Torque3D/Engine/source/sfx/sfxSystem.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxProvider.h"
#include "sfx/sfxDevice.h"
#include "sfx/sfxInternal.h"
#include "sfx/sfxSource.h"
#include "sfx/sfxProfile.h"
#include "sfx/sfxDescription.h"
#include "sfx/sfxTrack.h"
#include "sfx/sfxPlayList.h"
#include "sfx/sfxSound.h"
#include "sfx/sfxController.h"
#include "sfx/sfxSoundscape.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "T3D/gameBase/processList.h"
#include "platform/profiler.h"
#include "platform/platformTimer.h"
#include "core/util/autoPtr.h"
#include "core/module.h"
#include "sfx/media/sfxWavStream.h"
#ifdef TORQUE_OGGVORBIS
#include "sfx/media/sfxVorbisStream.h"
#endif
MODULE_BEGIN( SFX )
MODULE_INIT_BEFORE( Sim )
MODULE_SHUTDOWN_BEFORE( Sim ) // Make sure all SimObjects disappear in time.
MODULE_INIT
{
SFXSystem::init();
}
MODULE_SHUTDOWN
{
SFXSystem::destroy();
}
MODULE_END;
SFXSystem* SFXSystem::smSingleton = NULL;
// Excludes Null and Blocked as these are not passed out to the control layer.
ImplementEnumType( SFXStatus,
"Playback status of sound source.\n"
"@ingroup SFX" )
{ SFXStatusPlaying, "Playing",
"The source is currently playing." },
{ SFXStatusStopped, "Stopped",
"Playback of the source is stopped. When transitioning to Playing state, playback will start at the beginning "
"of the source." },
{ SFXStatusPaused, "Paused",
"Playback of the source is paused. Resuming playback will play from the current playback position." },
EndImplementEnumType;
ImplementEnumType( SFXDistanceModel,
"Type of volume distance attenuation curve.\n"
"The distance model determines the falloff curve applied to the volume of 3D sounds over distance.\n\n"
"@ref SFXSource_volume\n\n"
"@ref SFX_3d\n\n"
"@ingroup SFX" )
{ SFXDistanceModelLinear, "Linear",
"Volume attenuates linearly from the references distance onwards to max distance where it reaches zero." },
{ SFXDistanceModelLogarithmic, "Logarithmic",
"Volume attenuates logarithmically starting from the reference distance and halving every reference distance step from there on. "
"Attenuation stops at max distance but volume won't reach zero." },
EndImplementEnumType;
ImplementEnumType( SFXChannel,
"Channels are individual properties of sound sources that may be animated over time.\n\n"
"@see SFXParameter\n\n"
"@ref SFX_interactive\n\n"
"@ingroup SFX" )
{ SFXChannelVolume, "Volume",
"Channel controls volume level of attached sound sources.\n"
"@see SFXDescription::volume" },
{ SFXChannelPitch, "Pitch",
"Channel controls pitch of attached sound sources.\n"
"@see SFXDescription::pitch" },
{ SFXChannelPriority, "Priority",
"Channel controls virtualizaton priority level of attached sound sources.\n"
"@see SFXDescription::priority" },
{ SFXChannelPositionX, "PositionX",
"Channel controls X coordinate of 3D sound position of attached sources." },
{ SFXChannelPositionY, "PositionY",
"Channel controls Y coordinate of 3D sound position of attached sources." },
{ SFXChannelPositionZ, "PositionZ",
"Channel controls Z coordinate of 3D sound position of attached sources." },
{ SFXChannelRotationX, "RotationX",
"Channel controls X rotation (in degrees) of 3D sound orientation of attached sources." },
{ SFXChannelRotationY, "RotationY",
"Channel controls Y rotation (in degrees) of 3D sound orientation of attached sources." },
{ SFXChannelRotationZ, "RotationZ",
"Channel controls Z rotation (in degrees) of 3D sound orientation of attached sources." },
{ SFXChannelVelocityX, "VelocityX",
"Channel controls X coordinate of 3D sound velocity vector of attached sources." },
{ SFXChannelVelocityY, "VelocityY",
"Channel controls Y coordinate of 3D sound velocity vector of attached sources." },
{ SFXChannelVelocityZ, "VelocityZ",
"Channel controls Z coordinate of 3D sound velocity vector of attached sources." },
{ SFXChannelMinDistance, "ReferenceDistance",
"Channel controls reference distance of 3D sound of attached sources.\n"
"@see SFXDescription::referenceDistance" },
{ SFXChannelMaxDistance, "MaxDistance",
"Channel controls max volume attenuation distance of 3D sound of attached sources.\n"
"@see SFXDescription::maxDistance" },
{ SFXChannelConeInsideAngle, "ConeInsideAngle",
"Channel controls angle (in degrees) of 3D sound inner volume cone of attached sources.\n"
"@see SFXDescription::coneInsideAngle" },
{ SFXChannelConeOutsideAngle, "ConeOutsideAngle",
"Channel controls angle (in degrees) of 3D sound outer volume cone of attached sources.\n"
"@see SFXDescription::coneOutsideAngle" },
{ SFXChannelConeOutsideVolume, "ConeOutsideVolume",
"Channel controls volume outside of 3D sound outer cone of attached sources.\n"
"@see SFXDescription::coneOutsideVolume" },
{ SFXChannelCursor, "Cursor",
"Channel controls playback cursor of attached sound sources.\n\n"
"@note Be aware that different types of sound sources interpret play cursor positions differently "
"or do not actually have play cursors (these sources will ignore the channel)." },
{ SFXChannelStatus, "Status",
"Channel controls playback status of attached sound sources.\n\n"
"The channel's value is rounded down to the nearest integer and interpreted in the following way:\n"
"- 1: Play\n"
"- 2: Stop\n"
"- 3: Pause\n\n" },
{ SFXChannelUser0, "User0",
"Channel available for custom use. By default ignored by sources.\n\n"
"@note For FMOD Designer event sources (SFXFMODEventSource), this channel is used for event parameters "
"defined in FMOD Designer and should not be used otherwise.\n\n"
"@see SFXSource::onParameterValueChange" },
{ SFXChannelUser1, "User1",
"Channel available for custom use. By default ignored by sources.\n\n"
"@see SFXSource::onParameterValueChange" },
{ SFXChannelUser2, "User2",
"Channel available for custom use. By default ignored by sources.\n\n"
"@see SFXSource::onParameterValueChange" },
{ SFXChannelUser3, "User3",
"Channel available for custom use. By default ignored by sources.\n\n"
"@see SFXSource::onParameterValueChange" },
EndImplementEnumType;
// Constants.
static const U32 sDeviceCapsReverb = SFXDevice::CAPS_Reverb;
static const U32 sDeviceCapsVoiceManagement = SFXDevice::CAPS_VoiceManagement;
static const U32 sDeviceCapsOcclusion = SFXDevice::CAPS_Occlusion;
static const U32 sDeviceCapsDSPEffects = SFXDevice::CAPS_DSPEffects;
static const U32 sDeviceCapsMultiListener = SFXDevice::CAPS_MultiListener;
static const U32 sDeviceCapsFMODDesigner = SFXDevice::CAPS_FMODDesigner;
static const U32 sDeviceInfoProvider = 0;
static const U32 sDeviceInfoName = 1;
static const U32 sDeviceInfoUseHardware = 2;
static const U32 sDeviceInfoMaxBuffers = 3;
static const U32 sDeviceInfoCaps = 4;
//-----------------------------------------------------------------------------
SFXSystem::SFXSystem()
: mDevice( NULL ),
mLastSourceUpdateTime( 0 ),
mLastAmbientUpdateTime( 0 ),
mLastParameterUpdateTime( 0 ),
mStatNumSources( 0 ),
mStatNumSounds( 0 ),
mStatNumPlaying( 0 ),
mStatNumCulled( 0 ),
mStatNumVoices( 0 ),
mStatSourceUpdateTime( 0 ),
mStatParameterUpdateTime( 0 ),
mStatAmbientUpdateTime( 0 ),
mDistanceModel( SFXDistanceModelLinear ),
mDopplerFactor( 0.5 ),
mRolloffFactor( 1.0 ),
mSoundscapeMgr( NULL )
{
VECTOR_SET_ASSOCIATION( mSounds );
VECTOR_SET_ASSOCIATION( mPlayOnceSources );
VECTOR_SET_ASSOCIATION( mPlugins );
VECTOR_SET_ASSOCIATION( mListeners );
// Always at least one listener.
mListeners.increment();
// Register stat variables.
