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History: OpenAl SoundManager, dll version
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!!SoundManager - A very simple sound manager using OpenAL - DLL Version This is a dll version of the generic ((OpenAL SoundManager)) Aug 05 - First version of the code by [http://www.ogre3d.org/phpBB2/profile.php?mode=viewprofile&u=2665|Van Stokes], Jr. (http://www.EvilMasterMindsInc.com). Sep 05 - Second version by [http://www.ogre3d.org/phpBB2/profile.php?mode=viewprofile&u=3293|Steven]. Jan 06 - Implementation of the ogg format by [http://www.ogre3d.org/phpBB2/profile.php?mode=viewprofile&u=281 |Crashy], using the excellent tutorial made by Anthony Yuen [http://www.gamedev.net/reference/articles/article2031.asp |GameDev tutorial]. !!Goals * Simple sound manager using OpenAL ([http://www.OpenAL.org]). * Nearly no Ogre code was used to be as universal as possible (only exception OgreVector3.h and OgreQuaternion.h) __Careful :__ -This code is written for the version '''1.1''' of OpenAL. Verify that your library is not 1.0. Check the OpenAL site for the new SDK installer. ''However, several people couldn't integrate the 1.1 version with Ogre. Ogre simply segfault but until now nobody could find the reason... If it happens you should revert to the 1.0 version and make three small modifications to the source.'' If you want a more advanced manager, see OpenAL++ ([http://alpp.sourceforge.net/]) __Please, use [http://www.ogre3d.org/phpBB2/viewtopic.php?p=100754|this forum thread] to discuss problems, suggestions, etc.__ !!TODO * Make the au format readable * make functions that call the EAX functions ! !Compiling * Download and install the OpenAL library and DLL. * Download and compile the OGG-Vorbis SDK [http://downloads.xiph.org/releases/vorbis/|take the most recent libvorbis archive ] * You '''need''' to compile or have the ogg dll (vorbisfile.dll, ogg.dll,vorbisenc.dll, vorbis.dll), setting the Code Generation to "Multithread DLL" with visual Studio. * Include the "OpenAl_library\include" containing the directories AL and ALUT. * Link to : ALut.lib and OpenAL32.lib. The order is important. * Link to : vorbis.lib ogg.lib vorbisenc.lib vorbisfile.lib * Adjust for your need the #define and #include of libOpenAl.h * You should replace all "printf" by your own version log message. * With CodeBlocks there is one warning with the last OpenALSDK {FOOTNOTE()} "Warning: .drectve `/DEFAULTLIB:"uuid.lib" /DEFAULTLIB:"uuid.lib" ' unrecognized" I found a message on this problem : http://opensource.creative.com/pipermail/openal/2005-July/003087.html > I think I found the cause. > > ALut.c includes > alMain.h which includes > alListener.h and alSource.h which both include > eax.h which includes > dsound.h which includes > objbase.h which on line 48 has > #pragma comment(lib, "uuid.lib") Bah. Damn pragmas. That was it -- thanks everyone for the help... I checked-in a new ALut.c, so this is now fixed for the public OpenAL repository. (I suppose I should define "fixed" -- the uuid.lib directive is no longer in alut.lib, but I have _not_ tried a CrystalSpace build, so there still may be errors lurking.) The next update of the OpenAL SDK will have the fix in it as well, of course. Garin {FOOTNOTE} !!Documentation * Create the object from the class with createManager() or the createManager(int max_sources, int max_buffers ) if you want to specify those Values. Be careful with this second method! Default values are 64 and 16 * Call the init() function * Call the loadDefaultSounds() function to PRE-LOAD audio into the buffers. This is optional. Review the function to make changes that you need. * Set the listener location by calling setListenerPosition() function continually call this as your Listener (camera) position changes! * For each object that emits sound, call the loadSound() function. CAREFUL : The filename must be unique. * Optional : For each object you can set the all the parameters of the sound with setSound() or only