Clean up the code a bit and combine soundmgr_openal.hxx and soundmgr_aeonwave.hxx into a single file

This commit is contained in:
Erik Hofman 2016-08-06 11:24:58 +02:00
parent fcd0f15ff2
commit f8d5e58ccc
9 changed files with 38 additions and 373 deletions

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@ -5,7 +5,7 @@ set(HEADERS
sample_group.hxx
xmlsound.hxx
readwav.hxx
${CMAKE_CURRENT_BINARY_DIR}/soundmgr.hxx
soundmgr.hxx
)
set(SOURCES
@ -17,16 +17,10 @@ set(SOURCES
)
if (USE_AEONWAVE)
CONFIGURE_FILE(
"soundmgr_aeonwave.hxx"
"soundmgr.hxx")
set(SOURCES ${SOURCES}
soundmgr_aeonwave.cxx
)
else()
CONFIGURE_FILE(
"soundmgr_openal.hxx"
"soundmgr.hxx")
set(SOURCES ${SOURCES}
soundmgr_openal.cxx
)
@ -55,7 +49,6 @@ if(ENABLE_TESTS AND ENABLE_SOUND)
endif()
create_test(aeonwave_test1)
create_test(aeonwave_test2)
else ()
if (SIMGEAR_SHARED)
@ -66,7 +59,8 @@ if(ENABLE_TESTS AND ENABLE_SOUND)
endif()
create_test(openal_test1)
create_test(openal_test2)
create_test(openal_test3)
endif()
create_test(soundmgr_test)
create_test(soundmgr_test2)
endif()

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@ -35,8 +35,7 @@
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/ResourceManager.hxx>
#include "soundmgr_openal_private.hxx"
#include "soundmgr_openal.hxx"
#include "soundmgr.hxx"
#include "sample.hxx"
#define AL_FALSE 0

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@ -28,8 +28,7 @@
#include <simgear/sg_inlines.h>
#include <simgear/debug/logstream.hxx>
#include "soundmgr_openal.hxx"
#include "soundmgr_openal_private.hxx"
#include "soundmgr.hxx"
#include "sample_group.hxx"
SGSampleGroup::SGSampleGroup () :

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@ -27,8 +27,8 @@
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
#ifndef _SG_SOUNDMGR_OPENAL_HXX
#define _SG_SOUNDMGR_OPENAL_HXX 1
#ifndef _SG_SOUNDMGR_HXX
#define _SG_SOUNDMGR_HXX 1
#include <string>
#include <vector>
@ -304,13 +304,13 @@ public:
* @param freq Pointer to a vairable that gets the sample frequency in Herz
* @return true if succesful, false on error
*/
bool load( const std::string &samplepath,
void **data,
int *format,
size_t *size,
int *freq,
int *block );
virtual bool load( const std::string &samplepath,
void **data,
int *format,
size_t *size,
int *freq,
int *block );
/**
* Get a list of available playback devices.
*/
@ -353,4 +353,4 @@ private:
};
#endif // _SG_SOUNDMGR_OPENAL_HXX
#endif // _SG_SOUNDMGR_HXX

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@ -1,4 +1,5 @@
// soundmgr.cxx -- Sound effect management class
// soundmgr_aeonwave.cxx -- Sound effect management class
// for the AeonWave 3D and 4D audio rendering engine.
//
// Sound manager initially written by David Findlay
// <david_j_findlay@yahoo.com.au> 2001
@ -36,8 +37,9 @@
#include <cassert>
#include <boost/foreach.hpp>
#include <aax/aeonwave.hpp>
#include "soundmgr_aeonwave.hxx"
#include "soundmgr.hxx"
#include "sample_group.hxx"
#include <simgear/sg_inlines.h>
@ -60,7 +62,7 @@ typedef std::map < std::string, SGSharedPtr<SGSampleGroup> > sample_group_map;
typedef sample_group_map::iterator sample_group_map_iterator;
typedef sample_group_map::const_iterator const_sample_group_map_iterator;
#if 1
#ifndef NDEBUG
# define TRY(a) if ((a) == 0) printf("%i: %s\n", __LINE__, d->_aax.strerror())
#else
# define TRY(a) (a)
@ -143,12 +145,12 @@ public:
// constructor
SGSoundMgr::SGSoundMgr() :
_renderer("unknown"),
_vendor("unknown"),
_active(false),
_changed(true),
_volume(0.0),
_velocity(SGVec3d::zeros())
_velocity(SGVec3d::zeros()),
_renderer("unknown"),
_vendor("unknown")
{
d.reset(new SoundManagerPrivate);
d->_base_pos = SGVec3d::fromGeod(_geod_pos);
@ -765,3 +767,13 @@ SGVec3f SGSoundMgr::get_direction() const
d->_mtx.get(pos, at, up);
return SGVec3f( at );
}
bool SGSoundMgr::load( const std::string &samplepath,
void **dbuf,
int *fmt,
size_t *sz,
int *frq,
int *block )
{
return true;
}

