mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Ground work, this commit enables reverb zones and opens the slots for other effects to be added later. Tested using the full template. Build your openal dll and your full.exe use one of the environment presets and it will work
325 lines
13 KiB
C++
325 lines
13 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "sfx/openal/sfxALDevice.h"
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#include "sfx/openal/sfxALBuffer.h"
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#include "platform/async/asyncUpdate.h"
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//-----------------------------------------------------------------------------
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SFXALDevice::SFXALDevice( SFXProvider *provider,
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const OPENALFNTABLE &openal,
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String name,
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bool useHardware,
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S32 maxBuffers )
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: Parent( name, provider, useHardware, maxBuffers ),
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mOpenAL( openal ),
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mContext( NULL ),
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mDevice( NULL ),
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mRolloffFactor( 1.0f )
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{
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mMaxBuffers = getMax( maxBuffers, 8 );
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// TODO: The OpenAL device doesn't set the primary buffer
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// $pref::SFX::frequency or $pref::SFX::bitrate!
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//check auxiliary device sends 4 and add them to the device
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ALint attribs[4] = { 0 };
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ALCint iSends = 0;
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attribs[0] = ALC_MAX_AUXILIARY_SENDS;
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attribs[1] = 4;
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mDevice = mOpenAL.alcOpenDevice( name );
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mOpenAL.alcGetError( mDevice );
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if( mDevice )
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{
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mContext = mOpenAL.alcCreateContext( mDevice, attribs );
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if( mContext )
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mOpenAL.alcMakeContextCurrent( mContext );
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mOpenAL.alcGetIntegerv(mDevice, ALC_MAX_AUXILIARY_SENDS, 1, &iSends);
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U32 err = mOpenAL.alcGetError( mDevice );
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if( err != ALC_NO_ERROR )
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Con::errorf( "SFXALDevice - Initialization Error: %s", mOpenAL.alcGetString( mDevice, err ) );
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}
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AssertFatal( mDevice != NULL && mContext != NULL, "Failed to create OpenAL device and/or context!" );
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// Start the update thread.
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// TODO AsyncPeriodicUpdateThread support for Linux/Mac
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#ifdef TORQUE_OS_WIN
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if( !Con::getBoolVariable( "$_forceAllMainThread" ) )
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{
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SFXInternal::gUpdateThread = new AsyncPeriodicUpdateThread
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( "OpenAL Update Thread", SFXInternal::gBufferUpdateList,
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Con::getIntVariable( "$pref::SFX::updateInterval", SFXInternal::DEFAULT_UPDATE_INTERVAL ) );
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SFXInternal::gUpdateThread->start();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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SFXALDevice::~SFXALDevice()
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{
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_releaseAllResources();
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///cleanup our effects
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mOpenAL.alDeleteAuxiliaryEffectSlots(4, effectSlot);
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mOpenAL.alDeleteEffects(2, effect);
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///cleanup of effects ends
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mOpenAL.alcMakeContextCurrent( NULL );
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mOpenAL.alcDestroyContext( mContext );
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mOpenAL.alcCloseDevice( mDevice );
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}
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//-----------------------------------------------------------------------------
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SFXBuffer* SFXALDevice::createBuffer( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description )
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{
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AssertFatal( stream, "SFXALDevice::createBuffer() - Got null stream!" );
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AssertFatal( description, "SFXALDevice::createBuffer() - Got null description!" );
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SFXALBuffer* buffer = SFXALBuffer::create( mOpenAL,
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stream,
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description,
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mUseHardware );
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if ( !buffer )
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return NULL;
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_addBuffer( buffer );
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return buffer;
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}
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//-----------------------------------------------------------------------------
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SFXVoice* SFXALDevice::createVoice( bool is3D, SFXBuffer *buffer )
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{
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// Don't bother going any further if we've
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// exceeded the maximum voices.
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if ( mVoices.size() >= mMaxBuffers )
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return NULL;
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AssertFatal( buffer, "SFXALDevice::createVoice() - Got null buffer!" );
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SFXALBuffer* alBuffer = dynamic_cast<SFXALBuffer*>( buffer );
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AssertFatal( alBuffer, "SFXALDevice::createVoice() - Got bad buffer!" );
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SFXALVoice* voice = SFXALVoice::create( this, alBuffer );
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if ( !voice )
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return NULL;
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_addVoice( voice );
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return voice;
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}
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//-----------------------------------------------------------------------------
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void SFXALDevice::setListener( U32 index, const SFXListenerProperties& listener )
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{
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if( index != 0 )
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return;
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// Torque and OpenAL are both right handed
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// systems, so no coordinate flipping is needed.