Con::addVariable( "SFX::numSources", TypeS32, &mStatNumSources,
"Number of SFXSource type objects that are currently instantiated.\n"
"@ingroup SFX" );
Con::addVariable( "SFX::numSounds", TypeS32, &mStatNumSounds,
"Number of SFXSound type objects (i.e. actual single-file sounds) that are currently instantiated.\n"
"@ingroup SFX" );
Con::addVariable( "SFX::numPlaying", TypeS32, &mStatNumPlaying,
"Number of SFXSources that are currently in playing state.\n"
"@ingroup SFX" );
Con::addVariable( "SFX::numCulled", TypeS32, &mStatNumCulled,
"Number of SFXSounds that are currently in virtualized playback mode.\n"
"@ref SFXSound_virtualization\n\n"
"@ingroup SFX" );
Con::addVariable( "SFX::numVoices", TypeS32, &mStatNumVoices,
"Number of voices that are currently allocated on the sound device.\n"
"@ingroup SFX" );
Con::addVariable( "SFX::sourceUpdateTime", TypeS32, &mStatSourceUpdateTime,
"Milliseconds spent on the last SFXSource update loop.\n"
"@ref SFX_updating\n\n"
"@ingroup SFX" );
Con::addVariable( "SFX::parameterUpdateTime", TypeS32, &mStatParameterUpdateTime,
"Milliseconds spent on the last SFXParameter update loop.\n"
"@ref SFX_updating\n\n"
"@ref SFX_interactive\n\n"
"@ingroup SFX" );
Con::addVariable( "SFX::ambientUpdateTime", TypeS32, &mStatAmbientUpdateTime,
"Milliseconds spent on the last ambient audio update.\n"
"@ref SFX_updating\n\n"
"@ref SFX_ambient\n\n"
"@ingroup SFX" );
// Register constants.
Con::addConstant( "$SFX::DEVICE_CAPS_REVERB", TypeS32, &sDeviceCapsReverb,
"Sound device capability flag indicating that the sound device supports reverb.\n\n"
"@note Currently only FMOD implements this.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@ref SFX_reverb\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_CAPS_VOICEMANAGEMENT", TypeS32, &sDeviceCapsVoiceManagement,
"Sound device capability flag indicating that the sound device implements its own voice virtualization.\n\n"
"For these devices, the sound system will deactivate its own voice management and leave voice "
"virtualization entirely to the device.\n\n"
"@note Currently only FMOD implements this.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@ref SFXSound_virtualization\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_CAPS_OCCLUSION", TypeS32, &sDeviceCapsOcclusion,
"Sound device capability flag indicating that the sound device implements sound occlusion.\n\n"
"@note This is not yet used by the sound system.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_CAPS_DSPEFFECTS", TypeS32, &sDeviceCapsDSPEffects,
"Sound device capability flag indicating that the sound device supports adding DSP effect chains to sounds.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@note This is not yet used by the sound system.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_CAPS_MULTILISTENER", TypeS32, &sDeviceCapsMultiListener,
"Sound device capability flag indicating that the sound device supports multiple concurrent listeners.\n\n"
"@note Currently only FMOD implements this.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_CAPS_FMODDESIGNER", TypeS32, &sDeviceCapsFMODDesigner,
"Sound device capability flag indicating that the sound device supports FMOD Designer audio projects.\n\n"
"@note This is exclusive to FMOD. If the FMOD Event DLLs are in place and could be successfully loaded, this "
"flag will be set after initializating an FMOD audio device.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@ref FMOD_designer\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_INFO_PROVIDER", TypeS32, &sDeviceInfoProvider,
"Index of sound provider field in device info string.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@see sfxGetAvailableDevices\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_INFO_NAME", TypeS32, &sDeviceInfoName,
"Index of device name field in device info string.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@see sfxGetAvailableDevices\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_INFO_USEHARDWARE", TypeS32, &sDeviceInfoUseHardware,
"Index of use hardware flag in device info string.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@see sfxGetAvailableDevices\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_INFO_MAXBUFFERS", TypeS32, &sDeviceInfoMaxBuffers,
"Index of buffer limit number in device info string.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@see sfxGetAvailableDevices\n\n"
"@ingroup SFX" );
Con::addConstant( "$SFX::DEVICE_INFO_CAPS", TypeS32, &sDeviceInfoMaxBuffers,
"Index of device capability flags in device info string.\n\n"
"@see sfxGetDeviceInfo\n\n"
"@see sfxGetAvailableDevices\n\n"
"@ingroup SFX" );
// Create subsystems.
mSoundscapeMgr = new SFXSoundscapeManager();
}
//-----------------------------------------------------------------------------
SFXSystem::~SFXSystem()
{
// Unregister stat variables.
Con::removeVariable( "SFX::numSources" );
Con::removeVariable( "SFX::numSounds" );
Con::removeVariable( "SFX::numPlaying" );
Con::removeVariable( "SFX::numCulled" );
Con::removeVariable( "SFX::numVoices" );
Con::removeVariable( "SFX::sourceUpdateTime" );
Con::removeVariable( "SFX::parameterUpdateTime" );
Con::removeVariable( "SFX::ambientUpdateTime" );
// Cleanup any remaining sources.
if( Sim::getSFXSourceSet() )
Sim::getSFXSourceSet()->deleteAllObjects();
mSounds.clear();
mPlayOnceSources.clear();
mListeners.clear();
// Delete subsystems.
if( mSoundscapeMgr )
SAFE_DELETE( mSoundscapeMgr );
// Delete device if we still have one.
deleteDevice();
}
//-----------------------------------------------------------------------------
void SFXSystem::init()
{
AssertWarn( smSingleton == NULL, "SFX has already been initialized!" );
SFXProvider::initializeAllProviders();
// Register the streams and resources. Note that
// the order here does matter!
SFXFileStream::registerExtension( ".wav", ( SFXFILESTREAM_CREATE_FN ) SFXWavStream::create );
#ifdef TORQUE_OGGVORBIS
SFXFileStream::registerExtension( ".ogg", ( SFXFILESTREAM_CREATE_FN ) SFXVorbisStream::create );
#endif
// Create the stream thread pool.
SFXInternal::SFXThreadPool::createSingleton();
// Note: If you have provider specific file types you should
// register them in the provider initialization.
// Create the system.
smSingleton = new SFXSystem();
}
//-----------------------------------------------------------------------------
void SFXSystem::destroy()
{
AssertWarn( smSingleton != NULL, "SFX has not been initialized!" );
SFXFileStream::unregisterExtension( ".wav" );
#ifdef TORQUE_OGGVORBIS
SFXFileStream::unregisterExtension( ".ogg" );
#endif
delete smSingleton;
smSingleton = NULL;
// Destroy the stream thread pool
SFXInternal::SFXThreadPool::deleteSingleton();
}
//-----------------------------------------------------------------------------
void SFXSystem::addPlugin( SFXSystemPlugin* plugin )
{
for( U32 i = 0; i < mPlugins.size(); ++ i )
AssertFatal( mPlugins[ i ] != plugin, "SFXSystem::addPlugin - plugin already added to the system!" );
mPlugins.push_back( plugin );
}
//-----------------------------------------------------------------------------
void SFXSystem::removePlugin( SFXSystemPlugin* plugin )
{
for( U32 i = 0; i < mPlugins.size(); ++ i )
if( mPlugins[ i ] == plugin )
{
mPlugins.erase_fast( i );
break;
}
}
//-----------------------------------------------------------------------------
bool SFXSystem::createDevice( const String& providerName, const String& deviceName, bool useHardware, S32 maxBuffers, bool changeDevice )
{
// Make sure we don't have a device already.
if( mDevice && !changeDevice )
return false;
// Lookup the provider.