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@ -1,339 +0,0 @@
///@file
/// Sound effect management class
///
/// Provides a sound manager class to keep track of multiple sounds and manage
/// playing them with different effects and timings.
//
// Sound manager initially written by David Findlay
// <david_j_findlay@yahoo.com.au> 2001
//
// C++-ified by Curtis Olson, started March 2001.
// Modified for the new SoundSystem by Erik Hofman, October 2009
//
// Copyright (C) 2001 Curtis L. Olson - http://www.flightgear.org/~curt
// Copyright (C) 2016 Erik Hofman <erik@ehofman.com>
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
#ifndef _SG_SOUNDMGR_AEONWAVE_HXX
#define _SG_SOUNDMGR_AEONWAVE_HXX 1
#include <string>
#include <vector>
#include <map>
#include <memory> // for std::auto_ptr
#include <aax/matrix.hpp>
#include <aax/aeonwave.hpp>
#include <simgear/compiler.h>
#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/math/SGMath.hxx>
// forward decls
class SGSampleGroup;
class SGSoundSample;
/**
* Manage a collection of SGSampleGroup instances
*/
class SGSoundMgr : public SGSubsystem
{
public:
SGSoundMgr();
~SGSoundMgr();
void init();
void update(double dt);
void suspend();
void resume();
void stop();
void reinit();
/**
* Select a specific sound device.
* Requires a init/reinit call before sound is actually switched.
*/
inline void select_device(const char* devname) {_device_name = devname;}
/**
* Test is the sound manager is in a working condition.
* @return true is the sound manager is working
*/
bool is_working() const;
/**
* Set the sound manager to a working condition.
*/
void activate();
/**
* Test is the sound manager is in an active and working condition.
* @return true is the sound manager is active
*/
inline bool is_active() const { return _active; }
/**
* Register a sample group to the sound manager.
* @param sgrp Pointer to a sample group to add
* @param refname Reference name of the sample group
* @return true if successful, false otherwise
*/
bool add( SGSampleGroup *sgrp, const std::string& refname );
/**
* Remove a sample group from the sound manager.
* @param refname Reference name of the sample group to remove
* @return true if successful, false otherwise
*/
bool remove( const std::string& refname );
/**
* Test if a specified sample group is registered at the sound manager
* @param refname Reference name of the sample group test for
* @return true if the specified sample group exists
*/
bool exists( const std::string& refname );
/**
* Find a specified sample group in the sound manager
*
* @param refname Reference name of the sample group to find
* @param create If the group should be create if it does not exist
* @return A pointer to the SGSampleGroup
*/
SGSampleGroup *find( const std::string& refname, bool create = false );
/**
* Set the Cartesian position of the sound manager.
*
* @param pos OpenAL listener position
*/
void set_position( const SGVec3d& pos, const SGGeod& pos_geod );
/**
* Get the position of the sound manager.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
*
* @return OpenAL listener position
*/
const SGVec3d& get_position() const;
/**
* Set the velocity vector (in meters per second) of the sound manager
* This is the horizontal local frame; x=north, y=east, z=down
*
* @param vel Velocity vector
*/
void set_velocity( const SGVec3d& vel ) {
_velocity = vel; _changed = true;
}
/**
* Get the velocity vector of the sound manager
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
*
* @return Velocity vector of the OpenAL listener
*/
inline SGVec3f get_velocity() { return toVec3f(_velocity); }
/**
* Set the orientation of the sound manager
*
* @param ori Quaternation containing the orientation information
*/
void set_orientation( const SGQuatd& ori );
/**
* Get the orientation of the sound manager
*
* @return Quaternation containing the orientation information
*/
const SGQuatd& get_orientation() const;
/**
* Get the direction vector of the sound manager
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
*
* @return Look-at direction of the OpenAL listener
*/
SGVec3f get_direction() const;
enum {
NO_SOURCE = (unsigned int)-1,
NO_BUFFER = (unsigned int)-1,
FAILED_BUFFER = (unsigned int)-2
};
/**
* Set the master volume.
*
* @param vol Volume (must be between 0.0 and 1.0)
*/
void set_volume( float vol );
/**
* Get the master volume.
*
