0ad/source/soundmanager/items/CSoundBase.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

390 lines
7 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CSoundBase.h"
#if CONFIG2_AUDIO
#include "lib/timer.h"
#include "soundmanager/SoundManager.h"
#include "soundmanager/data/SoundData.h"
#include "ps/CLogger.h"
CSoundBase::CSoundBase()
{
ResetVars();
}
CSoundBase::~CSoundBase()
{
Stop();
ReleaseOpenAL();
}
void CSoundBase::ReleaseOpenAL()
{
if (m_ALSource != 0)
{
AL_CHECK;
alSourcei(m_ALSource, AL_BUFFER, 0L);
AL_CHECK;
((CSoundManager*)g_SoundManager)->ReleaseALSource(m_ALSource);
AL_CHECK;
m_ALSource = 0;
}
if (m_SoundData != 0)
{
AL_CHECK;
CSoundData::ReleaseSoundData(m_SoundData);
AL_CHECK;
m_SoundData = 0;
}
}
void CSoundBase::Attach(CSoundData* itemData)
{
UNUSED2(itemData);
}
void CSoundBase::ResetVars()
{
m_ALSource = 0;
m_SoundData = 0;
m_LastPlay = false;
m_Looping = false;
m_StartFadeTime = 0;
m_EndFadeTime = 0;
m_StartVolume = 0;
m_EndVolume = 0;
m_ShouldBePlaying = false;
m_IsPaused = false;
ResetFade();
}
void CSoundBase::ResetFade()
{
m_StartFadeTime = 0;
m_EndFadeTime = 0;
m_StartVolume = 0;
m_EndVolume = 0;
m_PauseAfterFade = false;
}
bool CSoundBase::Finished()
{
return !m_ShouldBePlaying && !IsPlaying();
}
bool CSoundBase::InitOpenAL()
{
alGetError(); /* clear error */
m_ALSource = ((CSoundManager*)g_SoundManager)->GetALSource( this );
AL_CHECK;
if ( m_ALSource )
{
alSourcef(m_ALSource,AL_PITCH,1.0f);
AL_CHECK;
alSourcef(m_ALSource,AL_GAIN,1.0f);
AL_CHECK;
alSourcei(m_ALSource,AL_LOOPING,AL_FALSE);
AL_CHECK;
return true;
}
else
{
// LOGERROR("Source not allocated by SoundManager\n", 0);
}
return false;
}
void CSoundBase::SetGain(ALfloat gain)
{
AL_CHECK;
if ( m_ALSource )
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
alSourcef(m_ALSource, AL_GAIN, gain);
AL_CHECK;
}
}
void CSoundBase::SetRollOff(float rolls, float minDist, float maxDist)
{
if ( m_ALSource )
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
alSourcef(m_ALSource, AL_REFERENCE_DISTANCE, minDist);
AL_CHECK;
alSourcef(m_ALSource, AL_MAX_DISTANCE, maxDist);
AL_CHECK;
alSourcef(m_ALSource, AL_ROLLOFF_FACTOR, rolls);
AL_CHECK;
}
}
void CSoundBase::EnsurePlay()
{
if (m_ShouldBePlaying && !m_IsPaused && !IsPlaying())
Play();
}
void CSoundBase::SetCone(ALfloat innerCone, ALfloat outerCone, ALfloat coneGain)
{
if ( m_ALSource )
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
AL_CHECK;
alSourcef(m_ALSource, AL_CONE_INNER_ANGLE, innerCone);
AL_CHECK;
alSourcef(m_ALSource, AL_CONE_OUTER_ANGLE, outerCone);
AL_CHECK;
alSourcef(m_ALSource, AL_CONE_OUTER_GAIN, coneGain);
AL_CHECK;
}
}
void CSoundBase::SetPitch(ALfloat pitch)
{
if ( m_ALSource )
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
alSourcef(m_ALSource, AL_PITCH, pitch);
AL_CHECK;
}
}
void CSoundBase::SetDirection(const CVector3D& direction)
{
if ( m_ALSource )
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
alSourcefv(m_ALSource, AL_DIRECTION, direction.AsFloatArray().data());
AL_CHECK;
}
}
bool CSoundBase::IsPlaying()
{
if ( m_ALSource )
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
int proc_state;
alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state);
AL_CHECK;
return (proc_state == AL_PLAYING);
}
return false;
}
void CSoundBase::SetLastPlay(bool last)
{
m_LastPlay = last;
}
bool CSoundBase::IdleTask()
{
return true;
}
void CSoundBase::SetLocation (const CVector3D& position)
{
if ( m_ALSource != 0 )
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
alSourcefv(m_ALSource,AL_POSITION, position.AsFloatArray().data());
AL_CHECK;
}
}
bool CSoundBase::HandleFade()
{
AL_CHECK;
if (m_ALSource == 0)
return true;
if (m_StartFadeTime != 0)
{
double currTime = timer_Time();
double pctDone = std::min(1.0, (currTime - m_StartFadeTime) / (m_EndFadeTime - m_StartFadeTime));
pctDone = std::max(0.0, pctDone);
ALfloat curGain = ((m_EndVolume - m_StartVolume) * pctDone) + m_StartVolume;
if (curGain == 0)
{
if ( m_PauseAfterFade )
Pause();
else
Stop();
}
else if (curGain == m_EndVolume)
{
if (m_ALSource != 0)
alSourcef(m_ALSource, AL_GAIN, curGain);
ResetFade();
}
else if (m_ALSource != 0)
alSourcef(m_ALSource, AL_GAIN, curGain);
AL_CHECK;
}
return true;
}
bool CSoundBase::IsFading()
{
return ((m_ALSource != 0) && (m_StartFadeTime != 0));
}
bool CSoundBase::GetLooping()
{
return m_Looping;
}
void CSoundBase::SetLooping(bool loops)
{
m_Looping = loops;
if (m_ALSource != 0)
{
alSourcei(m_ALSource, AL_LOOPING, loops ? AL_TRUE : AL_FALSE);
AL_CHECK;
}
}
void CSoundBase::Play()
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
m_ShouldBePlaying = true;
m_IsPaused = false;
AL_CHECK;
if (m_ALSource != 0)
{
alSourcePlay(m_ALSource);
ALenum err = alGetError();
if (err != AL_NO_ERROR)
{
if (err == AL_INVALID)
((CSoundManager*)g_SoundManager)->SetDistressThroughError();
else
((CSoundManager*)g_SoundManager)->al_ReportError(err, __func__, __LINE__);
}
}
}
void CSoundBase::PlayAndDelete()
{
SetLastPlay(true);
Play();
}
void CSoundBase::FadeAndPause(double fadeTime)
{
m_PauseAfterFade = true;
FadeToIn(0, fadeTime);
}
void CSoundBase::FadeAndDelete(double fadeTime)
{
SetLastPlay(true);
FadeToIn(0, fadeTime);
}
void CSoundBase::StopAndDelete()
{
SetLastPlay(true);
Stop();
}
void CSoundBase::PlayLoop()
{
if (m_ALSource != 0)
{
SetLooping(true);
Play();
AL_CHECK;
}
}
void CSoundBase::FadeToIn(ALfloat newVolume, double fadeDuration)
{
if (m_ALSource != 0)
{
ALenum proc_state;
alGetSourcei(m_ALSource, AL_SOURCE_STATE, &proc_state);
if (proc_state == AL_PLAYING)
{
m_StartFadeTime = timer_Time();
m_EndFadeTime = m_StartFadeTime + fadeDuration;
alGetSourcef(m_ALSource, AL_GAIN, &m_StartVolume);
m_EndVolume = newVolume;
}
AL_CHECK;
}
}
void CSoundBase::Stop()
{
m_ShouldBePlaying = false;
if (m_ALSource != 0)
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
AL_CHECK;
alSourcei(m_ALSource, AL_LOOPING, AL_FALSE);
AL_CHECK;
alSourceStop(m_ALSource);
AL_CHECK;
}
}
const Path CSoundBase::GetName()
{
if (m_SoundData)
return m_SoundData->GetFileName();
return Path();
}
void CSoundBase::Pause()
{
if (m_ALSource != 0)
{
m_IsPaused = true;
alSourcePause(m_ALSource);
AL_CHECK;
}
}
void CSoundBase::Resume()
{
if (m_ALSource != 0)
{
alSourcePlay(m_ALSource);
AL_CHECK;
}
}
#endif // CONFIG2_AUDIO