ...
28 *
29 */
30
31#include "SoundManager.h"
32
33#if defined(__APPLE__)
34#include <ALUT/alut.h>
35#else
36#include <AL/alut.h>
37#endif
38#include <utility>
39#include <loki/ScopeGuard.h>
40
41#include "util/Exception.h"
42#include "util/Math.h"
43#include "util/Clock.h"
44#include "util/ScopedSingletonManager.h"
45#include "core/ConfigValueIncludes.h"
46#include "core/CoreIncludes.h"
47#include "core/GameMode.h"
48#include "core/Resource.h"
49#include "SoundBuffer.h"
50#include "BaseSound.h"
51#include "AmbientSound.h"
52#include "WorldSound.h"
53
54namespace orxonox
55{
56    ManageScopedSingleton(SoundManager, ScopeID::Graphics, true);
57
58    std::string SoundManager::getALErrorString(ALenum code)
59    {
60        switch (code)
61        {
62        case AL_NO_ERROR:          return "No error";
63        case AL_INVALID_NAME:      return "Invalid AL parameter name";
64        case AL_INVALID_ENUM:      return "Invalid AL enum";
65        case AL_INVALID_VALUE:     return "Invalid AL value";
66        case AL_INVALID_OPERATION: return "Invalid AL operation";
67        case AL_OUT_OF_MEMORY:     return "AL reports out of memory";
68        default:                   return "Unknown AL error";
69        }
70    }
71
72    SoundManager::SoundManager()
73        : effectsPoolSize_(0)
74    {
75        RegisterRootObject(SoundManager);
76
77        // Clear error messages (might be problematic on some systems)
78        alGetError();
79        alutGetError();
80
81        // See whether we even want to load
82        bool bDisableSound_ = false;
83        SetConfigValue(bDisableSound_, false);
84        if (bDisableSound_)
85            ThrowException(InitialisationAborted, "Sound: Not loading at all");       
86        if (!alutInitWithoutContext(NULL, NULL))
87            ThrowException(InitialisationFailed, "Sound Error: ALUT initialisation failed: " << alutGetErrorString(alutGetError()));
88        Loki::ScopeGuard alutExitGuard = Loki::MakeGuard(&alutExit);
89
90/*
91        // Get list of available sound devices and display them
92        const char* devices = alcGetString(NULL, ALC_DEVICE_SPECIFIER);
93        char* device = new char[strlen(devices)+1];
94        strcpy(device, devices);
95        std::string renderDevice;
96        SetConfigValue(renderDevice, std::string(device)).description("Sound device used for rendering");
97        COUT(4) << "Sound: Available devices: ";
98        while (true)
99        {
100            this->deviceNames_.push_back(devices);
101            COUT(4) << '"' << devices << "\", ";
102            devices += strlen(devices) + 1;
103            if (*devices == '\0')
104                break;
105        }
106        COUT(4) << std::endl;
107
108        // Open the selected device
109        COUT(3) << "Sound: Opening device \"" << renderDevice << '\' << std::endl;
110        this->device_ = alcOpenDevice(renderDevice.c_str());
111*/
112        this->device_ = alcOpenDevice(NULL);
113        if (this->device_ == NULL)
114        {
115            COUT(1) << "Sound: Could not open sound device. Have you installed OpenAL?" << std::endl;
116#ifdef ORXONOX_PLATFORM_WINDOWS
117            COUT(1) << "Sound: Just getting the DLL with the dependencies is not enough for Windows (esp. Windows 7)!" << std::endl;
118#endif
119            ThrowException(InitialisationFailed, "Sound Error: Could not open sound device.");
120        }
121        Loki::ScopeGuard closeDeviceGuard = Loki::MakeGuard(&alcCloseDevice, this->device_);
122
123        // Create sound context and make it the currently used one
124        this->context_ = alcCreateContext(this->device_, NULL);
125        if (this->context_ == NULL)
126            ThrowException(InitialisationFailed, "Sound Error: Could not create ALC context");
127        Loki::ScopeGuard desroyContextGuard = Loki::MakeGuard(&alcDestroyContext, this->context_);
128        if (!alcMakeContextCurrent(this->context_))
129            ThrowException(InitialisationFailed, "Sound Error: Could not use ALC context");
130
