Torque3D/Engine/source/sfx/openal/sfxALVoice.cpp
2012-09-19 11:15:01 -04:00

258 lines
7.4 KiB
C++

//-----------------------------------------------------------------------------
// 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/openal/sfxALVoice.h"
#include "sfx/openal/sfxALBuffer.h"
#include "sfx/openal/sfxALDevice.h"
#ifdef TORQUE_DEBUG
# define AL_SANITY_CHECK() \
AssertFatal( mOpenAL.alIsSource( mSourceName ), "AL Source Sanity Check Failed!" );
#else
# define AL_SANITY_CHECK()
#endif
//#define DEBUG_SPEW
SFXALVoice* SFXALVoice::create( SFXALDevice* device, SFXALBuffer *buffer )
{
AssertFatal( buffer, "SFXALVoice::create() - Got null buffer!" );
ALuint sourceName;
device->mOpenAL.alGenSources( 1, &sourceName );
AssertFatal( device->mOpenAL.alIsSource( sourceName ), "AL Source Sanity Check Failed!" );
// Is this 3d?
// Okay, this looks odd, but bear with me for a moment. AL_SOURCE_RELATIVE does NOT indicate
// whether or not the volume of the sound should change depending on the position of the listener.
// OpenAL assumes that the volume will ALWAYS depend on the position of the listener. What AL_SOURCE_RELATIVE
// does do is dictate if the position of THIS SOURCE is relative to the listener. If AL_SOURCE_RELATIVE is AL_TRUE
// 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
// we want for non-3d sounds.
device->mOpenAL.alSourcei( sourceName, AL_SOURCE_RELATIVE, ( buffer->mIs3d ? AL_FALSE : AL_TRUE ) );
if( buffer->mIs3d )
device->mOpenAL.alSourcef( sourceName, AL_ROLLOFF_FACTOR, device->mRolloffFactor );
SFXALVoice *voice = new SFXALVoice( device->mOpenAL,
buffer,
sourceName );
return voice;
}
SFXALVoice::SFXALVoice( const OPENALFNTABLE &oalft,
SFXALBuffer *buffer,
ALuint sourceName )
: Parent( buffer ),
mOpenAL( oalft ),
mResumeAtSampleOffset( -1.0f ),
mSourceName( sourceName ),
mSampleOffset( 0 )
{
AL_SANITY_CHECK();
}
SFXALVoice::~SFXALVoice()
{
mOpenAL.alDeleteSources( 1, &mSourceName );
}
void SFXALVoice::_lateBindStaticBufferIfNecessary()
{
if( !mBuffer->isStreaming() )
{
ALint bufferId;
mOpenAL.alGetSourcei( mSourceName, AL_BUFFER, &bufferId );
if( !bufferId )
mOpenAL.alSourcei( mSourceName, AL_BUFFER, _getBuffer()->mALBuffer );
}
}
SFXStatus SFXALVoice::_status() const
{
AL_SANITY_CHECK();
ALint state;
mOpenAL.alGetSourcei( mSourceName, AL_SOURCE_STATE, &state );
switch( state )
{
case AL_PLAYING: return SFXStatusPlaying;
case AL_PAUSED: return SFXStatusPaused;
default: return SFXStatusStopped;
}
}
void SFXALVoice::_play()
{
AL_SANITY_CHECK();
_lateBindStaticBufferIfNecessary();
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXALVoice] Starting playback" );
#endif
mOpenAL.alSourcePlay( mSourceName );
//WORKAROUND: Adjust play cursor for buggy OAL when resuming playback. Do this after alSourcePlay
// as it is the play function that will cause the cursor to jump.