SFXProvider* provider = SFXProvider::findProvider( providerName );
if( !provider )
return false;
// If we have already created this device and are using it then no need to do anything.
if( mDevice
&& providerName.equal( mDevice->getProvider()->getName(), String::NoCase )
&& deviceName.equal( mDevice->getName(), String::NoCase )
&& useHardware == mDevice->getUseHardware() )
return true;
// If we have an existing device remove it.
if( mDevice )
deleteDevice();
// Create the new device..
mDevice = provider->createDevice( deviceName, useHardware, maxBuffers );
if( !mDevice )
{
Con::errorf( "SFXSystem::createDevice - failed creating %s device '%s'", providerName.c_str(), deviceName.c_str() );
return false;
}
// Print capabilities.
Con::printf( "SFXSystem::createDevice - created %s device '%s'", providerName.c_str(), deviceName.c_str() );
if( mDevice->getCaps() & SFXDevice::CAPS_Reverb )
Con::printf( " CAPS_Reverb" );
if( mDevice->getCaps() & SFXDevice::CAPS_VoiceManagement )
Con::printf( " CAPS_VoiceManagement" );
if( mDevice->getCaps() & SFXDevice::CAPS_Occlusion )
Con::printf( "\tCAPS_Occlusion" );
if( mDevice->getCaps() & SFXDevice::CAPS_MultiListener )
Con::printf( "\tCAPS_MultiListener" );
// Set defaults.
mDevice->setNumListeners( getNumListeners() );
mDevice->setDistanceModel( mDistanceModel );
mDevice->setDopplerFactor( mDopplerFactor );
mDevice->setRolloffFactor( mRolloffFactor );
mDevice->setReverb( mReverb );
// Signal system.
getEventSignal().trigger( SFXSystemEvent_CreateDevice );
return true;
}
//-----------------------------------------------------------------------------
String SFXSystem::getDeviceInfoString()
{
// Make sure we have a valid device.
if( !mDevice )
return String();
return String::ToString( "%s\t%s\t%s\t%d\t%d",
mDevice->getProvider()->getName().c_str(),
mDevice->getName().c_str(),
mDevice->getUseHardware() ? "1" : "0",
mDevice->getMaxBuffers(),
mDevice->getCaps() );
}
//-----------------------------------------------------------------------------
void SFXSystem::deleteDevice()
{
// Make sure we have a valid device.
if ( !mDevice )
return;
// Put all playing sounds into virtualized playback mode. Where this fails,
// stop the source.
for( U32 i = 0; i < mSounds.size(); ++ i )
{
SFXSound* sound = mSounds[ i ];
if( sound->hasVoice() && !sound->_releaseVoice() )
sound->stop();
}
// Signal everyone who cares that the
// device is being deleted.
getEventSignal().trigger( SFXSystemEvent_DestroyDevice );
// Free the device which should delete all
// the active voices and buffers.
delete mDevice;
mDevice = NULL;
}
//-----------------------------------------------------------------------------
SFXSource* SFXSystem::createSource( SFXTrack* track,
const MatrixF* transform,
const VectorF* velocity )
{
if( !track )
return NULL;
SFXSource* source = NULL;
// Try creating through a plugin first so that they
// always get the first shot and may override our
// logic here.
for( U32 i = 0; !source && i < mPlugins.size(); ++ i )
source = mPlugins[ i ]->createSource( track );
// If that failed, try our own logic using the track
// types that we know about.
if( !source )
{
if( !mDevice )
{
Con::errorf( "SFXSystem::createSource() - no device initialized!" );
return NULL;
}
if( dynamic_cast< SFXPlayList* >( track ) )
{
// Create a playback controller for the track.
SFXPlayList* playList = static_cast< SFXPlayList* >( track );
source = SFXController::_create( playList );
}
else if( dynamic_cast< SFXProfile* >( track ) )
{
// Create a sound.
SFXProfile* profile = static_cast< SFXProfile* >( track );
source = SFXSound::_create( mDevice, profile );
if( !source )
{
Con::errorf(
"SFXSystem::createSource() - Failed to create sound!\n"
" Profile: %s\n"
" Filename: %s",
profile->getName(),
profile->getSoundFileName().c_str() );
}
}
else
{
Con::errorf( "SFXSystem::createSource - cannot create source for %i (%s) of type '%s'",
track->getId(), track->getName(), track->getClassName() );
Con::errorf( "SFXSystem::createSource - maybe you are using the wrong SFX provider for this type of track" );
return NULL;
}
}
if( source )
{
if( transform )
source->setTransform( *transform );
if( velocity )
source->setVelocity( *velocity );
}
return source;
}
//-----------------------------------------------------------------------------
SFXSound* SFXSystem::createSourceFromStream( const ThreadSafeRef< SFXStream >& stream,
SFXDescription* description )
{
AssertFatal( mDevice, "SFXSystem::createSourceFromStream() - no device initialized!" );
// We sometimes get null values from script... fail in that case.
if( !stream || !description )
return NULL;
// Create the sound.
SFXSound* sound = SFXSound::_create( mDevice, stream, description );
if( !sound )
return NULL;
return sound;
}
//-----------------------------------------------------------------------------
void SFXSystem::stopAndDeleteSource( SFXSource* source )
{
if( source->getFadeOutTime() > 0.f )
{
// Fade-out. Stop and put on play-once list to
// ensure deletion when the source actually stops.
source->stop();
deleteWhenStopped( source );
}
else
{
// No fade-out. Just stop and delete the source.
source->stop();
SFX_DELETE( source );
}
}
//-----------------------------------------------------------------------------
void SFXSystem::deleteWhenStopped( SFXSource* source )
{
// If the source isn't already on the play-once source list,
// put it there now.
Vector< SFXSource* >::iterator iter = find( mPlayOnceSources.begin(), mPlayOnceSources.end(), source );
if( iter == mPlayOnceSources.end() )
mPlayOnceSources.push_back( source );
}
//-----------------------------------------------------------------------------
void SFXSystem::_onAddSource( SFXSource* source )
{
if( dynamic_cast< SFXSound* >( source ) )
{
SFXSound* sound = static_cast< SFXSound* >( source );
mSounds.push_back( sound );
mStatNumSounds = mSounds.size();
}
// Update the stats.
mStatNumSources ++;
}
//-----------------------------------------------------------------------------
void SFXSystem::_onRemoveSource( SFXSource* source )
{
// Check if it was a play once source.
Vector< SFXSource* >::iterator iter = find( mPlayOnceSources.begin(), mPlayOnceSources.end(), source );
if ( iter != mPlayOnceSources.end() )
mPlayOnceSources.erase_fast( iter );
// Update the stats.
mStatNumSources --;
if( dynamic_cast< SFXSound* >( source ) )
{
SFXSoundVector::iterator iter = find( mSounds.begin(), mSounds.end(), static_cast< SFXSound* >( source ) );
mSounds.erase_fast( iter );
mStatNumSounds = mSounds.size();
}
}
//-----------------------------------------------------------------------------
SFXBuffer* SFXSystem::_createBuffer( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description )
{
// The buffers are created by the active
// device... without one we cannot do anything.
if ( !mDevice )
{
Con::errorf( "SFXSystem::_createBuffer - No sound device initialized!!" );
return NULL;
}
// Some sanity checking for streaming. If the stream isn't at least three packets
// in size given the current settings in "description", then turn off streaming.
// The device code *will* mess up if the stream input fails to match certain metrics.
