| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Erwin 'vaiursch' Herrsche | 
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| 24 | *      Reto Grieder | 
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| 25 | *   Co-authors: | 
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| 26 | *      ... | 
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| 27 | * | 
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| 28 | */ | 
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| 29 |  | 
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| 30 | #include "WorldSound.h" | 
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| 31 |  | 
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| 32 | #include <alut.h> | 
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| 33 |  | 
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| 34 | #include "util/Math.h" | 
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| 35 | #include "core/CoreIncludes.h" | 
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| 36 | #include "core/EventIncludes.h" | 
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| 37 | #include "core/XMLPort.h" | 
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| 38 | #include "Scene.h" | 
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| 39 | #include "SoundManager.h" | 
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| 40 |  | 
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| 41 | namespace orxonox | 
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| 42 | { | 
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| 43 | CreateFactory(WorldSound); | 
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| 44 |  | 
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| 45 | WorldSound::WorldSound(BaseObject* creator) | 
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| 46 | : StaticEntity(creator) | 
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| 47 | { | 
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| 48 | RegisterObject(WorldSound); | 
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| 49 | // WorldSound buffers should be pooled when they're not used anymore | 
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| 50 | this->bPooling_ = true; | 
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| 51 | this->registerVariables(); | 
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| 52 | } | 
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| 53 |  | 
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| 54 | void WorldSound::registerVariables() | 
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| 55 | { | 
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| 56 | registerVariable(volume_,   ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::volumeChanged)); | 
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| 57 | registerVariable(source_,   ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::sourceChanged)); | 
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| 58 | registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::loopingChanged)); | 
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| 59 | registerVariable(pitch_,    ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::pitchChanged)); | 
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| 60 | registerVariable((uint8_t&)(BaseSound::state_), ObjectDirection::ToClient, new NetworkCallback<WorldSound>(this, &WorldSound::stateChanged)); | 
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| 61 | } | 
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| 62 |  | 
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| 63 | void WorldSound::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 64 | { | 
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| 65 | SUPER(WorldSound, XMLPort, xmlelement, mode); | 
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| 66 | BaseSound::XMLPortExtern(xmlelement, mode); | 
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| 67 | } | 
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| 68 |  | 
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| 69 | void WorldSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 70 | { | 
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| 71 | SUPER(WorldSound, XMLEventPort, xmlelement, mode); | 
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| 72 | XMLPortEventState(WorldSound, BaseObject, "play", play, xmlelement, mode); | 
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| 73 | } | 
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| 74 |  | 
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| 75 | void WorldSound::initialiseSource() | 
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| 76 | { | 
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| 77 | BaseSound::initialiseSource(); | 
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| 78 | if (this->getScene()) | 
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| 79 | { | 
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| 80 | float refDist = this->getScene()->getSoundReferenceDistance(); | 
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| 81 | alSourcef(this->audioSource_, AL_REFERENCE_DISTANCE, refDist); | 
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| 82 | // TODO: 500 is very magical here. Derive something better | 
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| 83 | alSourcef(this->audioSource_, AL_MAX_DISTANCE, refDist * 500); | 
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| 84 | } | 
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| 85 | this->tick(0); // update position, orientation and velocity | 
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| 86 | } | 
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| 87 |  | 
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| 88 | void WorldSound::tick(float dt) | 
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| 89 | { | 
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| 90 | if (alIsSource(this->audioSource_)) | 
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| 91 | { | 
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| 92 | const Vector3& pos = this->getWorldPosition(); | 
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| 93 | alSource3f(this->audioSource_, AL_POSITION, pos.x, pos.y, pos.z); | 
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| 94 | ALenum error = alGetError(); | 
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| 95 | if (error == AL_INVALID_VALUE) | 
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| 96 | orxout(internal_error, context::sound) << "OpenAL: Invalid sound position" << endl; | 
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| 97 |  | 
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| 98 | const Vector3& vel = this->getVelocity(); | 
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| 99 | alSource3f(this->audioSource_, AL_VELOCITY, vel.x, vel.y, vel.z); | 
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| 100 | error = alGetError(); | 
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| 101 | if (error == AL_INVALID_VALUE) | 
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| 102 | orxout(internal_error, context::sound) << "OpenAL: Invalid sound velocity" << endl; | 
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| 103 |  | 
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| 104 | const Vector3& direction = -this->getWorldOrientation().zAxis(); | 
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| 105 | alSource3f(this->audioSource_, AL_DIRECTION, direction.x, direction.y, direction.z); | 
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| 106 | error = alGetError(); | 
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| 107 | if (error == AL_INVALID_VALUE) | 
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| 108 | orxout(internal_error, context::sound) << "OpenAL: Invalid sound direction" << endl; | 
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| 109 | } | 
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| 110 | } | 
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| 111 |  | 
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| 112 | void WorldSound::changedActivity() | 
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| 113 | { | 
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| 114 | SUPER(WorldSound, changedActivity); | 
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| 115 | if (this->isActive()) | 
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| 116 | this->play(); | 
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| 117 | else | 
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| 118 | this->stop(); | 
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| 119 | } | 
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| 120 |  | 
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| 121 | float WorldSound::getRealVolume() | 
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| 122 | { | 
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| 123 | assert(GameMode::playsSound()); | 
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| 124 | return SoundManager::getInstance().getRealVolume(SoundType::Effects); | 
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| 125 | } | 
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| 126 | } | 
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