131        GameMode::setPlaysSound(true);
132        Loki::ScopeGuard resetPlaysSoundGuard = Loki::MakeGuard(&GameMode::setPlaysSound, false);
133       
134        // Get some information about the sound
135        if (const char* version = alGetString(AL_VERSION))
136            COUT(4) << "Sound: --- OpenAL Version: " << version << std::endl;           
137        if (const char* vendor = alGetString(AL_VENDOR))
138            COUT(4) << "Sound: --- OpenAL Vendor : " << vendor << std::endl;
139        if (const char* types = alutGetMIMETypes(ALUT_LOADER_BUFFER))
140            COUT(4) << "Sound: --- Supported MIME Types: " << types << std::endl;
141        else
142            COUT(2) << "Sound Warning: MIME Type retrieval failed: " << alutGetErrorString(alutGetError()) << std::endl;
143
144        this->mute_[SoundType::All]     = 1.0f;
145        this->mute_[SoundType::Music]   = 1.0f;
146        this->mute_[SoundType::Effects] = 1.0f;
147
148        this->setConfigValues();
149
150        // Try to get at least one source
151        ALuint source;
152        alGenSources(1, &source);
153        if (!alGetError() && alIsSource(source))
154            this->availableSoundSources_.push_back(source);
155        else
156            ThrowException(InitialisationFailed, "Sound Error: Could not create even a single source");
157        // Create a few initial sources
158        this->createSoundSources(this->minSources_ - 1);
159
160        // Disarm guards
161        alutExitGuard.Dismiss();
162        closeDeviceGuard.Dismiss();
163        desroyContextGuard.Dismiss();
164        resetPlaysSoundGuard.Dismiss();
165
166        COUT(4) << "Sound: Initialisation complete" << std::endl;
167    }
168
169    SoundManager::~SoundManager()
170    {
171        // Erase fade lists because of the smart pointers
172        this->fadeInList_.clear();
173        this->fadeOutList_.clear();
174
175        // If there are still used buffers around, well, that's just very bad...
176        if (this->soundBuffers_.size() != this->effectsPool_.size())
177            COUT(1) << "Sound Error: Some sound buffers are still in use but OpenAL is about to shut down. Fix this!" << std::endl;
178        // Empty buffer pool and buffer list
179        this->effectsPool_.clear();
180        this->soundBuffers_.clear();
181
182        // There should not be any sources in use anymore
183        if (!this->usedSoundSources_.empty())
184            COUT(1) << "Sound Error: Some sound sources are still in use but OpenAL is about to shut down. Fix this!" << std::endl;
185        while (!this->availableSoundSources_.empty())
186        {
187            alDeleteSources(1, &this->availableSoundSources_.back());
188            this->availableSoundSources_.pop_back();
189        }
190
191        GameMode::setPlaysSound(false);
192
193        // Relieve context to destroy it
194        if (!alcMakeContextCurrent(NULL))
195            COUT(1) << "Sound Error: Could not unset ALC context" << std::endl;
196        alcDestroyContext(this->context_);
197        if (ALCenum error = alcGetError(this->device_))
198        {
199            if (error == AL_INVALID_OPERATION)
200                COUT(1) << "Sound Error: Could not destroy ALC context because it is the current one" << std::endl;
201            else
202                COUT(1) << "Sound Error: Could not destroy ALC context because it is invalid" << std::endl;
203        }
204#ifdef AL_VERSION_1_1
205        if (!alcCloseDevice(this->device_))
206            COUT(1) << "Sound Error: Could not destroy ALC device. This might be because there are still buffers in use!" << std::endl;
207#else
208        alcCloseDevice(this->device_);
209#endif
210        if (!alutExit())
211            COUT(1) << "Sound Error: Closing ALUT failed: " << alutGetErrorString(alutGetError()) << std::endl;
212    }
213
214    void SoundManager::setConfigValues()
215    {
216        SetConfigValue(crossFadeStep_, 0.2f)
217            .description("Determines how fast sounds should fade, per second.")