// Just disabling streaming when it doesn't make sense is easier than complicating the
// device logic to account for bad metrics.
bool streamFlag = description->mIsStreaming;
if( description->mIsStreaming
&& stream->getDuration() < description->mStreamPacketSize * 1000 * SFXInternal::SFXAsyncQueue::DEFAULT_STREAM_QUEUE_LENGTH )
description->mIsStreaming = false;
SFXBuffer* buffer = mDevice->createBuffer( stream, description );
description->mIsStreaming = streamFlag; // restore in case we stomped it
return buffer;
}
//-----------------------------------------------------------------------------
SFXBuffer* SFXSystem::_createBuffer( const String& filename, SFXDescription* description )
{
if( !mDevice )
{
Con::errorf( "SFXSystem::_createBuffer - No sound device initialized!!" );
return NULL;
}
return mDevice->createBuffer( filename, description );
}
//-----------------------------------------------------------------------------
SFXSource* SFXSystem::playOnce( SFXTrack* track,
const MatrixF *transform,
const VectorF *velocity,
F32 fadeInTime )
{
// We sometimes get null profiles... nothing to play without a profile!
if( !track )
return NULL;
SFXSource *source = createSource( track, transform, velocity );
if( source )
{
mPlayOnceSources.push_back( source );
source->play( fadeInTime );
}
return source;
}
//-----------------------------------------------------------------------------
void SFXSystem::_update()
{
PROFILE_SCOPE( SFXSystem_Update );
getEventSignal().trigger( SFXSystemEvent_Update );
for( U32 i = 0; i < mPlugins.size(); ++ i )
mPlugins[ i ]->update();
const U32 SOURCE_UPDATE_MS = TickMs * 2;
const U32 PARAMETER_UPDATE_MS = TickMs * 3;
const U32 AMBIENT_UPDATE_MS = TickMs * 4;
static AutoPtr< PlatformTimer > sTimer;
if( sTimer.isNull() )
sTimer = PlatformTimer::create();
// The update of the sources can be a bit expensive
// and it does not need to be updated every frame.
const U32 currentTime = Platform::getRealMilliseconds();
if( ( currentTime - mLastSourceUpdateTime ) >= SOURCE_UPDATE_MS )
{
S32 tick = sTimer->getElapsedMs();
_updateSources();
mLastSourceUpdateTime = currentTime;
mStatSourceUpdateTime = ( sTimer->getElapsedMs() - tick );
}
if( ( currentTime - mLastParameterUpdateTime ) >= PARAMETER_UPDATE_MS )
{
S32 tick = sTimer->getElapsedMs();
SimSet* set = Sim::getSFXParameterGroup();
for( SimSet::iterator iter = set->begin(); iter != set->end(); ++ iter )
{
SFXParameter* parameter = dynamic_cast< SFXParameter* >( *iter );
if( parameter )
parameter->update();
}
mLastParameterUpdateTime = currentTime;
mStatParameterUpdateTime = ( sTimer->getElapsedMs() - tick );
}
if( mSoundscapeMgr && ( currentTime - mLastAmbientUpdateTime ) >= AMBIENT_UPDATE_MS )
{
S32 tick = sTimer->getElapsedMs();
mSoundscapeMgr->update();
mLastAmbientUpdateTime = currentTime;
mStatAmbientUpdateTime = ( sTimer->getElapsedMs() - tick );
}
// If we have a device then update it.
if( mDevice )
mDevice->update();
}
//-----------------------------------------------------------------------------
void SFXSystem::_updateSources()
{
PROFILE_SCOPE( SFXSystem_UpdateSources );
SimSet* sources = Sim::getSFXSourceSet();
if( !sources )
return;
// Check the status of the sources here once.
//
// NOTE: We do not use iterators in this loop because
// SFXControllers can add to the source list during the
// loop.
//
mStatNumPlaying = 0;
for( S32 i=0; i < sources->size(); i++ )
{
SFXSource *source = dynamic_cast< SFXSource* >( sources->at( i ) );
if ( source )
{
source->update();
if( source->getStatus() == SFXStatusPlaying )
++ mStatNumPlaying;
}
}
// First check to see if any play once sources have
// finished playback... delete them.
for( SFXSourceVector::iterator iter = mPlayOnceSources.begin(); iter != mPlayOnceSources.end(); )
{
SFXSource* source = *iter;
if( source->getLastStatus() == SFXStatusStopped &&
source->getSavedStatus() != SFXStatusPlaying )
{
int index = iter - mPlayOnceSources.begin();
// Erase it from the vector first, so that onRemoveSource
// doesn't do it during cleanup and screw up our loop here!
mPlayOnceSources.erase_fast( iter );
source->deleteObject();
iter = mPlayOnceSources.begin() + index;
continue;
}
++ iter;
}
if( mDevice )
{
// Reassign buffers to the sounds (if voices are managed by
// us instead of by the device).
if( !( mDevice->getCaps() & SFXDevice::CAPS_VoiceManagement ) )
_assignVoices();
// Update the voice count stat.
mStatNumVoices = mDevice->getVoiceCount();
}
}
//-----------------------------------------------------------------------------
void SFXSystem::_sortSounds( const SFXListenerProperties& listener )
{
PROFILE_SCOPE( SFXSystem_SortSounds );
// Sort the source vector by the attenuated
// volume and priorities. This leaves us
// with the loudest and highest priority sounds
// at the front of the vector.
dQsort( ( void* ) mSounds.address(), mSounds.size(), sizeof( SFXSound* ), SFXSound::qsortCompare );
}
//-----------------------------------------------------------------------------
void SFXSystem::_assignVoices()
{
AssertFatal( getNumListeners() == 1, "SFXSystem::_assignVoices() - must only have a single listener" );
PROFILE_SCOPE( SFXSystem_AssignVoices );
mStatNumVoices = 0;
mStatNumCulled = 0;
if( !mDevice )
return;
// Sort the sources in the SFX source set by priority. This also
// updates each soures effective volume first.
_sortSounds( getListener() );
// We now make sure that the sources closest to the
// listener, the ones at the top of the source list,
// have a device buffer to play thru.
mStatNumCulled = 0;
for( SFXSoundVector::iterator iter = mSounds.begin(); iter != mSounds.end(); ++ iter )
{
SFXSound* sound = *iter;
// Non playing sources (paused or stopped) are at the
// end of the vector, so when i encounter one i know
// that nothing else in the vector needs buffer assignment.
if( !sound->isPlaying() )
break;
// If the source is outside it's max range we can
// skip it as well, so that we don't waste cycles
// setting up a buffer for something we won't hear.
if( sound->getAttenuatedVolume() <= 0.0f )
{
++ mStatNumCulled;
continue;
}
// If the source has a voice then we can skip it.
if( sound->hasVoice() )
continue;
// Ok let the device try to assign a new voice for
// this source... this may fail if we're out of voices.
if( sound->_allocVoice( mDevice ) )
continue;
// The device couldn't assign a new voice, so we go through
// local priority sounds and try to steal a voice.
for( SFXSoundVector::iterator hijack = mSounds.end() - 1; hijack != iter; -- hijack )
{
SFXSound* other = *hijack;
if( other->hasVoice() )
{
// If the sound is a suitable candidate, try to steal
// its voice. While the sound definitely is lower down the chain
// in the total priority ordering, we don't want to steal voices
// from sounds that are clearly audible as that results in noticable
// sound pops.
if( ( other->getAttenuatedVolume() < 0.1 // Very quiet or maybe not even audible.
|| !other->isPlaying() // Not playing so not audible anyways.
|| other->getPosition() == 0 ) // Not yet started playing.
&& other->_releaseVoice() )
break;
}
}
// Ok try to assign a voice once again!
if( sound->_allocVoice( mDevice ) )
continue;
// If the source still doesn't have a buffer... well
// tough cookies. It just cannot be heard yet, maybe
// it can in the next update.
mStatNumCulled ++;
}
// Update the voice count stat.
mStatNumVoices = mDevice->getVoiceCount();
}
//-----------------------------------------------------------------------------
void SFXSystem::_assignVoice( SFXSound* sound )
{
if( !mDevice )
return;
// Make sure all properties are up-to-date.
sound->_update();
// If voices are managed by the device, just let the sound
// allocate a voice on it. Otherwise, do a voice allocation pass
// on all our active sounds.
if( mDevice->getCaps() & SFXDevice::CAPS_VoiceManagement )
sound->_allocVoice( mDevice );
else
_assignVoices();
// Update the voice count stat.
mStatNumVoices = mDevice->getVoiceCount();
}
//-----------------------------------------------------------------------------
void SFXSystem::setDistanceModel( SFXDistanceModel model )
{
const bool changed = ( model != mDistanceModel );
mDistanceModel = model;
if( mDevice && changed )
mDevice->setDistanceModel( model );
}
//-----------------------------------------------------------------------------
void SFXSystem::setDopplerFactor( F32 factor )
{
const bool changed = ( factor != mDopplerFactor );
mDopplerFactor = factor;
if( mDevice && changed )
mDevice->setDopplerFactor( factor );
}
//-----------------------------------------------------------------------------
void SFXSystem::setRolloffFactor( F32 factor )
{
const bool changed = ( factor != mRolloffFactor );
mRolloffFactor = factor;
if( mDevice && changed )
mDevice->setRolloffFactor( factor );
}
//-----------------------------------------------------------------------------
void SFXSystem::setReverb( const SFXReverbProperties& reverb )
{
mReverb = reverb;
// Allow the plugins to adjust the reverb.