the position, velocity and direction with setSoundPosition(). * Call the playAudioSource() to play the sound at some event. This function will play the sound and then stop. It will NOT repeat playing. Use stopAudioSource() to stop a sound from playing if its still playing. * Call pauseAudio() or pauseAllAudio() to pause one or all sound(s). * Call resumeAudio() or resumeAllAudio() to resume one or all paused sound. * When your object is done emitting sounds (when out of range for example) call releaseAudioSource(). It is important to release your source when you are no longer going to need it because you are limited in the number of sources you can have. * If your objects moves (other than the listener/camera) then continually update the objects position by calling setSourcePosition(). !!Main.cpp {CODE(wrap="1", colors="c++")} #include <iostream> #include "libOpenAl.h" int main() { std::cout << "Simple Sound Manager test application !" << std::endl; SoundManager* soundMgr = SoundManager::createManager(); std::cout << soundMgr->listAvailableDevices(); soundMgr->init(); // careful : should not be used it doesn't use the resource limitation //soundMgr->testSound( "test.wav" ); soundMgr->setAudioPath( (char*) ".\\" ); unsigned int audioId; // We loop to be able to test the pause function soundMgr->loadAudio( "test.wav", &audioId, true); /* // Set our LISTENER Location (i.e. the ears) // The listener is what hears the sounds emitted by audio sources. // Note: you only have ONE set of ears - i.e. there is only ONE listener. soundMgr->setListenerPosition( mPlayerSceneNode->getWorldPosition(), Ogre::Vector3::ZERO, mPlayerSceneNode->getOrientation() ); // Set the Audio SOURCE location/position AND by default PLAY the audio. // Note how we reference the correct audio source by using 'mAudioSource'. soundMgr->setSound( audioId, mSomeObjectSceneNode->getWorldPosition(), Ogre::Vector3::ZERO, Ogre::Vector3::ZERO, 1000.0f, true, true, 1.0f ); */ // Play an Audio source - force a restart from the begining of the buffer. // That means, re-play the media file from the begining. soundMgr->playAudio( audioId, true ); printf("Audio playing. Type Enter.\n"); getchar(); // To hear the sound until the end. soundMgr->pauseAudio( audioId ); printf("Audio paused. Type Enter.\n"); getchar(); // soundMgr->resumeAudio( audioId ); soundMgr->resumeAllAudio( ); printf("Audio playing. Type Enter\n"); getchar(); // Force an audio source to stop playing. soundMgr->stopAudio( audioId ); // Release an audio source when we are done with it. // This isn't required if you destruct the AudioEngine - as it cleans itself up. // But, you *SHOULD* do this when, for example, your SceneObject is no longer // in the scene for some reason. In other words, if you don't need this source // anymore then free up the resource. Remember, you are limited in audio sources. soundMgr->releaseAudio( audioId ); delete soundMgr; return 0; } {CODE} !!libOpenAl.h {CODE(wrap="1", colors="c++")} /** * libOpenAl.h * * Original Code : Van Stokes, Jr. (http://www.EvilMasterMindsInc.com) - Aug 05 * Modified Code : Steven Gay - mec3@bluewin.ch - Septembre 2005 - Jan 06 * Dll version : Griffo Jean-Baptiste , crashy@antharia.org - Jan 06 * * Partial Documentation * ===================== * * Very simple SoundManager using OpenAl. * * For a more complete one, you should see : * OpenAL++ http://alpp.sourceforge.net/ * **************************************************************************** * COMPILE * * - Don't forget to link to : ALut.lib and OpenAL32.lib. * The order is important. * * - With CodeBlocks there is one warning I didn't resolve : * "Warning: .drectve `/DEFAULTLIB:"uuid.lib" /DEFAULTLIB:"uuid.lib" ' unrecognized" * **************************************************************************** * USAGE * * 1. Create the object from the class with createManager() * * 2. Call the init() function * * 3. Call the loadDefaultSounds() function to PRE-LOAD audio into the buffers. * This is optional. Review the function to