mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
261 lines
7.6 KiB
C++
261 lines
7.6 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 "platform/platform.h"
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#include "sfx/openal/sfxALVoice.h"
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#include "sfx/openal/sfxALBuffer.h"
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#include "sfx/openal/sfxALDevice.h"
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#ifdef TORQUE_DEBUG
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# define AL_SANITY_CHECK() \
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AssertFatal( mOpenAL.alIsSource( mSourceName ), "AL Source Sanity Check Failed!" );
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#else
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# define AL_SANITY_CHECK()
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#endif
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//#define DEBUG_SPEW
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SFXALVoice* SFXALVoice::create( SFXALDevice* device, SFXALBuffer *buffer )
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{
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AssertFatal( buffer, "SFXALVoice::create() - Got null buffer!" );
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ALuint sourceName;
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device->mOpenAL.alGenSources( 1, &sourceName );
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AssertFatal( device->mOpenAL.alIsSource( sourceName ), "AL Source Sanity Check Failed!" );
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// Is this 3d?
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// Okay, this looks odd, but bear with me for a moment. AL_SOURCE_RELATIVE does NOT indicate
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// whether or not the volume of the sound should change depending on the position of the listener.
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// OpenAL assumes that the volume will ALWAYS depend on the position of the listener. What AL_SOURCE_RELATIVE
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// does do is dictate if the position of THIS SOURCE is relative to the listener. If AL_SOURCE_RELATIVE is AL_TRUE
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// and the source's position is 0, 0, 0, then the source is directly on top of the listener at all times, which is what
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// we want for non-3d sounds.
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device->mOpenAL.alSourcei( sourceName, AL_SOURCE_RELATIVE, ( buffer->mIs3d ? AL_FALSE : AL_TRUE ) );
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if( buffer->mIs3d )
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device->mOpenAL.alSourcef( sourceName, AL_ROLLOFF_FACTOR, device->mRolloffFactor );
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SFXALVoice *voice = new SFXALVoice( device->mOpenAL,
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buffer,
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sourceName );
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return voice;
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}
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SFXALVoice::SFXALVoice( const OPENALFNTABLE &oalft,
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SFXALBuffer *buffer,
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ALuint sourceName )
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: Parent( buffer ),
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mSourceName( sourceName ),
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mResumeAtSampleOffset( -1.0f ),
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mSampleOffset( 0 ),
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mOpenAL( oalft )
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{
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AL_SANITY_CHECK();
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}
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SFXALVoice::~SFXALVoice()
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{
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mOpenAL.alDeleteSources( 1, &mSourceName );
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}
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void SFXALVoice::_lateBindStaticBufferIfNecessary()
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{
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if( !mBuffer->isStreaming() )
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{
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ALint bufferId;
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mOpenAL.alGetSourcei( mSourceName, AL_BUFFER, &bufferId );
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if( !bufferId )
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mOpenAL.alSourcei( mSourceName, AL_BUFFER, _getBuffer()->mALBuffer );
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}
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}
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SFXStatus SFXALVoice::_status() const
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{
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AL_SANITY_CHECK();
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ALint state;
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mOpenAL.alGetSourcei( mSourceName, AL_SOURCE_STATE, &state );
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switch( state )
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{
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case AL_PLAYING: return SFXStatusPlaying;
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case AL_PAUSED: return SFXStatusPaused;
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default: return SFXStatusStopped;
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}
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}
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void SFXALVoice::_play()
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{
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AL_SANITY_CHECK();
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_lateBindStaticBufferIfNecessary();
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SFXALVoice] Starting playback" );
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#endif
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#if defined(AL_ALEXT_PROTOTYPES)
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//send every voice that plays to the alauxiliary slot that has the reverb
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mOpenAL.alSource3i(mSourceName, AL_AUXILIARY_SEND_FILTER, 1, 0, AL_FILTER_NULL);
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#endif
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mOpenAL.alSourcePlay( mSourceName );
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//WORKAROUND: Adjust play cursor for buggy OAL when resuming playback. Do this after alSourcePlay
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// as it is the play function that will cause the cursor to jump.