for( U32 i = 0; i < mPlugins.size(); ++ i )
mPlugins[ i ]->filterReverb( mReverb );
// Pass it on to the device.
if( mDevice )
mDevice->setReverb( mReverb );
}
//-----------------------------------------------------------------------------
void SFXSystem::setNumListeners( U32 num )
{
// If we are set to a single listener, just accept this as
// we always support this no matter what.
if( num == 1 )
{
mListeners.setSize( 1 );
if( mDevice )
mDevice->setNumListeners( 1 );
return;
}
// If setting to multiple listeners, make sure that the device
// both supports multiple listeners and implements its own voice
// management (as our voice virtualization does not work with more
// than a single listener).
if( !mDevice || !( mDevice->getCaps() & SFXDevice::CAPS_MultiListener )
|| !( mDevice->getCaps() & SFXDevice::CAPS_VoiceManagement ) )
{
Con::errorf( "SFXSystem::setNumListeners() - multiple listeners not supported on current configuration" );
return;
}
mListeners.setSize( num );
if( mDevice )
mDevice->setNumListeners( num );
}
//-----------------------------------------------------------------------------
void SFXSystem::setListener( U32 index, const MatrixF& transform, const Point3F& velocity )
{
if( index >= mListeners.size() )
return;
mListeners[ index ] = SFXListenerProperties( transform, velocity );
if( mDevice )
mDevice->setListener( index, mListeners[ index ] );
}
//-----------------------------------------------------------------------------
void SFXSystem::notifyDescriptionChanged( SFXDescription* description )
{
SimSet* set = Sim::getSFXSourceSet();
for( SimSet::iterator iter = set->begin(); iter != set->end(); ++ iter )
{
SFXSource* source = dynamic_cast< SFXSource* >( *iter );
if( source && source->getDescription() == description )
source->notifyDescriptionChanged();
}
}
//-----------------------------------------------------------------------------
void SFXSystem::notifyTrackChanged( SFXTrack* track )
{
SimSet* set = Sim::getSFXSourceSet();
for( SimSet::iterator iter = set->begin(); iter != set->end(); ++ iter )
{
SFXSource* source = dynamic_cast< SFXSource* >( *iter );
if( source && source->getTrack() == track )
source->notifyTrackChanged();
}
}
//-----------------------------------------------------------------------------
void SFXSystem::dumpSources( StringBuilder* toString, bool excludeGroups )
{
SimSet* sources = Sim::getSFXSourceSet();
if( !sources )
return;
bool isFirst = true;
for( SimSet::iterator iter = sources->begin(); iter != sources->end(); ++ iter )
{
SFXSource* source = dynamic_cast< SFXSource* >( *iter );
if( !source )
continue;
bool isGroup = typeid( *source ) == typeid( SFXSource );
if( isGroup && excludeGroups )
continue;
bool isPlayOnce = false;
for( U32 j = 0; j < mPlayOnceSources.size(); ++ j )
if( mPlayOnceSources[ j ] == source )
{
isPlayOnce = true;
break;
}
SFXSource* sourceGroup = source->getSourceGroup();
SFXSound* sound = dynamic_cast< SFXSound* >( source );
SFXController* controller = dynamic_cast< SFXController* >( source );
if( toString )
toString->format( "%s%5i: type=%s, status=%s, blocked=%s, volume=%.2f, priority=%.2f, virtual=%s, looping=%s, 3d=%s, group=%s, playtime=%.2f, playOnce=%s, streaming=%s, hasVoice=%s, track=%s",
( isFirst ? "" : "\n" ),
source->getId(),
( isGroup ? "group" : sound ? "sound" : controller ? "list" : "other" ),
source->isPlaying()
? "playing"
: source->isPaused()
? "paused"
: source->isStopped()
? "stopped"
: "unknown",
( sound && sound->isBlocked() ? "1" : "0" ),
source->getAttenuatedVolume(),
source->getEffectivePriority(),
( sound && sound->isVirtualized() ? "1" : "0" ),
( sound && sound->isLooping() ) ? "1" : "0",
source->getDescription()->mIs3D ? "1" : "0",
sourceGroup ? sourceGroup->getName() : "",
source->getElapsedPlayTimeCurrentCycle(),
isPlayOnce ? "1" : "0",
( sound && sound->isStreaming() ? "1" : "0" ),
( sound && sound->hasVoice() ? "1" : "0" ),
source->getTrack() ? source->getTrack()->getName() : ""
);
else
Con::printf( "%5i: type=%s, status=%s, blocked=%s, volume=%.2f, priority=%.2f, virtual=%s, looping=%s, 3d=%s, group=%s, playtime=%.2f, playOnce=%s, streaming=%s, hasVoice=%s, track=%s",
source->getId(),
( isGroup ? "group" : sound ? "sound" : controller ? "list" : "other" ),
source->isPlaying()
? "playing"
: source->isPaused()
? "paused"
: source->isStopped()
? "stopped"
: "unknown",
( sound && sound->isBlocked() ? "1" : "0" ),
source->getAttenuatedVolume(),
source->getEffectivePriority(),
( sound && sound->isVirtualized() ? "1" : "0" ),
( sound && sound->isLooping() ) ? "1" : "0",
source->getDescription()->mIs3D ? "1" : "0",
sourceGroup ? sourceGroup->getName() : "",
source->getElapsedPlayTimeCurrentCycle(),
isPlayOnce ? "1" : "0",
( sound && sound->isStreaming() ? "1" : "0" ),
( sound && sound->hasVoice() ? "1" : "0" ),
source->getTrack() ? source->getTrack()->getName() : ""
);
isFirst = false;
}
}
//=============================================================================
// Console Functions.
//=============================================================================
// MARK: ---- Console Functions ----
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxGetAvailableDevices, const char*, (),,
"Get a list of all available sound devices.\n"
"The return value will be a newline-separated list of entries where each line describes one available sound "
"device. Each such line will have the following format:"
"@verbatim\n"
"provider TAB device TAB hasHardware TAB numMaxBuffers\n"
"@endverbatim\n"
"- provider: The name of the device provider (e.g. \"FMOD\").\n"
"- device: The name of the device as returned by the device layer.\n"
"- hasHardware: Whether the device supports hardware mixing or not.\n"
"- numMaxBuffers: The maximum number of concurrent voices supported by the device's mixer. If this limit "
"limit is exceeded, i.e. if there are more active sounds playing at any one time, then voice virtualization "
"will start culling voices and put them into virtualized playback mode. Voice virtualization may or may not "
"be provided by the device itself; if not provided by the device, it will be provided by Torque's sound system.\n\n"
"@return A newline-separated list of information about all available sound devices.\n"
"@see sfxCreateDevice\n"
"@see sfxGetDeviceInfo\n\n"
"@see $SFX::DEVICE_INFO_PROVIDER\n\n"
"@see $SFX::DEVICE_INFO_NAME\n\n"
"@see $SFX::DEVICE_INFO_USEHARDWARE\n\n"
"@see $SFX::DEVICE_INFO_MAXBUFFERS\n\n"
"@ref SFX_devices\n"
"@ingroup SFX" )
{
char* deviceList = Con::getReturnBuffer( 2048 );
deviceList[0] = 0;
SFXProvider* provider = SFXProvider::getFirstProvider();
while ( provider )
{
// List the devices in this provider.
const SFXDeviceInfoVector& deviceInfo = provider->getDeviceInfo();
for ( S32 d=0; d < deviceInfo.size(); d++ )
{
const SFXDeviceInfo* info = deviceInfo[d];
dStrcat( deviceList, provider->getName() );
dStrcat( deviceList, "\t" );
dStrcat( deviceList, info->name );
dStrcat( deviceList, "\t" );
dStrcat( deviceList, info->hasHardware ? "1" : "0" );
dStrcat( deviceList, "\t" );
dStrcat( deviceList, Con::getIntArg( info->maxBuffers ) );
dStrcat( deviceList, "\n" );
//TODO: caps
}
provider = provider->getNextProvider();
}
return deviceList;
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxCreateDevice, bool, ( const char* provider, const char* device, bool useHardware, S32 maxBuffers ),,
"Try to create a new sound device using the given properties.\n"
"If a sound device is currently initialized, it will be uninitialized first. However, be aware that in this case, "
"if this function fails, it will not restore the previously active device but rather leave the sound system in an "
"uninitialized state.\n\n"
"Sounds that are already playing while the new device is created will be temporarily transitioned to virtualized "
"playback and then resume normal playback once the device has been created.\n\n"
"In the core scripts, sound is automatically set up during startup in the sfxStartup() function.\n\n"
"@param provider The name of the device provider as returned by sfxGetAvailableDevices().\n"
"@param device The name of the device as returned by sfxGetAvailableDevices().\n"
"@param useHardware Whether to enabled hardware mixing on the device or not. Only relevant if supported by the given device.\n"
"@param maxBuffers The maximum number of concurrent voices for this device to use or -1 for the device to pick its own reasonable default."