218            .callback(this, &SoundManager::checkFadeStepValidity);
219
220        SetConfigValueAlias(volume_[SoundType::All], "soundVolume_", 1.0f)
221            .description("Defines the overall volume.")
222            .callback(this, &SoundManager::checkSoundVolumeValidity);
223        SetConfigValueAlias(volume_[SoundType::Music], "ambientVolume_", 1.0f)
224            .description("Defines the ambient volume.")
225            .callback(this, &SoundManager::checkAmbientVolumeValidity);
226        SetConfigValueAlias(volume_[SoundType::Effects], "effectsVolume_", 1.0f)
227            .description("Defines the effects volume.")
228            .callback(this, &SoundManager::checkEffectsVolumeValidity);
229
230        SetConfigValue(minSources_, 16)
231            .description("Minimum number of sources being generated (if possible)");
232        SetConfigValue(maxSources_, 1024)
233            .description("Maximum number of sources to be made available");
234    }
235
236    void SoundManager::preUpdate(const Clock& time)
237    {
238        this->processCrossFading(time.getDeltaTime());
239
240        // Check whether a sound object has stopped playing
241        for (unsigned int i = 0; i < this->usedSoundSources_.size(); ++i)
242        {
243            ALint state;
244            alGetSourcei(this->usedSoundSources_[i].first, AL_SOURCE_STATE, &state);
245            if (state == AL_STOPPED)
246            {
247                this->usedSoundSources_[i].second->stop();
248                --i;
249            }
250        }
251    }
252
253    void SoundManager::checkFadeStepValidity()
254    {
255        if (crossFadeStep_ <= 0.0 || crossFadeStep_ >= 1.0 )
256        {
257            COUT(2) << "Sound warning: fade step out of range, ignoring change." << std::endl;
258            ResetConfigValue(crossFadeStep_);
259        }
260    }
261
262    void SoundManager::checkVolumeValidity(SoundType::Value type)
263    {
264        float clampedVolume = clamp(this->volume_[type], 0.0f, 1.0f);
265        if (clampedVolume != this->volume_[type])
266            COUT(2) << "Sound warning: Volume setting (" << type << ") out of range, clamping." << std::endl;
267        this->updateVolume(type);
268    }
269
270    void SoundManager::setVolume(float vol, SoundType::Value type)
271    {
272        if (type < 0 || type > SoundType::Effects)
273            return;
274        this->volume_[type] = vol;
275        this->checkVolumeValidity(type);
276    }
277
278    float SoundManager::getVolume(SoundType::Value type)
279    {
280        if (type < 0 || type > SoundType::Effects)
281            return 0.0f;
282        return this->volume_[type];
283    }
284
285    float SoundManager::getRealVolume(SoundType::Value type)
286    {
287        if (type != SoundType::Music && type != SoundType::Effects)
288            return 0.0f;
289        return this->volume_[SoundType::All] * this->mute_[SoundType::All] * this->volume_[type] * this->mute_[type];
290    }
291
292    void SoundManager::updateVolume(SoundType::Value type)
293    {
294        switch(type)
295        {
296        case SoundType::All:
297            for (ObjectList<BaseSound>::iterator it = ObjectList<BaseSound>::begin(); it != ObjectList<BaseSound>::end(); ++it)
298                (*it)->updateVolume();
299            break;
300        case SoundType::Music:
301            for (ObjectList<AmbientSound>::iterator it = ObjectList<AmbientSound>::begin(); it != ObjectList<AmbientSound>::end(); ++it)
302                (*it)->updateVolume();
303            break;
304        case SoundType::Effects:
305            for (ObjectList<WorldSound>::iterator it = ObjectList<WorldSound>::begin(); it != ObjectList<WorldSound>::end(); ++it)
306                (*it)->updateVolume();
307            break;
308        default:
309            assert(false);
310        }
311    }
312
313    void SoundManager::toggleMute(SoundType::Value type)
314    {
315        if (type < 0 || type > SoundType::Effects)
316            return;
317        this->mute_[type] = (this->mute_[type] == 0) ? 1.0f : 0.0f;
318        this->updateVolume(type);
319    }
320
321    bool SoundManager::getMute(SoundType::Value type)
322    {
323        if (type < 0 || type > SoundType::Effects)
324            return true;
325        return (this->mute_[type] == 0);
326    }
327
328    void SoundManager::setListenerPosition(const Vector3& position)
329    {
330        alListener3f(AL_POSITION, position.x, position.y, position.z);
