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source: code/trunk/Tutorial/src/sound/SoundManager.h @ 48

Last change on this file since 48 was 48, checked in by nicolasc, 17 years ago

c/p a soundmanager for openAL

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1/**
2*  SoundManager.h
3*
4*  Original Code : Van Stokes, Jr. (http://www.EvilMasterMindsInc.com) - Aug 05
5*  Modified Code : Steven Gay - mec3@bluewin.ch - Septembre 2005 - Jan 06
6*
7*
8*                    Partial Documentation
9*                    =====================
10*
11*  Very simple SoundManager using OpenAl.
12*
13*  For a more complete one, you should see :
14*  OpenAL++ http://alpp.sourceforge.net/
15*
16****************************************************************************
17*  COMPILE
18*
19*  - Don't forget to link to : ALut.lib and OpenAL32.lib.
20*    The order is important.
21*
22*  - With CodeBlocks there is one warning I didn't resolve :
23*     "Warning: .drectve `/DEFAULTLIB:"uuid.lib" /DEFAULTLIB:"uuid.lib" ' unrecognized"
24*
25****************************************************************************
26*  USAGE
27*
28* 1. Create the object from the class with createManager()
29*
30* 2. Call the init() function
31*
32* 3. Call the loadDefaultSounds() function to PRE-LOAD audio into the buffers.
33*    This is optional. Review the function to make changes that you need.
34*
35* 4. Set the Listener Location by calling setListenerPosition() function
36*    continually call this as your Listener (camera) position changes!
37*
38* 5. For each object that emits sound, call the loadSound() function.
39*    CAREFUL : The filename must be unique.
40*
41* 6. Optional : For each object you can set the all the parameters of the
42*    sound with setSound() or only the position, velocity and direction with
43*    setSoundPosition().
44*
45* 7. Call the playAudioSource() to play the sound at some event.
46*    This function will play the sound and then stop. It will NOT repeat playing.
47*    Use stopAudioSource() to stop a sound from playing if its still playing
48*
49* 8. Call pauseAudio() or pauseAllAudio() to pause one or all sound(s).
50*    Call resumeAudio() or resumeAllAudio() to resume one or all paused sound(s).
51*
52* 9. When your object is done emitting sounds (when out of range for example)
53*    call releaseAudioSource().
54*    It is important to release your source when you are no longer going to
55*    need it because you are limited in the number of sources you can have.
56*
57* 10. If your objects moves (other than the listener/camera) then
58*    continually update the objects position by calling setSourcePosition().
59*
60******************************************************************************
61*
62* Additional informations :
63*
64* Ogg Vorbis - http://www.xiph.org/downloads/
65*            - http://www.illiminable.com/ogg/
66* Flac       - http://flac.sourceforge.net/features.html
67* Theora     - http://www.theora.org/
68*
69*
70******************************************************************************
71*
72* TODO
73*
74* loadOGG()
75* alSourcePause()
76*
77* Use the EAX functions !
78*
79******************************************************************************/
80
81#ifndef __SOUNDMANAGER_H__
82#define __SOUNDMANAGER_H__
83
84#include <stdio.h>
85#include <string>
86
87// Comment this line if you don't have the EAX 2.0 SDK installed
88//#define _USEEAX
89
90#ifdef _USEEAX
91    #include "eax.h"
92#endif
93
94// OpenAl version 1.0
95// #include <al/alctypes.h>
96// #include <al/altypes.h>
97// #include <al/alc.h>
98// #include <al/al.h>
99// #include <alut/alut.h>
100// OpenAl version 1.1
101#include <al.h>
102#include <alc.h>
103#include <alut.h>
104
105// Modify this as you need.
106#ifdef OGRE
107   #include "OgreVector3.h"
108   #include "OgreQuaternion.h"
109   using namespace Ogre;
110#else
111   #include "Vector3.h"
112   using namespace gameengine::utilities;
113#endif
114
115// Be very careful with these two parameters
116// It is very dependant on the audio hardware your
117// user is using. It you get too large, it may work
118// on one persons system but not on another.
119// TODO Write a fct testing the hardware !
120#define MAX_AUDIO_BUFFERS   64
121#define MAX_AUDIO_SOURCES   16
122
123// Used to store sound filenames
124#define MAX_FILENAME_LENGTH 40
125
126class SoundManager
127{
128  private:
129       // EAX related
130       bool isEAXPresent;
131#ifdef _USEEAX
132       // EAX 2.0 GUIDs
133       const GUID DSPROPSETID_EAX20_ListenerProperties
134           = { 0x306a6a8, 0xb224, 0x11d2, { 0x99, 0xe5, 0x0, 0x0, 0xe8, 0xd8, 0xc7, 0x22 } };
135     