"@return True if the initialization was successful, false if not.\n"
"@note This function must be called before any of the sound playback functions can be used.\n"
"@see sfxGetAvailableDevices\n"
"@see sfxGetDeviceInfo\n"
"@see sfxDeleteDevice\n\n"
"@ref SFX_devices\n"
"@ingroup SFX" )
{
return SFX->createDevice( provider, device, useHardware, maxBuffers, true );
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxDeleteDevice, void, (),,
"Delete the currently active sound device and release all its resources.\n"
"SFXSources that are still playing will be transitioned to virtualized playback mode. "
"When creating a new device, they will automatically transition back to normal playback.\n\n"
"In the core scripts, this is done automatically for you during shutdown in the sfxShutdown() function.\n\n"
"@see sfxCreateDevice\n\n"
"@ref SFX_devices\n"
"@ingroup SFX" )
{
SFX->deleteDevice();
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxGetDeviceInfo, const char*, (),,
"Return information about the currently active sound device.\n"
"The return value is a tab-delimited string of the following format:\n"
"@verbatim\n"
"provider TAB device TAB hasHardware TAB numMaxBuffers TAB caps\n"
"@endverbatim\n"
"- provider: The name of the device provider (e.g. \"FMOD\").\n"
"- device: The name of the device as returned by the device layer.\n"
"- hasHardware: Whether the device supports hardware mixing or not.\n"
"- numMaxBuffers: The maximum number of concurrent voices supported by the device's mixer. If this limit "
"limit is exceeded, i.e. if there are more active sounds playing at any one time, then voice virtualization "
"will start culling voices and put them into virtualized playback mode. Voice virtualization may or may not "
"be provided by the device itself; if not provided by the device, it will be provided by Torque's sound system.\n"
"- caps: A bitfield of capability flags.\n\n"
"@return A tab-separated list of properties of the currently active sound device or the empty string if no sound device has been initialized.\n"
"@see sfxCreateDevice\n"
"@see sfxGetAvailableDevices\n\n"
"@see $SFX::DEVICE_INFO_PROVIDER\n\n"
"@see $SFX::DEVICE_INFO_NAME\n\n"
"@see $SFX::DEVICE_INFO_USEHARDWARE\n\n"
"@see $SFX::DEVICE_INFO_MAXBUFFERS\n\n"
"@see $SFX::DEVICE_INFO_CAPS\n\n"
"@see $SFX::DEVICE_CAPS_REVERB\n\n"
"@see $SFX::DEVICE_CAPS_VOICEMANAGEMENT\n\n"
"@see $SFX::DEVICE_CAPS_OCCLUSION\n\n"
"@see $SFX::DEVICE_CAPS_DSPEFFECTS\n\n"
"@see $SFX::DEVICE_CAPS_MULTILISTENER\n\n"
"@see $SFX::DEVICE_CAPS_FMODDESIGNER\n\n"
"@ref SFX_devices\n"
"@ingroup SFX" )
{
String deviceInfo = SFX->getDeviceInfoString();
if( deviceInfo.isEmpty() )
return "";
return Con::getReturnBuffer( deviceInfo );
}
//-----------------------------------------------------------------------------
static ConsoleDocFragment _sfxCreateSource1(
"@brief Create a new source that plays the given track.\n\n"
"The source will be returned in stopped state. Call SFXSource::play() to start playback.\n\n"
"In contrast to play-once sources, the source object will not be automatically deleted once playback stops. "
"Call delete() to release the source object.\n\n"
"This function will automatically create the right SFXSource type for the given SFXTrack.\n\n"
"@param track The track the source should play.\n"
"@return A new SFXSource for playback of the given track or 0 if no source could be created from the given track.\n\n"
"@note Trying to create a source for a device-specific track type will fail if the currently selected device "
"does not support the type. Example: trying to create a source for an FMOD Designer event when not running FMOD.\n\n"
"@tsexample\n"
"// Create and play a source from a pre-existing profile:\n"
"%source = sfxCreateSource( SoundFileProfile );\n"
"%source.play();\n"
"@endtsexample\n\n"
"@ingroup SFX",
NULL,
"SFXSource sfxCreateSource( SFXTrack track );" );
static ConsoleDocFragment _sfxCreateSource2(
"@brief Create a new source that plays the given track and position its 3D sounds source at the given coordinates (if it is a 3D sound).\n\n"
"The source will be returned in stopped state. Call SFXSource::play() to start playback.\n\n"
"In contrast to play-once sources, the source object will not be automatically deleted once playback stops. "
"Call delete() to release the source object.\n\n"
"This function will automatically create the right SFXSource type for the given SFXTrack.\n\n"
"@param track The track the source should play.\n"
"@param x The X coordinate of the 3D sound position.\n"
"@param y The Y coordinate of the 3D sound position.\n"
"@param z The Z coordinate of the 3D sound position.\n"
"@return A new SFXSource for playback of the given track or 0 if no source could be created from the given track.\n\n"
"@note Trying to create a source for a device-specific track type will fail if the currently selected device "
"does not support the type. Example: trying to create a source for an FMOD Designer event when not running FMOD.\n\n"
"@tsexample\n"
"// Create and play a source from a pre-existing profile and position it at (100, 200, 300):\n"
"%source = sfxCreateSource( SoundFileProfile, 100, 200, 300 );\n"
"%source.play();\n"
"@endtsexample\n\n"
"@ingroup SFX",
NULL,
"SFXSource sfxCreateSource( SFXTrack track, float x, float y, float z );" );
static ConsoleDocFragment _sfxCreateSource3(
"@brief Create a temporary SFXProfile from the given @a description and @a filename and then create and return a new source that plays the profile.\n\n"
"The source will be returned in stopped state. Call SFXSource::play() to start playback.\n\n"
"In contrast to play-once sources, the source object will not be automatically deleted once playback stops. "
"Call delete() to release the source object.\n\n"
"@param description The description to use for setting up the temporary SFXProfile.\n"
"@param filename Path to the sound file to play.\n"
"@return A new SFXSource for playback of the given track or 0 if no source or no temporary profile could be created.\n\n"
"@tsexample\n"
"// Create a source for a music track:\n"
"%source = sfxCreateSource( AudioMusicLoop2D, \"art/sound/backgroundMusic\" );\n"
"%source.play();\n"
"@endtsexample\n\n"
"@see SFXProfile\n\n"
"@ingroup SFX",
NULL,
"SFXSound sfxCreateSource( SFXDescription description, string filename );" );
static ConsoleDocFragment _sfxCreateSource4(
"@brief Create a temporary SFXProfile from the given @a description and @a filename and then create and return a new source that plays the profile. "
"Position the sound source at the given coordinates (if it is a 3D sound).\n\n"
"The source will be returned in stopped state. Call SFXSource::play() to start playback.\n\n"
"In contrast to play-once sources, the source object will not be automatically deleted once playback stops. "
"Call delete() to release the source object.\n\n"
"@param description The description to use for setting up the temporary SFXProfile.\n"
"@param filename Path to the sound file to play.\n"
"@param x The X coordinate of the 3D sound position.\n"
"@param y The Y coordinate of the 3D sound position.\n"
"@param z The Z coordinate of the 3D sound position.\n"
"@return A new SFXSource for playback of the given track or 0 if no source or no temporary profile could be created.\n\n"
"@tsexample\n"
"// Create a source for a music track and position it at (100, 200, 300):\n"
"%source = sfxCreateSource( AudioMusicLoop3D, \"art/sound/backgroundMusic\", 100, 200, 300 );\n"
"%source.play();\n"
"@endtsexample\n\n"
"@see SFXProfile\n\n"
"@ingroup SFX",
NULL,
