/* * 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: * Erwin 'vaiursch' Herrsche * Reto Grieder * Co-authors: * ... * */ #include "WorldSound.h" #include #include "util/Math.h" #include "core/CoreIncludes.h" #include "core/EventIncludes.h" #include "core/XMLPort.h" #include "Scene.h" #include "SoundManager.h" namespace orxonox { RegisterClass(WorldSound); WorldSound::WorldSound(Context* context) : StaticEntity(context) { RegisterObject(WorldSound); // WorldSound buffers should be pooled when they're not used anymore this->bPooling_ = true; this->registerVariables(); } void WorldSound::registerVariables() { registerVariable(volume_, ObjectDirection::ToClient, new NetworkCallback(this, &WorldSound::volumeChanged)); registerVariable(source_, ObjectDirection::ToClient, new NetworkCallback(this, &WorldSound::sourceChanged)); registerVariable(bLooping_, ObjectDirection::ToClient, new NetworkCallback(this, &WorldSound::loopingChanged)); registerVariable(pitch_, ObjectDirection::ToClient, new NetworkCallback(this, &WorldSound::pitchChanged)); registerVariable(BaseSound::state_, ObjectDirection::ToClient, new NetworkCallback(this, &WorldSound::stateChanged)); } void WorldSound::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WorldSound, XMLPort, xmlelement, mode); BaseSound::XMLPortExtern(xmlelement, mode); } void WorldSound::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WorldSound, XMLEventPort, xmlelement, mode); XMLPortEventState(WorldSound, BaseObject, "play", play, xmlelement, mode); } void WorldSound::initialiseSource() { BaseSound::initialiseSource(); if (this->getScene()) { float refDist = this->getScene()->getSoundReferenceDistance(); alSourcef(this->audioSource_, AL_REFERENCE_DISTANCE, refDist); // TODO: 500 is very magical here. Derive something better alSourcef(this->audioSource_, AL_MAX_DISTANCE, refDist * 20); } this->tick(0); // update position, orientation and velocity } void WorldSound::tick(float dt) { if (alIsSource(this->audioSource_)) { const Vector3& pos = this->getWorldPosition(); alSource3f(this->audioSource_, AL_POSITION, pos.x, pos.y, pos.z); ALenum error = alGetError(); if (error == AL_INVALID_VALUE) orxout(internal_error, context::sound) << "OpenAL: Invalid sound position" << endl; const Vector3& vel = this->getVelocity(); alSource3f(this->audioSource_, AL_VELOCITY, vel.x, vel.y, vel.z); error = alGetError(); if (error == AL_INVALID_VALUE) orxout(internal_error, context::sound) << "OpenAL: Invalid sound velocity" << endl; const Vector3& direction = -this->getWorldOrientation().zAxis(); alSource3f(this->audioSource_, AL_DIRECTION, direction.x, direction.y, direction.z); error = alGetError(); if (error == AL_INVALID_VALUE) orxout(internal_error, context::sound) << "OpenAL: Invalid sound direction" << endl; } } void WorldSound::changedActivity() { SUPER(WorldSound, changedActivity); if (this->isActive()) this->play(); else this->stop(); } float WorldSound::getRealVolume() { assert(GameMode::playsSound()); return SoundManager::getInstance().getRealVolume(SoundType::Effects); } }