136       const GUID DSPROPSETID_EAX20_BufferProperties
137           = { 0x306a6a7, 0xb224, 0x11d2, {0x99, 0xe5, 0x0, 0x0, 0xe8, 0xd8, 0xc7, 0x22 } };
138     
139       EAXSet eaxSet; // EAXSet function, retrieved if EAX Extension is supported
140       EAXGet eaxGet; // EAXGet function, retrieved if EAX Extension is supported
141#endif // _USEEAX
142     
143       bool isInitialised;
144       ALCdevice* mSoundDevice;
145       ALCcontext* mSoundContext;
146     
147       std::string mAudioPath;
148     
149       bool isSoundOn;
150
151       ALfloat position[3];
152       ALfloat velocity[3];
153       ALfloat orientation[6];
154     
155       // Needed because of hardware limitation
156       // Audio sources
157       unsigned int mAudioSourcesInUseCount;
158       unsigned int mAudioSources[ MAX_AUDIO_SOURCES ];
159       bool         mAudioSourceInUse[ MAX_AUDIO_SOURCES ];
160     
161       // Audio buffers
162       unsigned int mAudioBuffersInUseCount;
163       unsigned int mAudioBuffers[ MAX_AUDIO_BUFFERS ];
164       bool         mAudioBufferInUse[ MAX_AUDIO_BUFFERS ];
165       char         mAudioBufferFileName[ MAX_AUDIO_BUFFERS ][ MAX_FILENAME_LENGTH ];
166 
167       // Function to check if the soundFile is already loaded into a buffer
168       int locateAudioBuffer( std::string filename );
169       int loadAudioInToSystem( std::string filename );
170       bool loadWAV( std::string filename, ALuint pDestAudioBuffer );
171       bool loadOGG( std::string filename, ALuint pDestAudioBuffer );
172       // TODO bool loadAU( std::string filename, ALuint pDestAudioBuffer );
173     
174       // Ogg Vorbis extension
175       bool bOggExtensionPresent;
176     
177   public:
178       static SoundManager* mSoundManager;
179     
180       SoundManager( void );
181       virtual ~SoundManager( void );
182       void SoundManager::selfDestruct( void );
183       static SoundManager* createManager( void );
184       static SoundManager* getSingletonPtr( void ) { return mSoundManager; };
185
186       bool init( void );
187       bool getIsSoundOn( void ) { return isSoundOn; };
188       void setAudioPath( char* path ) { mAudioPath = std::string( path ); };
189     
190       bool checkALError( void );
191       bool checkALError( std::string pMsg );
192     
193       /** See http://www.openal.org/windows_enumeration.html for installing other
194       *   devices. You should at least have "Generic Hardware".
195       */
196       std::string listAvailableDevices( void );
197     
198       // careful : testSound should not be used it doesn't use the resource limitation
199       void testSound( const char* wavFile );
200     
201       // Aquire an Audio Source
202       // filename = pass in the sound file to play for this source (ex. "myfile.wav")
203       // audioId   = returns the AudioSource identifier you will need for the PlayAudioSource();
204       bool loadAudio( std::string filename, unsigned int *audioId, bool loop );
205       bool releaseAudio( unsigned int audioID );
206     
207       // deprecated
208       bool aquireAudioSource( char* file, unsigned int *audioId )
209           { return loadAudio( std::string(file), audioId, false ); };
210     
211       // Returns true if the audio is started from the beginning
212       // false if error or if already playing
213       bool playAudio( unsigned int audioId, bool forceRestart );
214       bool stopAudio( unsigned int audioID );
215       bool stopAllAudio( void );
216
217       bool pauseAudio( unsigned int audioID );
218       bool pauseAllAudio( void );
219       bool resumeAudio( unsigned int audioID );
220       bool resumeAllAudio( void );
221     
222       bool setSoundPosition( unsigned int audioID, Vector3 position );
223     
224       bool setSoundPosition( unsigned int audioID, Vector3 position,
225           Vector3 velocity, Vector3 direction );
226         
227       bool setSound( unsigned int audioID, Vector3 position,
228           Vector3 velocity, Vector3 direction, float maxDistance,
229           bool playNow, bool forceRestart, float minGain );
230     
231       bool setListenerPosition( Vector3 position, Vector3 velocity,
232           Quaternion orientation );
233     
234       bool isOggExtensionPresent( void );
235     
236     
237       /**
238        * Preload audio files into the system.
239        * Not obligatory, the files can also be loaded on the fly.
240        */
241       bool loadDefaultSounds( std::string filename );
242       // Function to trim the trailing crap from a string.
243       void trimTrailingSpace( char *s );
244
245};
246
247#endif /*__SOUNDMANAGER_H__*/
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