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const MatrixF &transform = listener.getTransform();
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Point3F pos, tupple[2];
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transform.getColumn( 3, &pos );
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transform.getColumn( 1, &tupple[0] );
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transform.getColumn( 2, &tupple[1] );
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const VectorF &velocity = listener.getVelocity();
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mOpenAL.alListenerfv( AL_POSITION, pos );
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mOpenAL.alListenerfv( AL_VELOCITY, velocity );
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mOpenAL.alListenerfv( AL_ORIENTATION, (const F32 *)&tupple[0] );
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///Pass a unit size to openal, 1.0 assumes 1 meter to 1 game unit.
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///Crucial for air absorbtion calculations.
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mOpenAL.alListenerf(AL_METERS_PER_UNIT, 1.0f);
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}
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//-----------------------------------------------------------------------------
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void SFXALDevice::setDistanceModel( SFXDistanceModel model )
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{
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switch( model )
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{
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case SFXDistanceModelLinear:
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mOpenAL.alDistanceModel( AL_LINEAR_DISTANCE_CLAMPED );
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if( mRolloffFactor != 1.0f )
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_setRolloffFactor( 1.0f ); // No rolloff on linear.
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break;
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case SFXDistanceModelLogarithmic:
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mOpenAL.alDistanceModel( AL_INVERSE_DISTANCE_CLAMPED );
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if( mUserRolloffFactor != mRolloffFactor )
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_setRolloffFactor( mUserRolloffFactor );
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break;
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/// create a case for our exponential distance model
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case SFXDistanceModelExponent:
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mOpenAL.alDistanceModel(AL_EXPONENT_DISTANCE_CLAMPED);
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if (mUserRolloffFactor != mRolloffFactor)
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_setRolloffFactor(mUserRolloffFactor);
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break;
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default:
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AssertWarn( false, "SFXALDevice::setDistanceModel - distance model not implemented" );
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}
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mDistanceModel = model;
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}
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//-----------------------------------------------------------------------------
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void SFXALDevice::setDopplerFactor( F32 factor )
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{
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mOpenAL.alDopplerFactor( factor );
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}
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//-----------------------------------------------------------------------------
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void SFXALDevice::_setRolloffFactor( F32 factor )
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{
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mRolloffFactor = factor;
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for( U32 i = 0, num = mVoices.size(); i < num; ++ i )
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mOpenAL.alSourcef( ( ( SFXALVoice* ) mVoices[ i ] )->mSourceName, AL_ROLLOFF_FACTOR, factor );
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}
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//-----------------------------------------------------------------------------
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void SFXALDevice::setRolloffFactor( F32 factor )
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{
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if( mDistanceModel == SFXDistanceModelLinear && factor != 1.0f )
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Con::errorf( "SFXALDevice::setRolloffFactor - rolloff factor <> 1.0f ignored in linear distance model" );
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else
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_setRolloffFactor( factor );
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mUserRolloffFactor = factor;
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}
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void SFXALDevice::openSlots()
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{
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for (uLoop = 0; uLoop < 4; uLoop++)
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{
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mOpenAL.alGenAuxiliaryEffectSlots(1, &effectSlot[uLoop]);
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}
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for (uLoop = 0; uLoop < 2; uLoop++)
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{
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mOpenAL.alGenEffects(1, &effect[uLoop]);
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}
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///debug string output so we know our slots are open
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Platform::outputDebugString("Slots Open");
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}
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///create reverb effect
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void SFXALDevice::setReverb(const SFXReverbProperties& reverb)
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{
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///output a debug string so we know each time the reverb changes
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Platform::outputDebugString("Updated");
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///load an efxeaxreverb default and add our values from
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///sfxreverbproperties to it
