simgear/simgear/sound/soundmgr_openal.hxx
ThorstenB e30ea5206f Fix Linux compile: "free" needs stdlib.h.
Also move to .cxx file to avoid another include dependency in the header.
2012-10-04 21:11:35 +02:00

288 lines
8.5 KiB
C++

// soundmgr.hxx -- Sound effect management class
//
// 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) 2009 Erik Hofman <erik@ehofman.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program 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
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
/**
* \file soundmgr.hxx
* Provides a sound manager class to keep track of
* multiple sounds and manage playing them with different effects and
* timings.
*/
#ifndef _SG_SOUNDMGR_OPENAL_HXX
#define _SG_SOUNDMGR_OPENAL_HXX 1
#include <string>
#include <vector>
#include <map>
#include <memory> // for std::auto_ptr
#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
* @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 );
void set_position_offset( const SGVec3d& pos ) {
_offset_pos = pos; _changed = true;
}
/**
* 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 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 );
/**
* 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 _bad_doppler; }
/**
* Load a sample file and return it's configuration and data.
* @param samplepath Path to the file to load
* @param data Pointer to a variable that points to the allocated data
* @param format Pointer to a vairable that gets the OpenAL format
* @param size Pointer to a vairable that gets the sample size in bytes
* @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 );
/**
* 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; }
private:
class SoundManagerPrivate;
/// private implementation object
std::auto_ptr<SoundManagerPrivate> d;
bool _active;
bool _changed;
float _volume;
// Position of the listener.
SGVec3d _offset_pos;
SGGeod _geod_pos;
// Velocity of the listener.
SGVec3d _velocity;
bool _bad_doppler;
std::string _renderer;
std::string _vendor;
std::string _device_name;
bool testForALError(std::string s);
bool testForALCError(std::string s);
bool testForError(void *p, std::string s);
void update_sample_config( SGSampleGroup *sound );
};
#endif // _SG_SOUNDMGR_OPENAL_HXX