/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "AmbientSound.h" #include "core/CoreIncludes.h" #include "core/EventIncludes.h" #include "core/GameMode.h" #include "core/Resource.h" #include "core/XMLPort.h" #include "SoundManager.h" #include "SoundStreamer.h" #include namespace orxonox { CreateFactory(AmbientSound); AmbientSound::AmbientSound(BaseObject* creator) : BaseObject(creator) , Synchronisable(creator) , bPlayOnLoad_(false) { RegisterObject(AmbientSound); // Ambient sounds always fade in this->setVolume(0); this->registerVariables(); } void AmbientSound::preDestroy() { if (GameMode::playsSound()) { // Smoothly fade out by keeping a SmartPtr SoundManager::getInstance().unregisterAmbientSound(this); this->soundstreamthread_.interrupt(); } } void AmbientSound::registerVariables() { registerVariable(ambientSource_, ObjectDirection::ToClient, new NetworkCallback(this, &AmbientSound::ambientSourceChanged)); registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback(this, &AmbientSound::loopingChanged)); registerVariable(pitch_, ObjectDirection::ToClient, new NetworkCallback(this, &AmbientSound::pitchChanged)); registerVariable(bPlayOnLoad_, ObjectDirection::ToClient, new NetworkCallback(this, &AmbientSound::playOnLoadChanged)); } void AmbientSound::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(AmbientSound, XMLPort, xmlelement, mode); BaseSound::XMLPortExtern(xmlelement, mode); XMLPortParam(AmbientSound, "ambientSource", setAmbientSource, getAmbientSource, xmlelement, mode); XMLPortParam(AmbientSound, "playOnLoad", setPlayOnLoad, getPlayOnLoad, xmlelement, mode); } void AmbientSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(AmbientSound, XMLEventPort, xmlelement, mode); XMLPortEventState(AmbientSound, BaseObject, "play", play, xmlelement, mode); } void AmbientSound::play() { if (GameMode::playsSound()) SoundManager::getInstance().registerAmbientSound(this); } void AmbientSound::stop() { if (GameMode::playsSound()) SoundManager::getInstance().unregisterAmbientSound(this); } void AmbientSound::pause() { if (GameMode::playsSound()) SoundManager::getInstance().pauseAmbientSound(this); } float AmbientSound::getRealVolume() { assert(GameMode::playsSound()); return SoundManager::getInstance().getRealVolume(SoundType::Music); } void AmbientSound::setAmbientSource(const std::string& source) { this->ambientSource_ = source; this->moodChanged(this->getMood()); } void AmbientSound::moodChanged(const std::string& mood) { if (GameMode::playsSound()) { const std::string& path = "ambient/" + MoodManager::getInstance().getMood() + '/' + this->ambientSource_; shared_ptr fileInfo = Resource::getInfo(path); if (fileInfo != NULL) this->setStreamSource(path); else COUT(3) << "Sound: " << this->ambientSource_ << ": Not a valid name! Ambient sound will not change." << std::endl; } } void AmbientSound::setPlayOnLoad(bool val) { this->bPlayOnLoad_ = val; if (val) this->play(); } void AmbientSound::changedActivity() { SUPER(AmbientSound, changedActivity); if (this->isActive()) this->play(); else this->stop(); } // hacky solution for file streaming void AmbientSound::setStreamSource(const std::string& source) { this->audioSource_ = SoundManager::getInstance().getSoundSource(this); if (this->source_ == source) { return; } this->source_ = source; // Don't load "" if (source_.empty()) return; if (this->soundstreamthread_.get_id() != boost::thread::id()) { this->soundstreamthread_.interrupt(); // unhandled interruptions lead to thread terminating ;-) } // Get resource info shared_ptr fileInfo = Resource::getInfo(source); if (fileInfo == NULL) { COUT(2) << "Sound: Warning: Sound file '" << source << "' not found" << std::endl; return; } // Open data stream DataStreamPtr dataStream = Resource::open(fileInfo); this->soundstreamthread_ = boost::thread(SoundStreamer(), this->audioSource_, dataStream); if(this->soundstreamthread_ == boost::thread()) COUT(2) << "Sound: Failed to create thread." << std::endl; this->updateVolume(); this->setPitch(this->getPitch()); this->setLooping(this->getLooping()); alSource3f(this->audioSource_, AL_POSITION, 0, 0, 0); alSource3f(this->audioSource_, AL_VELOCITY, 0, 0, 0); alSource3f(this->audioSource_, AL_DIRECTION, 0, 0, 0); if (ALint error = alGetError()) COUT(2) << "Sound: Warning: Setting source parameters to 0 failed: " << getALErrorString(error) << std::endl; } void AmbientSound::doStop() { BaseSound::doStop(); this->soundstreamthread_.interrupt(); } void AmbientSound::doPlay() { BaseSound::doPlay(); if(GameMode::playsSound() && this->getSourceState() != AL_PLAYING) { if(!alIsSource(this->audioSource_)) { this->audioSource_ = SoundManager::getInstance().getSoundSource(this); if(!alIsSource(this->audioSource_)) return; this->initialiseSource(); } alSourcePlay(this->audioSource_); if(int error = alGetError()) COUT(2) << "Sound: Error playing sound: " << getALErrorString(error) << std::endl; } } }