331        ALenum error = alGetError();
332        if (error == AL_INVALID_VALUE)
333            COUT(2) << "Sound: OpenAL: Invalid listener position" << std::endl;
334    }
335
336    void SoundManager::setListenerOrientation(const Quaternion& orientation)
337    {
338        // update listener orientation
339        const Vector3& direction = -orientation.zAxis();
340        const Vector3& up = orientation.yAxis();
341
342        ALfloat orient[6] = { direction.x, direction.y, direction.z, up.x, up.y, up.z };
343
344        alListenerfv(AL_ORIENTATION, orient);
345        ALenum error = alGetError();
346        if (error == AL_INVALID_VALUE)
347            COUT(2) << "Sound: OpenAL: Invalid listener orientation" << std::endl;
348    }
349
350    void SoundManager::registerAmbientSound(AmbientSound* newAmbient)
351    {
352        if (newAmbient != NULL)
353        {
354            for (AmbientList::const_iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
355            {
356                if (it->first == newAmbient)
357                {
358                    COUT(2) << "Sound warning: Will not play an AmbientSound twice." << std::endl;
359                    return;
360                }
361            }
362
363            if (!this->ambientSounds_.empty())
364            {
365                this->fadeOut(ambientSounds_.front().first);
366            }
367            this->ambientSounds_.push_front(std::make_pair(newAmbient, false));
368            newAmbient->doPlay();
369            this->fadeIn(newAmbient);
370        }
371    }
372
373    void SoundManager::unregisterAmbientSound(AmbientSound* oldAmbient)
374    {
375        if (oldAmbient == NULL || ambientSounds_.empty())
376            return;
377
378        if (this->ambientSounds_.front().first == oldAmbient)
379        {
380            this->fadeOut(oldAmbient);
381            this->ambientSounds_.pop_front();
382            if (!this->ambientSounds_.empty())
383            {
384                if (!this->ambientSounds_.front().second) // Not paused before
385                {
386                    this->ambientSounds_.front().first->doPlay();
387                }
388                this->fadeIn(this->ambientSounds_.front().first);
389            }
390        }
391        else
392        {
393            for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
394            {
395                if (it->first == oldAmbient)
396                {
397                    this->fadeOut(oldAmbient);
398                    this->ambientSounds_.erase(it);
399                    break;
400                }
401            }
402        }
403    }
404
405    void SoundManager::pauseAmbientSound(AmbientSound* ambient)
406    {
407        if (ambient != NULL)
408        {
409            for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
410            {
411                if (it->first == ambient)
412                {
413                    it->second = true;
414                    this->fadeOut(it->first);
415                    return;
416                }
417            }
418        }
419    }
420
421    void SoundManager::fadeIn(const SmartPtr<AmbientSound>& sound)
422    {
423        // If we're already fading out --> remove that
424        for (std::list<SmartPtr<AmbientSound> >::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); it++)
425        {
426            if (*it == sound)
427            {
428                this->fadeOutList_.erase(it);
429                break;
430            }
431        }
432        // No duplicate entries
433        if (std::find(this->fadeInList_.begin(), this->fadeInList_.end(), sound) == this->fadeInList_.end())
434            this->fadeInList_.push_back(sound);
435    }
436
437    void SoundManager::fadeOut(const SmartPtr<AmbientSound>& sound)
438    {
439        // If we're already fading in --> remove that
440        for (std::list<SmartPtr<AmbientSound> >::iterator it = this->fadeInList_.begin(); it != this->fadeInList_.end(); it++)
441        {
442            if (*it == sound)
443            {
444                this->fadeInList_.erase(it);
445                break;
446            }
447        }
448        // No duplicate entries
449        if (std::find(this->fadeOutList_.begin(), this->fadeOutList_.end(), sound) == this->fadeOutList_.end())
450            this->fadeOutList_.push_back(sound);
451    }
452
453    void SoundManager::processCrossFading(float dt)
454    {
455
456        // Hacky solution to the fade delay while loading a level.
