0ad/source/soundmanager/items/CSoundBase.cpp
wraitii ba736916fc Clean up ThreadUtil, use standard C++11 constructs instead of custom ones.
ThreadUtil shipped a scope lock and a mutex implementation, which can be
removed since we now have these in the standard library.
This lets us clean up this header which get included everywhere (through
profiler includes).

Tested By: Angen and Stan
Differential Revision: https://code.wildfiregames.com/D1915
This was SVN commit r22344.
2019-06-06 19:30:48 +00:00

390 lines
7 KiB
C++

/* Copyright (C) 2019 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(ALfloat rolls)
{
if ( m_ALSource )
{
std::lock_guard<std::mutex> lock(m_ItemMutex);
alSourcef(m_ALSource, AL_REFERENCE_DISTANCE, 70.0f);
AL_CHECK;
alSourcef(m_ALSource, AL_MAX_DISTANCE, 200.0);
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.GetFloatArray());
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.GetFloatArray());
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