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source: code/branches/sound5/src/orxonox/sound/AmbientSound.cc @ 6730

Last change on this file since 6730 was 6730, checked in by erwin, 14 years ago

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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 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "AmbientSound.h"
30
31#include "core/CoreIncludes.h"
32#include "core/EventIncludes.h"
33#include "core/GameMode.h"
34#include "core/Resource.h"
35#include "core/XMLPort.h"
36#include "SoundManager.h"
37#include "SoundStreamer.h"
38
39#include <AL/alut.h>
40
41namespace orxonox
42{
43    CreateFactory(AmbientSound);
44
45    AmbientSound::AmbientSound(BaseObject* creator)
46        : BaseObject(creator)
47        , Synchronisable(creator)
48        , bPlayOnLoad_(false)
49    {
50        RegisterObject(AmbientSound);
51
52        // Ambient sounds always fade in
53        this->setVolume(0);
54        this->registerVariables();
55    }
56
57    void AmbientSound::preDestroy()
58    {
59        if (GameMode::playsSound())
60        {
61            // Smoothly fade out by keeping a SmartPtr
62            SoundManager::getInstance().unregisterAmbientSound(this);
63            this->soundstreamthread_.interrupt();
64        }
65    }
66
67    void AmbientSound::registerVariables()
68    {
69        registerVariable(ambientSource_, ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::ambientSourceChanged));
70        registerVariable(bLooping_,      ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::loopingChanged));
71        registerVariable(pitch_,         ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::pitchChanged));
72        registerVariable(bPlayOnLoad_,   ObjectDirection::ToClient, new NetworkCallback<AmbientSound>(this, &AmbientSound::playOnLoadChanged));
73    }
74
75    void AmbientSound::XMLPort(Element& xmlelement, XMLPort::Mode mode)
76    {
77        SUPER(AmbientSound, XMLPort, xmlelement, mode);
78        BaseSound::XMLPortExtern(xmlelement, mode);
79        XMLPortParam(AmbientSound, "ambientSource", setAmbientSource, getAmbientSource, xmlelement, mode);
80        XMLPortParam(AmbientSound, "playOnLoad", setPlayOnLoad, getPlayOnLoad, xmlelement, mode);
81    }
82
83    void AmbientSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
84    {
85        SUPER(AmbientSound, XMLEventPort, xmlelement, mode);
86        XMLPortEventState(AmbientSound, BaseObject, "play", play, xmlelement, mode);
87    }
88
89    void AmbientSound::play()
90    {
91        if (GameMode::playsSound())
92            SoundManager::getInstance().registerAmbientSound(this);
93    }
94
95    void AmbientSound::stop()
96    {
97        if (GameMode::playsSound())
98            SoundManager::getInstance().unregisterAmbientSound(this);
99    }
100
101    void AmbientSound::pause()
102    {
103        if (GameMode::playsSound())
104            SoundManager::getInstance().pauseAmbientSound(this);
105    }
106
107    float AmbientSound::getRealVolume()
108    {
109        assert(GameMode::playsSound());
110        return SoundManager::getInstance().getRealVolume(SoundType::Music);
111    }
112
113    void AmbientSound::setAmbientSource(const std::string& source)
114    {
115        this->ambientSource_ = source;
116        this->moodChanged(this->getMood());
117    }
118
119    void AmbientSound::moodChanged(const std::string& mood)
120    {
121        if (GameMode::playsSound())
122        {
123            const std::string& path = "ambient/" + MoodManager::getInstance().getMood() + '/' + this->ambientSource_;
124            shared_ptr<ResourceInfo> fileInfo = Resource::getInfo(path);
125            if (fileInfo != NULL)
126                this->setStreamSource(path);
127            else
128                COUT(3) << "Sound: " << this->ambientSource_ << ": Not a valid name! Ambient sound will not change." << std::endl;
129        }
130    }
131
132    void AmbientSound::setPlayOnLoad(bool val)
133    {
134        this->bPlayOnLoad_ = val;
135        if (val)
136            this->play();
137    }
138
139    void AmbientSound::changedActivity()
140    {
141        SUPER(AmbientSound, changedActivity);
142        if (this->isActive())
143            this->play();
144        else
145            this->stop();
146    }
147
148    // hacky solution for file streaming
149    void AmbientSound::setStreamSource(const std::string& source)
150    {
151        if (!GameMode::playsSound())
152        {
153            this->source_ = source;
154            return;
155        }
156
157        this->audioSource_ = SoundManager::getInstance().getSoundSource(this);
158        if (this->source_ == source)
159        {
160            return;
161        }
162
163        this->source_ = source;
164        // Don't load ""
165        if (source_.empty())
166            return;
167
168        if (this->soundstreamthread_.get_id() != boost::thread::id())
169        {
170            this->soundstreamthread_.interrupt(); // unhandled interruptions lead to thread terminating ;-)
171        }
172        // Get resource info
173        shared_ptr<ResourceInfo> fileInfo = Resource::getInfo(source);
174        if (fileInfo == NULL)
175        {
176            COUT(2) << "Sound: Warning: Sound file '" << source << "' not found" << std::endl;
177            return;
178        }
179        // Open data stream
180        DataStreamPtr dataStream = Resource::open(fileInfo);
181
182        this->soundstreamthread_ = boost::thread(SoundStreamer(), this->audioSource_, dataStream);
183        if(this->soundstreamthread_ == boost::thread())
184            COUT(2) << "Sound: Failed to create thread." << std::endl;
185
186        if (alIsSource(this->audioSource_)) // already playing or paused
187        {
188            // Sound was already playing or paused because there was a source acquired
189            assert(this->isPlaying() || this->isPaused());
190            alSourcePlay(this->audioSource_);
191            if (int error = alGetError())
192                COUT(2) << "Sound: Error playing sound: " << getALErrorString(error) << std::endl;
193            if (this->isPaused())
194                alSourcePause(this->audioSource_);
195        }
196        else // No source acquired so far, but might be set to playing or paused
197        {
198            if (this->isPlaying() || this->isPaused())
199                doPlay();
200            if (this->isPaused())
201            {
202                doPause();
203            }
204        }
205
206        this->updateVolume();
207        this->setPitch(this->getPitch());
208        this->setLooping(this->getLooping());
209        alSource3f(this->audioSource_, AL_POSITION,  0, 0, 0);
210        alSource3f(this->audioSource_, AL_VELOCITY,  0, 0, 0);
211        alSource3f(this->audioSource_, AL_DIRECTION, 0, 0, 0);
212        if (ALint error = alGetError())
213            COUT(2) << "Sound: Warning: Setting source parameters to 0 failed: " << getALErrorString(error) << std::endl;
214    }
215
216    void AmbientSound::doStop()
217    {
218        BaseSound::doStop();
219        this->soundstreamthread_.interrupt();
220    }
221
222    void AmbientSound::doPlay()
223    {
224        BaseSound::doPlay();
225
226        if(GameMode::playsSound() && this->getSourceState() != AL_PLAYING)
227        {
228            if(!alIsSource(this->audioSource_))
229            {
230                this->audioSource_ = SoundManager::getInstance().getSoundSource(this);
231                if(!alIsSource(this->audioSource_))
232                    return;
233                this->initialiseSource();
234            }
235
236            alSourcePlay(this->audioSource_);
237            if(int error = alGetError())
238                COUT(2) << "Sound: Error playing sound: " << getALErrorString(error) << std::endl;
239        }
240    }
241}
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