"SFXSound sfxCreateSource( SFXDescription description, string filename, float x, float y, float z );" );
ConsoleFunction( sfxCreateSource, S32, 2, 6,
"( SFXTrack track | ( SFXDescription description, string filename ) [, float x, float y, float z ] ) "
"Creates a new paused sound source using a profile or a description "
"and filename. The return value is the source which must be "
"released by delete().\n"
"@hide" )
{
SFXDescription* description = NULL;
SFXTrack* track = dynamic_cast< SFXTrack* >( Sim::findObject( argv[1] ) );
if ( !track )
{
description = dynamic_cast< SFXDescription* >( Sim::findObject( argv[1] ) );
if ( !description )
{
Con::printf( "Unable to locate sound track/description '%s'", argv[1] );
return 0;
}
}
SFXSource* source = NULL;
if ( track )
{
if ( argc == 2 )
{
source = SFX->createSource( track );
}
else
{
MatrixF transform;
transform.set( EulerF(0,0,0), Point3F( dAtof(argv[2]), dAtof(argv[3]), dAtof(argv[4])) );
source = SFX->createSource( track, &transform );
}
}
else if ( description )
{
SFXProfile* tempProfile = new SFXProfile( description, StringTable->insert( argv[2] ), true );
if( !tempProfile->registerObject() )
{
Con::errorf( "sfxCreateSource - unable to create profile" );
delete tempProfile;
}
else
{
if ( argc == 3 )
{
source = SFX->createSource( tempProfile );
}
else
{
MatrixF transform;
transform.set(EulerF(0,0,0), Point3F( dAtof(argv[3]),dAtof(argv[4]),dAtof(argv[5]) ));
source = SFX->createSource( tempProfile, &transform );
}
tempProfile->setAutoDelete( true );
}
}
if ( source )
return source->getId();
return 0;
}
//-----------------------------------------------------------------------------
static ConsoleDocFragment _sfxPlay1(
"@brief Start playback of the given source.\n\n"
"This is the same as calling SFXSource::play() directly.\n\n"
"@param source The source to start playing.\n\n"
"@return @a source.\n\n"
"@tsexample\n"
"// Create and play a source from a pre-existing profile:\n"
"%source = sfxCreateSource( SoundFileProfile );\n"
"%source.play();\n"
"@endtsexample\n\n"
"@ingroup SFX",
NULL,
"SFXSource sfxPlay( SFXSource source );" );
static ConsoleDocFragment _sfxPlay2(
"@brief Create a new play-once source for the given @a track and start playback of the source.\n\n"
"This is equivalent to calling sfxCreateSource() on @track and SFXSource::play() on the resulting source.\n\n"
"@param track The sound datablock to play.\n\n"
"@return The newly created play-once source or 0 if the creation failed.\n\n"
"@ref SFXSource_playonce\n\n"
"@ingroup SFX",
NULL,
"void sfxPlay( SFXTrack track );" );
static ConsoleDocFragment _sfxPlay3(
"@brief Create a new play-once source for the given @a track, position its 3D sound at the given coordinates (if the track's description "
"is set up for 3D sound) and start playback of the source.\n\n"
"This is equivalent to calling sfxCreateSource() on @track and SFXSource::play() on the resulting source.\n\n"
"@param track The sound datablock to play.\n\n"
"@param x The X coordinate of the 3D sound position.\n"
"@param y The Y coordinate of the 3D sound position.\n"
"@param z The Z coordinate of the 3D sound position.\n"
"@return The newly created play-once source or 0 if the creation failed.\n\n"
"@ref SFXSource_playonce\n\n"
"@ingroup SFX",
NULL,
"void sfxPlay( SFXTrack track, float x, float y, float z );" );
ConsoleFunction( sfxPlay, S32, 2, 5, "( SFXSource source | ( SFXTrack track [, float x, float y, float z ] ) ) "
"Start playing the given source or create a new source for the given track and play it.\n"
"@hide" )
{
if ( argc == 2 )
{
SFXSource* source = dynamic_cast<SFXSource*>( Sim::findObject( argv[1] ) );
if ( source )
{
source->play();
return source->getId();
}
}
SFXTrack* track = dynamic_cast<SFXTrack*>( Sim::findObject( argv[1] ) );
if ( !track )
{
Con::printf( "Unable to locate sfx track '%s'", argv[1] );
return 0;
}
Point3F pos(0.f, 0.f, 0.f);
if ( argc == 3 )
dSscanf( argv[2], "%g %g %g", &pos.x, &pos.y, &pos.z );
else if(argc == 5)
pos.set( dAtof(argv[2]), dAtof(argv[3]), dAtof(argv[4]) );
MatrixF transform;
transform.set( EulerF(0,0,0), pos );
SFXSource* source = SFX->playOnce( track, &transform );
if ( source )
return source->getId();
return 0;
}
//-----------------------------------------------------------------------------
static ConsoleDocFragment _sPlayOnce1(
"@brief Create a play-once source for the given @a track.\n\n"
"Once playback has finished, the source will be automatically deleted in the next sound system update.\n"
"@param track The sound datablock.\n"
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
"@ref SFXSource_playonce\n\n"
"@ingroup SFX",
NULL,
"SFXSource sfxPlayOnce( SFXTrack track );"
);
static ConsoleDocFragment _sPlayOnce2(
"@brief Create a play-once source for the given given @a track and position the source's 3D sound at the given coordinates "
"only if the track's description is set up for 3D sound).\n\n"
"Once playback has finished, the source will be automatically deleted in the next sound system update.\n"
"@param track The sound datablock.\n"
"@param x The X coordinate of the 3D sound position.\n"
"@param y The Y coordinate of the 3D sound position.\n"
"@param z The Z coordinate of the 3D sound position.\n"
"@param fadeInTime If >=0, this overrides the SFXDescription::fadeInTime value on the track's description.\n"
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
"@tsexample\n"
"// Immediately start playing the given track. Fade it in to full volume over 5 seconds.\n"
"sfxPlayOnce( MusicTrack, 0, 0, 0, 5.f );\n"
"@endtsexample\n\n"
"@ref SFXSource_playonce\n\n"
"@ingroup SFX",
NULL,
"SFXSource sfxPlayOnce( SFXTrack track, float x, float y, float z, float fadeInTime=-1 );"
);
static ConsoleDocFragment _sPlayOnce3(
"@brief Create a new temporary SFXProfile from the given @a description and @a filename, then create a play-once source "
"for it and start playback.\n\n"
"Once playback has finished, the source will be automatically deleted in the next sound system update. If not referenced "
"otherwise by then, the temporary SFXProfile will also be deleted.\n"
"@param description The description to use for playback.\n"
"@param filename Path to the sound file to play.\n"
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
"@tsexample\n"
"// Play a sound effect file once.\n"
"sfxPlayOnce( AudioEffects, \"art/sound/weapons/Weapon_pickup\" );\n"
"@endtsexample\n\n"
"@ref SFXSource_playonce\n\n"
"@ingroup SFX",
NULL,
"SFXSource sfxPlayOnce( SFXDescription description, string filename );"
);
static ConsoleDocFragment _sPlayOnce4(
"@brief Create a new temporary SFXProfile from the given @a description and @a filename, then create a play-once source "
"for it and start playback. Position the source's 3D sound at the given coordinates (only if the description "
"is set up for 3D sound).\n\n"
"Once playback has finished, the source will be automatically deleted in the next sound system update. If not referenced "
"otherwise by then, the temporary SFXProfile will also be deleted.\n"
"@param description The description to use for playback.\n"
"@param filename Path to the sound file to play.\n"
"@param x The X coordinate of the 3D sound position.\n"
"@param y The Y coordinate of the 3D sound position.\n"
"@param z The Z coordinate of the 3D sound position.\n"
"@param fadeInTime If >=0, this overrides the SFXDescription::fadeInTime value on the track's description.\n"
"@return A newly created temporary source in \"Playing\" state or 0 if the operation failed.\n\n"
"@tsexample\n"
