Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/sound3/src/orxonox/sound/SoundManager.cc @ 6088

Last change on this file since 6088 was 6088, checked in by youngk, 14 years ago

More or less nicely working sound module. Cross-Fading works well (hacky). Not synchronisable yet.

  • Property svn:eol-style set to native
File size: 10.3 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:
23 *       Erwin 'vaiursch' Herrsche
[6069]24 *       Kevin Young
[3060]25 *   Co-authors:
26 *      ...
27 *
28 */
29
[3196]30#include "SoundManager.h"
31
[3060]32#include <AL/alut.h>
[6069]33#include <utility>
[3060]34
[5929]35#include "util/Exception.h"
[3196]36#include "util/Math.h"
[5929]37#include "util/ScopeGuard.h"
[6031]38#include "util/StringUtils.h"
[6046]39#include "util/Clock.h"
[5929]40#include "core/GameMode.h"
41#include "core/ScopedSingletonManager.h"
[6046]42#include "core/ConfigValueIncludes.h"
[5982]43#include "BaseSound.h"
[6046]44#include "AmbientSound.h"
[3060]45
46namespace orxonox
47{
[3370]48    SoundManager* SoundManager::singletonPtr_s = NULL;
[5929]49    ManageScopedSingleton(SoundManager, ScopeID::Graphics, true);
[3060]50
51    SoundManager::SoundManager()
52    {
[6046]53        RegisterRootObject(SoundManager);
54
[6069]55        if (!alutInitWithoutContext(NULL, NULL))
[5946]56            ThrowException(InitialisationFailed, "Sound: OpenAL ALUT error: " << alutGetErrorString(alutGetError()));
[5929]57        Loki::ScopeGuard alutExitGuard = Loki::MakeGuard(&alutExit);
58
[5946]59        COUT(3) << "Sound: OpenAL: Opening sound device..." << std::endl;
[5929]60        this->device_ = alcOpenDevice(NULL);
61        if (this->device_ == NULL)
[3060]62        {
[5946]63            COUT(0) << "Sound: OpenaAL: Could not open sound device. Have you installed OpenAL?" << std::endl;
[5929]64#ifdef ORXONOX_PLATFORM_WINDOWS
[5946]65            COUT(0) << "Sound: Just getting the DLL with the dependencies is not enough for Windows (esp. Windows 7)!" << std::endl;
[5929]66#endif
[5946]67            ThrowException(InitialisationFailed, "Sound: OpenAL error: Could not open sound device.");
[3060]68        }
[5929]69        Loki::ScopeGuard closeDeviceGuard = Loki::MakeGuard(&alcCloseDevice, this->device_);
70
[5946]71        COUT(3) << "Sound: OpenAL: Sound device opened" << std::endl;
[5929]72        this->context_ = alcCreateContext(this->device_, NULL);
73        if (this->context_ == NULL)
[5946]74            ThrowException(InitialisationFailed, "Sound: OpenAL error: Could not create sound context");
[5929]75        Loki::ScopeGuard desroyContextGuard = Loki::MakeGuard(&alcDestroyContext, this->context_);
76
77        if (alcMakeContextCurrent(this->context_) == AL_TRUE)
[5946]78            COUT(3) << "Sound: OpenAL: Context " << this->context_ << " loaded" << std::endl;
[5929]79
80        COUT(4) << "Sound: OpenAL ALUT version: " << alutGetMajorVersion() << "." << alutGetMinorVersion() << std::endl;
81
82        const char* str = alutGetMIMETypes(ALUT_LOADER_BUFFER);
83        if (str == NULL)
[5946]84            COUT(2) << "Sound: OpenAL ALUT error: " << alutGetErrorString(alutGetError()) << std::endl;
[3060]85        else
[5946]86            COUT(4) << "Sound: OpenAL ALUT supported MIME types: " << str << std::endl;
[3060]87
[5929]88        GameMode::setPlaysSound(true);
89        // Disarm guards
90        alutExitGuard.Dismiss();
91        closeDeviceGuard.Dismiss();
92        desroyContextGuard.Dismiss();
[6046]93
94        this->setConfigValues();
[3060]95    }
96
97    SoundManager::~SoundManager()
98    {
[5929]99        GameMode::setPlaysSound(false);
[3060]100        alcDestroyContext(this->context_);
[3280]101        alcCloseDevice(this->device_);
[3060]102        alutExit();
103    }
104
[6069]105    void SoundManager::update(const Clock& time)
[6046]106    {
[6069]107        this->processCrossFading(time.getDeltaTime());
[6046]108    }
109
110    void SoundManager::setConfigValues()
111    {
[6069]112        SetConfigValue(crossFadeStep_, 0.2f)
[6046]113            .description("Determines how fast sounds should fade, per second.")