457        if(dt > 0.2)
458        {
459            return;
460        }
461
462        // FADE IN
463        for (std::list<SmartPtr<AmbientSound> >::iterator it= this->fadeInList_.begin(); it != this->fadeInList_.end(); )
464        {
465            if ((*it)->getVolume() + this->crossFadeStep_*dt > 1.0f)
466            {
467                (*it)->setVolume(1.0f);
468                this->fadeInList_.erase(it++);
469            }
470            else
471            {
472                (*it)->setVolume((*it)->getVolume() + this->crossFadeStep_*dt);
473                ++it;
474            }
475        }
476
477        // FADE OUT
478        for (std::list<SmartPtr<AmbientSound> >::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); )
479        {
480            if ((*it)->getVolume() - this->crossFadeStep_*dt < 0.0f)
481            {
482                (*it)->setVolume(0.0f);
483
484                // If sound is in the ambient list --> pause
485                for (AmbientList::const_iterator it2 = this->ambientSounds_.begin(); it2 != this->ambientSounds_.end(); ++it2)
486                {
487                    if (it2->first == *it)
488                    {
489                        (*it)->doPause();
490                        break;
491                    }
492                }
493                // If not pause (by loop above for instance) --> stop
494                if (!(*it)->isPaused())
495                    (*it)->doStop();
496
497                this->fadeOutList_.erase(it++);
498            }
499            else
500            {
501                (*it)->setVolume((*it)->getVolume() - this->crossFadeStep_*dt);
502                ++it;
503            }
504        }
505    }
506
507    shared_ptr<SoundBuffer> SoundManager::getSoundBuffer(const std::string& filename)
508    {
509        shared_ptr<SoundBuffer> buffer;
510        // Check active or pooled buffers
511        SoundBufferMap::const_iterator it = this->soundBuffers_.find(filename);
512        if (it != this->soundBuffers_.end())
513        {
514            buffer = it->second;
515
516            // Remove from effects pool if not active used before
517            if (buffer->poolIterator_ != this->effectsPool_.end())
518            {
519                this->effectsPoolSize_ -= buffer->getSize();
520                this->effectsPool_.erase(buffer->poolIterator_);
521                buffer->poolIterator_ = this->effectsPool_.end();
522            }
523        }
524        else
525        {
526            try
527            {
528                buffer.reset(new SoundBuffer(filename, this->effectsPool_.end()));
529            }
530            catch (const std::exception& ex)
531            {
532                COUT(1) << ex.what() << std::endl;
533                return buffer;
534            }
535            this->soundBuffers_[filename] = buffer;
536        }
537        return buffer;
538    }
539
540    void SoundManager::releaseSoundBuffer(const shared_ptr<SoundBuffer>& buffer, bool bPoolBuffer)
541    {
542        // Check if others are still using the buffer
543        if (buffer.use_count() != 2)
544            return;
545        SoundBufferMap::iterator it = this->soundBuffers_.find(buffer->getFilename());
546        if (it != this->soundBuffers_.end())
547        {
548            if (bPoolBuffer)
549            {
550                // Pool already too large?