* @return Volume (must be between 0.0 and 1.0)
*/
inline float get_volume() { return _volume; }
/**
* Get a free OpenAL source-id
*
* @return NO_SOURCE if no source is available
*/
unsigned int request_source();
/**
* Free an OpenAL source-id for future use
*
* @param source OpenAL source-id to free
*/
void release_source( unsigned int source );
/**
* Get a free OpenAL buffer-id
* The buffer-id will be assigned to the sample by calling this function.
*
* @param sample Pointer to an audio sample to assign the buffer-id to
* @return NO_BUFFER if loading of the buffer failed.
*/
unsigned int request_buffer(SGSoundSample *sample);
/**
* Free an OpenAL buffer-id for this sample
*
* @param sample Pointer to an audio sample for which to free the buffer
*/
void release_buffer( SGSoundSample *sample );
/**
* Initialize sample for playback.
*
* @param sample Pointer to an audio sample to initialize.
*/
void sample_init( SGSoundSample *sample );
/**
* Stop and destroy a sample
*
* @param sample Pointer to an audio sample to destroy.
*/
void sample_destroy( SGSoundSample *sample );
/**
* Start playback of a sample
*
* @param sample Pointer to an audio sample to start playing.
*/
void sample_play( SGSoundSample *sample );
/**
* Stop a sample
*
* @param sample Pointer to an audio sample to stop.
*/
void sample_stop( SGSoundSample *sample );
/**
* Suspend playback of a sample
*
* @param sample Pointer to an audio sample to suspend.
*/
void sample_suspend( SGSoundSample *sample );
/**
* Resume playback of a sample
*
* @param sample Pointer to an audio sample to resume.
*/
void sample_resume( SGSoundSample *sample );
/**
* Check if a sample is stopped, or still playing
*
* @param sample Pointer to an audio sample to test.
* @return true if the sample is stopped.
*/
bool is_sample_stopped( SGSoundSample *sample );
/**
* Update all status and 3d parameters of a sample.
*
* @param sample Pointer to an audio sample to update.
*/
void update_sample_config( SGSoundSample *sample, SGVec3d& position, SGVec3f& orientation, SGVec3f& velocity );
/**
* Test if the position of the sound manager has changed.
* The value will be set to false upon the next call to update_late()
*
* @return true if the position has changed
*/
inline bool has_changed() { return _changed; }
/**
* Some implementations seem to need the velocity multiplied by a
* factor of 100 to make them distinct. I've not found if this is
* a problem in the implementation or in out code. Until then
* this function is used to detect the problematic implementations.
*/
inline bool bad_doppler_effect() { return false; }
/**
* Get a list of available playback devices.
*/
std::vector<const char*> get_available_devices();
/**
* Get the current OpenAL vendor or rendering backend.
*/
const std::string& get_vendor() { return _vendor; }
const std::string& get_renderer() { return _renderer; }
bool testForError(std::string s, std::string name = "sound manager");
static const char* subsystemName() { return "sound"; };
private:
class SoundManagerPrivate;
/// private implementation object
std::auto_ptr<SoundManagerPrivate> d;
std::string _renderer;
std::string _vendor;
std::string _device_name;
bool _active;
bool _changed;
float _volume;
// Position of the listener.
SGGeod _geod_pos;
// Velocity of the listener.
SGVec3d _velocity;
bool testForError(void *p, std::string s);
void update_sample_config( SGSampleGroup *sound );
};
#endif // _SG_SOUNDMGR_AEONWAVE_HXX

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@ -1,4 +1,4 @@
// soundmgr.cxx -- Sound effect management class
// soundmgr_openal.cxx -- Sound effect management class for OpenAL
//
// Sound manager initially written by David Findlay
// <david_j_findlay@yahoo.com.au> 2001
@ -38,7 +38,7 @@
#include <boost/foreach.hpp>
#include "soundmgr_openal.hxx"
#include "soundmgr.hxx"
#include "readwav.hxx"
#include "soundmgr_openal_private.hxx"
#include "sample_group.hxx"

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@ -10,7 +10,7 @@
#include <simgear/misc/sg_path.hxx>
#include <simgear/timing/timestamp.hxx>
#include "soundmgr_openal.hxx"
#include "soundmgr.hxx"
#include "sample_group.hxx"
#include "sample.hxx"

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@ -9,7 +9,7 @@
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include "soundmgr_openal.hxx"
#include "soundmgr.hxx"
#include "sample_group.hxx"
#include "sample.hxx"