114            .callback(this, &SoundManager::checkFadeStepValidity);
115    }
116
[6069]117    void SoundManager::checkFadeStepValidity()
118    {
119        if (crossFadeStep_ <= 0.0 || crossFadeStep_ >= 1.0 )
120        {
121            COUT(2) << "Sound warning: Sound step out of range, ignoring change." << std::endl;
122            ResetConfigValue(crossFadeStep_);
123        }
124        COUT(3) << "SoundManager: fade step set to " << crossFadeStep_ << std::endl;
125        return;
126    }
127
[5929]128    void SoundManager::setListenerPosition(const Vector3& position)
[3060]129    {
[5929]130        alListener3f(AL_POSITION, position.x, position.y, position.z);
131        ALenum error = alGetError();
132        if (error == AL_INVALID_VALUE)
133            COUT(2) << "Sound: OpenAL: Invalid listener position" << std::endl;
[3060]134    }
135
[5929]136    void SoundManager::setListenerOrientation(const Quaternion& orientation)
[3060]137    {
[5929]138        // update listener orientation
139        Vector3 up = orientation.xAxis(); // just a wild guess
140        Vector3 at = orientation.zAxis();
[3060]141
[5929]142        ALfloat orient[6] = { at.x, at.y, at.z,
143                              up.x, up.y, up.z };
[3060]144
[5929]145        alListenerfv(AL_POSITION, orient);
[3060]146        ALenum error = alGetError();
[5929]147        if (error == AL_INVALID_VALUE)
[3060]148            COUT(2) << "Sound: OpenAL: Invalid listener orientation" << std::endl;
149    }
[5982]150
[6046]151    void SoundManager::registerAmbientSound(AmbientSound* newAmbient)
[5982]152    {
[6069]153        if (newAmbient != NULL)
[5982]154        {
[6069]155            for (AmbientList::const_iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
[6046]156            {
[6069]157                if (it->first == newAmbient)
158                {
159                    COUT(2) << "Sound warning: Will not play an AmbientSound twice." << std::endl;
160                    return;
161                }
[6046]162            }
[6069]163
164            if (!this->ambientSounds_.empty()) 
165            {
166                this->fadeOut(ambientSounds_.front().first);
167            }
168            this->ambientSounds_.push_front(std::make_pair(newAmbient, false));
169            newAmbient->doPlay();
170            this->fadeIn(newAmbient);
[5982]171        }
172    }
173
[6069]174    void SoundManager::unregisterAmbientSound(AmbientSound* oldAmbient)
[5982]175    {
[6069]176        if (oldAmbient == NULL || ambientSounds_.empty())
[6031]177        {
178            return;
179        }
[6069]180        if (this->ambientSounds_.front().first == oldAmbient) 
[5982]181        {
[6069]182            this->fadeOut(oldAmbient);
[5982]183            this->ambientSounds_.pop_front();
[6069]184            if (!this->ambientSounds_.empty())
[6031]185            {
[6069]186                if (!this->ambientSounds_.front().second) // Not paused before
187                {
188                    this->ambientSounds_.front().first->doPlay();
189                }
190                this->fadeIn(this->ambientSounds_.front().first);
[6031]191            }
[5982]192        }
193        else
194        {
[6069]195            for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
[5982]196            {
[6069]197                if (it->first == oldAmbient)
[5982]198                {
[6069]199                    this->fadeOut(oldAmbient);
[5982]200                    this->ambientSounds_.erase(it);
201                    break;
202                }
203            }
204        }
205    }
[6031]206
[6069]207    void SoundManager::pauseAmbientSound(AmbientSound* ambient)
[6031]208    {
[6069]209        if (ambient != NULL)
[6031]210        {