551                while (this->effectsPoolSize_ + it->second->getSize() > this->maxEffectsPoolSize_s && !this->effectsPool_.empty())
552                {
553                    shared_ptr<SoundBuffer> bufferDel = this->effectsPool_.back();
554                    this->effectsPoolSize_ -= bufferDel->getSize();
555                    bufferDel->poolIterator_ = this->effectsPool_.end();
556                    this->effectsPool_.pop_back();
557                    // Remove from buffer map too
558                    SoundBufferMap::iterator itDel = this->soundBuffers_.find(bufferDel->getFilename());
559                    if (itDel != this->soundBuffers_.end())
560                        this->soundBuffers_.erase(itDel);
561                }
562                // Put buffer into the pool
563                this->effectsPoolSize_ += it->second->getSize();
564                this->effectsPool_.push_front(it->second);
565                it->second->poolIterator_ = this->effectsPool_.begin();
566            }
567            else
568                this->soundBuffers_.erase(it);
569        }
570    }
571
572    ALuint SoundManager::getSoundSource(BaseSound* object)
573    {
574        if (!this->availableSoundSources_.empty())
575        {
576            ALuint source = this->availableSoundSources_.back();
577            this->availableSoundSources_.pop_back();
578            this->usedSoundSources_.push_back(std::make_pair(source, object));
579            return source;
580        }
581        else
582        {
583            if (this->usedSoundSources_.size() < this->maxSources_)
584            {
585                ALuint source;
586                alGenSources(1, &source);
587                // Try to create new sources (50% more, but at least one)
588                if (alIsSource(source) && !alGetError())
589                {
590                    this->usedSoundSources_.push_back(std::make_pair(source, object));
591                    return source;
592                }
593            }
594            // Return no source ID
595            ALuint source = 123456789;
596            while (alIsSource(++source));
597            return source;
598        }
599    }
600
601    void SoundManager::releaseSoundSource(ALuint source)
602    {
603#ifndef NDEBUG
604        for (std::vector<ALuint>::const_iterator it = this->availableSoundSources_.begin(); it != this->availableSoundSources_.end(); ++it)
605            assert((*it) != source);
606#endif
607        this->availableSoundSources_.push_back(source);
608        for (std::vector<std::pair<ALuint, BaseSound*> >::iterator it = this->usedSoundSources_.begin();
609            it != this->usedSoundSources_.end(); ++it)
610        {
611            if (it->first == source)
612            {
613                this->usedSoundSources_.erase(it);
614                break;
615            }
616        }
617        int used = std::max((unsigned int)(this->usedSoundSources_.size()), this->minSources_);
618        // Subtract those we added in the statement above trough std::max
619        int available = (int)this->availableSoundSources_.size() - (used - (int)this->usedSoundSources_.size());
620        // Delete sources again to free resources if appropriate (more than 50% more available than used)
621        int toDelete = available - used / 2;
622        while (toDelete-- > 0)
623        {
624            alDeleteSources(1, &this->availableSoundSources_.back());
625            if (alGetError())
626                COUT(1) << "Sound Error: Failed to delete a source --> lost forever" << std::endl;
627            this->availableSoundSources_.pop_back();
628        }
629    }
630
631    unsigned int SoundManager::createSoundSources(unsigned int n)
632    {
633        unsigned int count = this->availableSoundSources_.size() + this->usedSoundSources_.size();
634        while (count < this->maxSources_ && count <= n)
635        {
636            ALuint source;
637            alGenSources(1, &source);
638            if (alIsSource(source) && !alGetError())
639                this->availableSoundSources_.push_back(source);
640            else
641                break;
642            ++count;
643        }
644        return count - this->availableSoundSources_.size() - this->usedSoundSources_.size();
645    }
646}
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