make changes that you need. * * 4. Set the Listener Location by calling setListenerPosition() function * continually call this as your Listener (camera) position changes! * * 5. For each object that emits sound, call the loadSound() function. * CAREFUL : The filename must be unique. * * 6. Optional : For each object you can set the all the parameters of the * sound with setSound() or only the position, velocity and direction with * setSoundPosition(). * * 7. Call the playAudioSource() to play the sound at some event. * This function will play the sound and then stop. It will NOT repeat playing. * Use stopAudioSource() to stop a sound from playing if its still playing * * 8. Call pauseAudio() or pauseAllAudio() to pause one or all sound(s). * Call resumeAudio() or resumeAllAudio() to resume one or all paused sound(s). * * 9. When your object is done emitting sounds (when out of range for example) * call releaseAudioSource(). * It is important to release your source when you are no longer going to * need it because you are limited in the number of sources you can have. * * 10. If your objects moves (other than the listener/camera) then * continually update the objects position by calling setSourcePosition(). * ****************************************************************************** * * Additional informations : * * Ogg Vorbis - http://www.xiph.org/downloads/ * - http://www.illiminable.com/ogg/ * Flac - http://flac.sourceforge.net/features.html * Theora - http://www.theora.org/ * * ****************************************************************************** * * TODO * * loadOGG() * alSourcePause() * * Use the EAX functions ! * ******************************************************************************/ #ifndef __SOUNDMANAGER_H__ #define __SOUNDMANAGER_H__ #if defined(USE_OPAL_SOUND_MGR) #if !defined(__MINGW32__) && !defined(__CYGWIN__) #define OPAL_SOUND_MGR __declspec(dllimport) #else #define OPAL_SOUND_MGR #endif #elif defined(CMP_OPAL_SOUND_MGR) #define OPAL_SOUND_MGR __declspec(dllexport) #else #define OPAL_SOUND_MGR #endif #ifdef _WIN32 #include <io.h> #include <fcntl.h> #endif #include <stdio.h> #include <string> // Comment this line if you don't have the EAX 2.0 SDK installed //#define _USEEAX #ifdef _USEEAX #include "eax.h" #endif // OpenAl version 1.0 // #include <al/alctypes.h> // #include <al/altypes.h> // #include <al/alc.h> // #include <al/al.h> // #include <alut/alut.h> // OpenAl version 1.1 #include <al.h> #include <alc.h> #include <alut.h> #include "codec.h" #include "vorbisfile.h" // Modify this as you need. #ifdef OGRE #include "OgreVector3.h" #include "OgreQuaternion.h" using namespace Ogre; #else #include "Vector3.h" using namespace gameengine::utilities; #endif // Used to store sound filenames #define MAX_FILENAME_LENGTH 40 class OPAL_SOUND_MGR SoundManager { private: // EAX related bool isEAXPresent; #ifdef _USEEAX // EAX 2.0 GUIDs const GUID DSPROPSETID_EAX20_ListenerProperties = { 0x306a6a8, 0xb224, 0x11d2, { 0x99, 0xe5, 0x0, 0x0, 0xe8, 0xd8, 0xc7, 0x22 } }; const GUID DSPROPSETID_EAX20_BufferProperties = { 0x306a6a7, 0xb224, 0x11d2, {0x99, 0xe5, 0x0, 0x0, 0xe8, 0xd8, 0xc7, 0x22 } }; EAXSet eaxSet; // EAXSet function, retrieved if EAX Extension is supported EAXGet eaxGet; // EAXGet function, retrieved if EAX Extension is supported #endif // _USEEAX bool isInitialised; ALCdevice* mSoundDevice; ALCcontext* mSoundContext; std::string mAudioPath; bool isSoundOn; ALfloat position[3]; ALfloat velocity[3]; ALfloat orientation[6]; // Needed because of hardware limitation // Audio sources unsigned const short MAX_AUDIO_SOURCES; unsigned int mAudioSourcesInUseCount; unsigned int* mAudioSources; bool *mAudioSourceInUse; // Audio buffers unsigned const short int MAX_AUDIO_BUFFERS; unsigned int mAudioBuffersInUseCount; unsigned int* mAudioBuffers; bool *mAudioBufferInUse; std::map<int,std::string, std::less<int> > mAudioBufferFileName; // Function to check if the soundFile is already loaded into a buffer int locateAudioBuffer( std::string