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EFXEAXREVERBPROPERTIES prop = EFX_REVERB_PRESET_GENERIC;
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prop.flDensity = reverb.flDensity;
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prop.flDiffusion = reverb.flDiffusion;
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prop.flGain = reverb.flGain;
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prop.flGainHF = reverb.flGainHF;
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prop.flGainLF = reverb.flGainLF;
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prop.flDecayTime = reverb.flDecayTime;
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prop.flDecayHFRatio = reverb.flDecayHFRatio;
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prop.flDecayLFRatio = reverb.flDecayLFRatio;
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prop.flReflectionsGain = reverb.flReflectionsGain;
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prop.flReflectionsDelay = reverb.flReflectionsDelay;
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prop.flLateReverbGain = reverb.flLateReverbGain;
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prop.flLateReverbDelay = reverb.flLateReverbDelay;
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prop.flEchoTime = reverb.flEchoTime;
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prop.flEchoDepth = reverb.flEchoDepth;
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prop.flModulationTime = reverb.flModulationTime;
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prop.flModulationDepth = reverb.flModulationDepth;
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prop.flAirAbsorptionGainHF = reverb.flAirAbsorptionGainHF;
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prop.flHFReference = reverb.flHFReference;
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prop.flLFReference = reverb.flLFReference;
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prop.flRoomRolloffFactor = reverb.flRoomRolloffFactor;
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prop.iDecayHFLimit = reverb.iDecayHFLimit;
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if (mOpenAL.alGetEnumValue("AL_EFFECT_EAXREVERB") != 0)
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{
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/// EAX Reverb is available. Set the EAX effect type
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mOpenAL.alEffecti(effect[0], AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
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///add our values to the setup of the reverb
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_DENSITY, prop.flDensity);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_DIFFUSION, prop.flDiffusion);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_GAIN, prop.flGain);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_GAINHF, prop.flGainHF);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_GAINLF, prop.flGainLF);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_DECAY_TIME, prop.flDecayTime);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_DECAY_HFRATIO, prop.flDecayHFRatio);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_DECAY_LFRATIO, prop.flDecayLFRatio);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_REFLECTIONS_GAIN, prop.flReflectionsGain);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_REFLECTIONS_DELAY, prop.flReflectionsDelay);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_LATE_REVERB_GAIN, prop.flLateReverbGain);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_LATE_REVERB_DELAY, prop.flLateReverbDelay);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_ECHO_TIME, prop.flEchoTime);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_ECHO_DEPTH, prop.flEchoDepth);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_MODULATION_TIME, prop.flModulationTime);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_MODULATION_DEPTH, prop.flModulationDepth);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_AIR_ABSORPTION_GAINHF, prop.flAirAbsorptionGainHF);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_HFREFERENCE, prop.flHFReference);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_LFREFERENCE, prop.flLFReference);
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mOpenAL.alEffectf(effect[0], AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, prop.flRoomRolloffFactor);
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mOpenAL.alEffecti(effect[0], AL_EAXREVERB_DECAY_HFLIMIT, prop.iDecayHFLimit);
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mOpenAL.alAuxiliaryEffectSloti(1, AL_EFFECTSLOT_EFFECT, effect[0]);
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Platform::outputDebugString("eax reverb properties set");
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}
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else
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{
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/// No EAX Reverb. Set the standard reverb effect
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mOpenAL.alEffecti(effect[0], AL_EFFECT_TYPE, AL_EFFECT_REVERB);
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mOpenAL.alEffectf(effect[0], AL_REVERB_DENSITY, prop.flDensity);
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mOpenAL.alEffectf(effect[0], AL_REVERB_DIFFUSION, prop.flDiffusion);
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mOpenAL.alEffectf(effect[0], AL_REVERB_GAIN, prop.flGain);
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mOpenAL.alEffectf(effect[0], AL_REVERB_GAINHF, prop.flGainHF);
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mOpenAL.alEffectf(effect[0], AL_REVERB_DECAY_TIME, prop.flDecayTime);
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mOpenAL.alEffectf(effect[0], AL_REVERB_DECAY_HFRATIO, prop.flDecayHFRatio);
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mOpenAL.alEffectf(effect[0], AL_REVERB_REFLECTIONS_GAIN, prop.flReflectionsGain);
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mOpenAL.alEffectf(effect[0], AL_REVERB_REFLECTIONS_DELAY, prop.flReflectionsDelay);
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mOpenAL.alEffectf(effect[0], AL_REVERB_LATE_REVERB_GAIN, prop.flLateReverbGain);
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mOpenAL.alEffectf(effect[0], AL_REVERB_LATE_REVERB_DELAY, prop.flLateReverbDelay);
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mOpenAL.alEffectf(effect[0], AL_REVERB_AIR_ABSORPTION_GAINHF, prop.flAirAbsorptionGainHF);
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mOpenAL.alEffectf(effect[0], AL_REVERB_ROOM_ROLLOFF_FACTOR, prop.flRoomRolloffFactor);
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mOpenAL.alEffecti(effect[0], AL_REVERB_DECAY_HFLIMIT, prop.iDecayHFLimit);
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mOpenAL.alAuxiliaryEffectSloti(1, AL_EFFECTSLOT_EFFECT, effect[0]);
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}
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} |