[6069]211            for (AmbientList::iterator it = this->ambientSounds_.begin(); it != this->ambientSounds_.end(); ++it)
212            {
213                if (it->first == ambient)
214                {
215                    it->second = true;
216                    this->fadeOut(it->first);
217                    return;
218                }
219            }
[6031]220        }
221    }
[6046]222
[6069]223    void SoundManager::fadeIn(AmbientSound* sound)
224    {
225        // If we're already fading out --> remove that
226        for (std::list<AmbientSound*>::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); it++)
227        {
228            if (*it == sound)
[6046]229            {
[6069]230                this->fadeOutList_.erase(it);
231                break;
[6046]232            }
[6069]233        }
234        // No duplicate entries
235        if (std::find(this->fadeInList_.begin(), this->fadeInList_.end(), sound) == this->fadeInList_.end())
236            this->fadeInList_.push_back(sound);
237    }
238
239    void SoundManager::fadeOut(AmbientSound* sound)
240    {
241        // If we're already fading in --> remove that
242        for (std::list<AmbientSound*>::iterator it = this->fadeInList_.begin(); it != this->fadeInList_.end(); it++)
243        {
244            if (*it == sound)
[6046]245            {
[6069]246                this->fadeInList_.erase(it);
247                break;
[6046]248            }
249        }
[6069]250        // No duplicate entries
251        if (std::find(this->fadeOutList_.begin(), this->fadeOutList_.end(), sound) == this->fadeOutList_.end())
252            this->fadeOutList_.push_back(sound);
[6046]253    }
254
[6069]255    void SoundManager::processCrossFading(float dt)
[6046]256    {
[6088]257       
258        // Hacky solution to the fade delay while loading a level.
259        if(dt > 0.2)
260        {
261            return;
262        }
263       
[6069]264        // FADE IN
265        for (std::list<AmbientSound*>::iterator it= this->fadeInList_.begin(); it != this->fadeInList_.end(); it)
[6046]266        {
[6069]267            if ((*it)->getVolume() + this->crossFadeStep_*dt > 1.0f)
[6046]268            {
[6069]269                (*it)->setVolume(1.0f);
270                this->fadeInList_.erase(it++);
[6046]271            }
[6069]272            else
[6046]273            {
[6069]274                (*it)->setVolume((*it)->getVolume() + this->crossFadeStep_*dt);
275                ++it;
276            }
277        }
278
279        // FADE OUT
280        for (std::list<AmbientSound*>::iterator it = this->fadeOutList_.begin(); it != this->fadeOutList_.end(); it)
281        {
282            if ((*it)->getVolume() - this->crossFadeStep_*dt < 0.0f)
283            {
284                (*it)->setVolume(0.0f);
285
286                // If sound is in the ambient list --> pause
287                for (AmbientList::const_iterator it2 = this->ambientSounds_.begin(); it2 != this->ambientSounds_.end(); ++it2)
[6046]288                {
[6069]289                    if (it2->first == *it)
[6046]290                    {
[6069]291                        (*it)->doPause();
[6046]292                        break;
293                    }
294                }
[6069]295                // If not pause (by loop above for instance) --> stop
296                if (!(*it)->isPaused())
297                    (*it)->doStop();
298
299                this->fadeOutList_.erase(it++);
[6046]300            }
[6069]301            else
302            {
303                (*it)->setVolume((*it)->getVolume() - this->crossFadeStep_*dt);
304                ++it;
305            }
[6046]306        }
307    }
[3060]308}
Note: See TracBrowser for help on using the repository browser.