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if( mResumeAtSampleOffset != -1.0f )
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{
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mOpenAL.alSourcef( mSourceName, AL_SAMPLE_OFFSET, mResumeAtSampleOffset );
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mResumeAtSampleOffset = -1.0f;
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}
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}
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void SFXALVoice::_pause()
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{
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AL_SANITY_CHECK();
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SFXALVoice] Pausing playback" );
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#endif
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mOpenAL.alSourcePause( mSourceName );
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//WORKAROUND: Another workaround for buggy OAL. Resuming playback of a paused source will cause the
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// play cursor to jump. Save the cursor so we can manually move it into position in _play(). Sigh.
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mOpenAL.alGetSourcef( mSourceName, AL_SAMPLE_OFFSET, &mResumeAtSampleOffset );
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}
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void SFXALVoice::_stop()
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{
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AL_SANITY_CHECK();
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SFXALVoice] Stopping playback" );
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#endif
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mOpenAL.alSourceStop( mSourceName );
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mSampleOffset = 0;
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mResumeAtSampleOffset = -1.0f;
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}
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void SFXALVoice::_seek( U32 sample )
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{
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AL_SANITY_CHECK();
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_lateBindStaticBufferIfNecessary();
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mOpenAL.alSourcei( mSourceName, AL_SAMPLE_OFFSET, sample );
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mResumeAtSampleOffset = -1.0f;
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}
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U32 SFXALVoice::_tell() const
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{
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// Flush processed buffers as AL_SAMPLE_OFFSET will snap back to zero as soon
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// as the queue is processed in whole.
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if( mBuffer->isStreaming() )
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mBuffer->write( NULL, 0 );
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ALint pos;
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mOpenAL.alGetSourcei( mSourceName, AL_SAMPLE_OFFSET, &pos );
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return ( pos + mSampleOffset );
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}
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void SFXALVoice::setMinMaxDistance( F32 min, F32 max )
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{
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AL_SANITY_CHECK();
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mOpenAL.alSourcef( mSourceName, AL_REFERENCE_DISTANCE, min );
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mOpenAL.alSourcef( mSourceName, AL_MAX_DISTANCE, max );
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}
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void SFXALVoice::play( bool looping )
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{
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AL_SANITY_CHECK();
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mOpenAL.alSourceStop( mSourceName );
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if( !mBuffer->isStreaming() )
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mOpenAL.alSourcei( mSourceName, AL_LOOPING, ( looping ? AL_TRUE : AL_FALSE ) );
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Parent::play( looping );
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}
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void SFXALVoice::setVelocity( const VectorF& velocity )
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{
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AL_SANITY_CHECK();
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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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mOpenAL.alSourcefv( mSourceName, AL_VELOCITY, velocity );
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}
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void SFXALVoice::setTransform( const MatrixF& transform )
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{
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AL_SANITY_CHECK();
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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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Point3F pos, dir;
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transform.getColumn( 3, &pos );
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transform.getColumn( 1, &dir );
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mOpenAL.alSourcefv( mSourceName, AL_POSITION, pos );
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mOpenAL.alSourcefv( mSourceName, AL_DIRECTION, dir );
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}
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void SFXALVoice::setVolume( F32 volume )
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{
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AL_SANITY_CHECK();
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mOpenAL.alSourcef( mSourceName, AL_GAIN, volume );
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}
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void SFXALVoice::setPitch( F32 pitch )
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{
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AL_SANITY_CHECK();
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mOpenAL.alSourcef( mSourceName, AL_PITCH, pitch );
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}
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void SFXALVoice::setCone( F32 innerAngle, F32 outerAngle, F32 outerVolume )
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{
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AL_SANITY_CHECK();
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mOpenAL.alSourcef( mSourceName, AL_CONE_INNER_ANGLE, innerAngle );
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mOpenAL.alSourcef( mSourceName, AL_CONE_OUTER_ANGLE, outerAngle );
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mOpenAL.alSourcef( mSourceName, AL_CONE_OUTER_GAIN, outerVolume );
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}
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void SFXALVoice::setRolloffFactor( F32 factor )
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{
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mOpenAL.alSourcef( mSourceName, AL_ROLLOFF_FACTOR, factor );
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}
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