if( mResumeAtSampleOffset != -1.0f )
{
mOpenAL.alSourcef( mSourceName, AL_SAMPLE_OFFSET, mResumeAtSampleOffset );
mResumeAtSampleOffset = -1.0f;
}
}
void SFXALVoice::_pause()
{
AL_SANITY_CHECK();
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXALVoice] Pausing playback" );
#endif
mOpenAL.alSourcePause( mSourceName );
//WORKAROUND: Another workaround for buggy OAL. Resuming playback of a paused source will cause the
// play cursor to jump. Save the cursor so we can manually move it into position in _play(). Sigh.
mOpenAL.alGetSourcef( mSourceName, AL_SAMPLE_OFFSET, &mResumeAtSampleOffset );
}
void SFXALVoice::_stop()
{
AL_SANITY_CHECK();
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXALVoice] Stopping playback" );
#endif
mOpenAL.alSourceStop( mSourceName );
mSampleOffset = 0;
mResumeAtSampleOffset = -1.0f;
}
void SFXALVoice::_seek( U32 sample )
{
AL_SANITY_CHECK();
_lateBindStaticBufferIfNecessary();
mOpenAL.alSourcei( mSourceName, AL_SAMPLE_OFFSET, sample );
mResumeAtSampleOffset = -1.0f;
}
U32 SFXALVoice::_tell() const
{
// Flush processed buffers as AL_SAMPLE_OFFSET will snap back to zero as soon
// as the queue is processed in whole.
if( mBuffer->isStreaming() )
mBuffer->write( NULL, 0 );
ALint pos;
mOpenAL.alGetSourcei( mSourceName, AL_SAMPLE_OFFSET, &pos );
return ( pos + mSampleOffset );
}
void SFXALVoice::setMinMaxDistance( F32 min, F32 max )
{
AL_SANITY_CHECK();
mOpenAL.alSourcef( mSourceName, AL_REFERENCE_DISTANCE, min );
mOpenAL.alSourcef( mSourceName, AL_MAX_DISTANCE, max );
}
void SFXALVoice::play( bool looping )
{
AL_SANITY_CHECK();
mOpenAL.alSourceStop( mSourceName );
if( !mBuffer->isStreaming() )
mOpenAL.alSourcei( mSourceName, AL_LOOPING, ( looping ? AL_TRUE : AL_FALSE ) );
Parent::play( looping );
}
void SFXALVoice::setVelocity( const VectorF& velocity )
{
AL_SANITY_CHECK();
// Torque and OpenAL are both right handed
// systems, so no coordinate flipping is needed.
mOpenAL.alSourcefv( mSourceName, AL_VELOCITY, velocity );
}
void SFXALVoice::setTransform( const MatrixF& transform )
{
AL_SANITY_CHECK();
// Torque and OpenAL are both right handed
// systems, so no coordinate flipping is needed.
Point3F pos, dir;
transform.getColumn( 3, &pos );
transform.getColumn( 1, &dir );
mOpenAL.alSourcefv( mSourceName, AL_POSITION, pos );
mOpenAL.alSourcefv( mSourceName, AL_DIRECTION, dir );
}
void SFXALVoice::setVolume( F32 volume )
{
AL_SANITY_CHECK();
mOpenAL.alSourcef( mSourceName, AL_GAIN, volume );
}
void SFXALVoice::setPitch( F32 pitch )
{
AL_SANITY_CHECK();
mOpenAL.alSourcef( mSourceName, AL_PITCH, pitch );
}
void SFXALVoice::setCone( F32 innerAngle, F32 outerAngle, F32 outerVolume )
{
AL_SANITY_CHECK();
mOpenAL.alSourcef( mSourceName, AL_CONE_INNER_ANGLE, innerAngle );
mOpenAL.alSourcef( mSourceName, AL_CONE_OUTER_ANGLE, outerAngle );
mOpenAL.alSourcef( mSourceName, AL_CONE_OUTER_GAIN, outerVolume );
}
void SFXALVoice::setRolloffFactor( F32 factor )
{
mOpenAL.alSourcef( mSourceName, AL_ROLLOFF_FACTOR, factor );
}