filename ); int loadAudioInToSystem( std::string filename ); bool loadWAV( std::string filename, ALuint pDestAudioBuffer ); bool loadOGG( std::string filename, ALuint pDestAudioBuffer ); bool loadOGGFile(std::string fileName, std::vector<char> &buffer, ALenum &format,ALsizei &freq); // TODO bool loadAU( std::string filename, ALuint pDestAudioBuffer ); // Ogg Vorbis extension bool bOggExtensionPresent; public: static SoundManager* mSoundManager; // SoundManager(void); SoundManager( int max_buffers, int max_sources ); virtual ~SoundManager( void ); void SoundManager::selfDestruct( void ); static SoundManager* createManager( void ); static SoundManager* createManager( int,int ); static SoundManager* getSingletonPtr( void ) { return mSoundManager; }; bool init( void ); bool getIsSoundOn( void ) { return isSoundOn; }; void setAudioPath( char* path ) { mAudioPath = std::string( path ); }; bool checkALError( void ); bool checkALError( std::string pMsg ); /** See http://www.openal.org/windows_enumeration.html for installing other * devices. You should at least have "Generic Hardware". */ std::string listAvailableDevices( void ); // careful : testSound should not be used it doesn't use the resource limitation void testSound( const char* wavFile ); // Aquire an Audio Source // filename = pass in the sound file to play for this source (ex. "myfile.wav") // audioId = returns the AudioSource identifier you will need for the PlayAudioSource(); bool loadAudio( std::string filename, unsigned int *audioId, bool loop ); bool releaseAudio( unsigned int audioID ); // deprecated bool aquireAudioSource( char* file, unsigned int *audioId ) { return loadAudio( std::string(file), audioId, false ); }; // Returns true if the audio is started from the beginning // false if error or if already playing bool playAudio( unsigned int audioId, bool forceRestart ); bool stopAudio( unsigned int audioID ); bool stopAllAudio( void ); bool pauseAudio( unsigned int audioID ); bool pauseAllAudio( void ); bool resumeAudio( unsigned int audioID ); bool resumeAllAudio( void ); bool setSoundPosition( unsigned int audioID, Vector3 position ); bool setSoundPosition( unsigned int audioID, Vector3 position, Vector3 velocity, Vector3 direction ); bool setSound( unsigned int audioID, Vector3 position, Vector3 velocity, Vector3 direction, float maxDistance, bool playNow, bool forceRestart, float minGain ); bool setListenerPosition( Vector3 position, Vector3 velocity, Quaternion orientation ); bool isOggExtensionPresent( void ); bool setGain(unsigned int,float gain); /** * Preload audio files into the system. * Not obligatory, the files can also be loaded on the fly. */ bool loadDefaultSounds( std::string filename ); // Function to trim the trailing crap from a string. void trimTrailingSpace( char *s ); }; #endif /*__SOUNDMANAGER_H__*/{CODE} !!libOpenAl.cpp {CODE(wrap="1", colors="c++")} #define CMP_OPAL_SOUND_MGR #include "libOpenAl.h" /** * libOpenAl.cpp * * Original Code : Van Stokes, Jr. (http://www.EvilMasterMindsInc.com) - Aug 05 * Modified Code : Steven Gay - mec3@bluewin.ch - Septembre 2005 * Dll version : Griffo Jean-Baptiste , crashy@antharia.org - Jan 06 */ SoundManager* SoundManager::mSoundManager = NULL; /****************************************************************************/ OPAL_SOUND_MGR SoundManager::SoundManager( int max_buffers=64, int max_sources =16 ) : MAX_AUDIO_BUFFERS(max_buffers),MAX_AUDIO_SOURCES(max_sources) { mSoundManager = this; isInitialised = false; isSoundOn = false; mSoundDevice = 0; mSoundContext = 0; mAudioPath = ""; // EAX related isEAXPresent = false; // Initial position of the listener position[0] = 0.0; position[1] = 0.0; position[2] = 0.0; // Initial velocity of the listener velocity[0] = 0.0; velocity[1] = 0.0; velocity[2] = 0.0; // Initial orientation of the listener = direction + direction up orientation[0] = 0.0; orientation[1] = 0.0; orientation[2] = -1.0; orientation[3] = 0.0; orientation[4] = 1.0; orientation[5] = 0.0; // Needed because of hardware limitation mAudioBuffersInUseCount = 0; mAudioSourcesInUseCount = 0; mAudioSources=new unsigned int[MAX_AUDIO_SOURCES]; mAudioSourceInUse=new bool[MAX_AUDIO_SOURCES]; for ( int i=0; i < MAX_AUDIO_SOURCES; i++ ) { mAudioSources[i] = 0; mAudioSourceInUse[i] = false; } mAudioBuffers=new unsigned int[MAX_AUDIO_BUFFERS]; mAudioBufferInUse=new bool[MAX_AUDIO_BUFFERS]; for ( int i=0; i < MAX_AUDIO_BUFFERS; i++ ) { mAudioBuffers[i] = 0; mAudioBufferInUse[i] = false; } printf("SoudManager Created.