"// Play a sound effect file once using a 3D sound with a default falloff placed at the origin.\n"
"sfxPlayOnce( AudioDefault3D, \"art/sound/weapons/Weapon_pickup\", 0, 0, 0 );\n"
"@endtsexample\n\n"
"@ref SFXSource_playonce\n\n"
"@ingroup SFX",
NULL,
"SFXSource sfxPlayOnce( SFXDescription description, string filename, float x, float y, float z, float fadeInTime=-1 );"
);
ConsoleFunction( sfxPlayOnce, S32, 2, 6,
"SFXSource sfxPlayOnce( ( SFXTrack track | SFXDescription description, string filename ) [, float x, float y, float z, float fadeInTime=-1 ] ) "
"Create a new play-once source for the given profile or description+filename and start playback of the source.\n"
"@hide" )
{
SFXDescription* description = NULL;
SFXTrack* track = dynamic_cast< SFXTrack* >( Sim::findObject( argv[1] ) );
if( !track )
{
description = dynamic_cast< SFXDescription* >( Sim::findObject( argv[1] ) );
if( !description )
{
Con::errorf( "sfxPlayOnce - Unable to locate sound track/description '%s'", argv[1] );
return 0;
}
}
SFXSource* source = NULL;
if( track )
{
if( argc == 2 )
source = SFX->playOnce( track );
else
{
MatrixF transform;
transform.set( EulerF( 0, 0, 0 ), Point3F( dAtof( argv[ 2 ] ), dAtof( argv[ 3 ] ),dAtof( argv[ 4 ] ) ) );
F32 fadeInTime = -1.f;
if( argc > 5 )
fadeInTime = dAtof( argv[ 5 ] );
source = SFX->playOnce( track, &transform, NULL, fadeInTime );
}
}
else if( description )
{
SFXProfile* tempProfile = new SFXProfile( description, StringTable->insert( argv[2] ), true );
if( !tempProfile->registerObject() )
{
Con::errorf( "sfxPlayOnce - unable to create profile" );
delete tempProfile;
}
else
{
if ( argc == 3 )
source = SFX->playOnce( tempProfile );
else
{
MatrixF transform;
transform.set(EulerF(0,0,0), Point3F( dAtof(argv[3]),dAtof(argv[4]),dAtof(argv[5]) ));
F32 fadeInTime = -1.f;
if( argc > 6 )
fadeInTime = dAtof( argv[ 6 ] );
source = SFX->playOnce( tempProfile, &transform, NULL, fadeInTime );
}
// Set profile to auto-delete when SFXSource releases its reference.
// Also add to root group so the profile will get deleted when the
// Sim system is shut down before the SFXSource has played out.
tempProfile->setAutoDelete( true );
Sim::getRootGroup()->addObject( tempProfile );
}
}
if( !source )
return 0;
return source->getId();
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxStop, void, ( SFXSource* source ),,
"Stop playback of the given @a source.\n"
"This is equivalent to calling SFXSource::stop().\n\n"
"@param source The source to put into stopped state.\n\n"
"@ingroup SFX" )
{
if( source )
source->stop();
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxStopAndDelete, void, ( SFXSource* source ),,
"Stop playback of the given @a source (if it is not already stopped) and delete the @a source.\n\n"
"The advantage of this function over directly calling delete() is that it will correctly "
"handle volume fades that may be configured on the source. Whereas calling delete() would immediately "
"stop playback and delete the source, this functionality will wait for the fade-out to play and only then "
"stop the source and delete it.\n\n"
"@param source A sound source.\n\n"
"@ref SFXSource_fades\n\n"
"@ingroup SFX" )
{
if( source )
SFX->stopAndDeleteSource( source );
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxDeleteWhenStopped, void, ( SFXSource* source ),,
"Mark the given @a source for deletion as soon as it moves into stopped state.\n\n"
"This function will retroactively turn the given @a source into a play-once source (see @ref SFXSource_playonce).\n\n"
"@param source A sound source.\n\n"
"@ingroup SFX" )
{
if( source )
SFX->deleteWhenStopped( source );
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxGetDistanceModel, SFXDistanceModel, (),,
"Get the falloff curve type currently being applied to 3D sounds.\n\n"
"@return The current distance model type.\n\n"
"@ref SFXSource_volume\n\n"
"@ref SFX_3d\n\n"
"@ingroup SFX" )
{
return SFX->getDistanceModel();
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxSetDistanceModel, void, ( SFXDistanceModel model ),,
"Set the falloff curve type to use for distance-based volume attenuation of 3D sounds.\n\n"
"@param model The distance model to use for 3D sound.\n\n"
"@note This setting takes effect globally and is applied to all 3D sounds.\n\n"
"@ingroup SFX" )
{
SFX->setDistanceModel( model );
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxGetDopplerFactor, F32, (),,
"Get the current global doppler effect setting.\n\n"
"@return The current global doppler effect scale factor (>=0).\n\n"
"@see sfxSetDopplerFactor\n\n"
"@ref SFXSource_doppler\n\n"
"@ingroup SFX" )
{
return SFX->getDopplerFactor();
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxSetDopplerFactor, void, ( F32 value ),,
"Set the global doppler effect scale factor.\n"
"@param value The new doppler shift scale factor.\n"
"@pre @a value must be >= 0.\n"
"@see sfxGetDopplerFactor\n\n"
"@ref SFXSource_doppler\n\n"
"@ingroup SFX" )
{
if( value < 0.0f )
{
Con::errorf( "sfxSetDopplerFactor - factor must be >0" );
return;
}
SFX->setDopplerFactor( value );
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxGetRolloffFactor, F32, (),,
"Get the current global scale factor applied to volume attenuation of 3D sounds in the logarithmic model.\n"
"@return The current scale factor for logarithmic 3D sound falloff curves.\n\n"
"@see sfxGetDistanceModel\n"
"@see SFXDistanceModel\n\n"
"@ref SFXSource_volume\n"
"@ref SFX_3d\n"
"@ingroup SFX" )
{
return SFX->getRolloffFactor();
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxSetRolloffFactor, void, ( F32 value ),,
"Set the global scale factor to apply to volume attenuation of 3D sounds in the logarithmic model.\n"
"@param value The new scale factor for logarithmic 3D sound falloff curves.\n\n"
"@pre @a value must be > 0.\n"
"@note This function has no effect if the currently distance model is set to SFXDistanceModel::Linear.\n\n"
"@see sfxGetDistanceModel\n"
"@see SFXDistanceModel\n\n"
"@ref SFXSource_volume\n"
"@ref SFX_3d\n"
"@ingroup SFX" )
{
if( value <= 0.0f )
{
Con::errorf( "sfxSetRolloffFactor - factor must be >0" );
return;
}
SFX->setRolloffFactor( value );
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxDumpSources, void, ( bool includeGroups ), ( false ),
"Dump information about all current SFXSource instances to the console.\n"
"The dump includes information about the playback status for each source, volume levels, virtualization, etc.\n"
"@param includeGroups If true, direct instances of SFXSources (which represent logical sound groups) will be included. "
"Otherwise only instances of subclasses of SFXSources are included in the dump.\n"
"@see SFXSource\n"
"@see sfxDumpSourcesToString\n"
"@ingroup SFX" )
{
SFX->dumpSources( NULL, !includeGroups );
}
//-----------------------------------------------------------------------------
DefineEngineFunction( sfxDumpSourcesToString, const char*, ( bool includeGroups ), ( false ),
"Dump information about all current SFXSource instances to a string.\n"
"The dump includes information about the playback status for each source, volume levels, virtualization, etc.\n"
"@param includeGroups If true, direct instances of SFXSources (which represent logical sound groups) will be included. "
"Otherwise only instances of subclasses of SFXSources are included in the dump.\n"
"@return A string containing a dump of information about all currently instantiated SFXSources.\n"
"@see SFXSource\n"
"@see sfxDumpSources\n"
"@ingroup SFX" )
{
StringBuilder str;
SFX->dumpSources( &str, !includeGroups );
return Con::getReturnBuffer( str );
}