\n"); } /****************************************************************************/ OPAL_SOUND_MGR SoundManager::~SoundManager( void ) { // Delete the sources and buffers alDeleteSources( MAX_AUDIO_SOURCES, mAudioSources ); alDeleteBuffers( MAX_AUDIO_BUFFERS, mAudioBuffers ); // Destroy the sound context and device mSoundContext = alcGetCurrentContext(); mSoundDevice = alcGetContextsDevice( mSoundContext ); alcMakeContextCurrent( NULL ); alcDestroyContext( mSoundContext ); if ( mSoundDevice) alcCloseDevice( mSoundDevice ); alutExit(); printf("SoudManager Destroyed.\n"); mAudioBufferFileName.clear(); delete mAudioSources; delete mAudioSourceInUse; } /****************************************************************************/ OPAL_SOUND_MGR void SoundManager::selfDestruct( void ) { if ( getSingletonPtr() ) delete getSingletonPtr(); } /****************************************************************************/ OPAL_SOUND_MGR SoundManager* SoundManager::createManager( void ) { if (mSoundManager == 0) mSoundManager = new SoundManager(); return mSoundManager; } OPAL_SOUND_MGR SoundManager* SoundManager::createManager( int max_sources, int max_buffers ) { if (mSoundManager == 0) mSoundManager = new SoundManager(max_sources,max_buffers); return mSoundManager; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::init( void ) { // It's an error to initialise twice OpenAl if ( isInitialised ) return true; // Open an audio device mSoundDevice = alcOpenDevice( NULL ); // TODO ((ALubyte*) "DirectSound3D"); // mSoundDevice = alcOpenDevice( "DirectSound3D" ); // Check for errors if ( !mSoundDevice ) { printf( "SoundManager::init error : No sound device.\n"); return false; } mSoundContext = alcCreateContext( mSoundDevice, NULL ); // if ( checkAlError() || !mSoundContext ) // TODO seems not to work! why ? if ( !mSoundContext ) { printf( "SoundManager::init error : No sound context.\n"); return false; } // Make the context current and active alcMakeContextCurrent( mSoundContext ); if ( checkALError( "Init()" ) ) { printf( "SoundManager::init error : could not make sound context current and active.\n"); return false; } // Check for EAX 2.0 support and // Retrieves function entry addresses to API ARB extensions, in this case, // for the EAX extension. See Appendix 1 (Extensions) of // http://www.openal.org/openal_webstf/specs/OpenAL1-1Spec_html/al11spec7.html // // TODO EAX fct not used anywhere in the code ... !!! isEAXPresent = alIsExtensionPresent( "EAX2.0" ); if ( isEAXPresent ) { printf( "EAX 2.0 Extension available\n" ); #ifdef _USEEAX eaxSet = (EAXSet) alGetProcAddress( "EAXSet" ); if ( eaxSet == NULL ) isEAXPresent = false; eaxGet = (EAXGet) alGetProcAddress( "EAXGet" ); if ( eaxGet == NULL ) isEAXPresent = false; if ( !isEAXPresent ) checkALError( "Failed to get the EAX extension functions adresses.\n" ); #else isEAXPresent = false; printf( "... but not used.\n" ); #endif // _USEEAX } // Test if Ogg Vorbis extension is present isOggExtensionPresent(); // Create the Audio Buffers alGenBuffers( MAX_AUDIO_BUFFERS, mAudioBuffers ); if (checkALError("init::alGenBuffers:") ) return false; // Generate Sources alGenSources( MAX_AUDIO_SOURCES, mAudioSources ); if (checkALError( "init::alGenSources :") ) return false; // Setup the initial listener parameters // -> location alListenerfv( AL_POSITION, position ); // -> velocity alListenerfv( AL_VELOCITY, velocity ); // -> orientation alListenerfv( AL_ORIENTATION, orientation ); // Gain alListenerf( AL_GAIN, 1.0 ); // Initialise Doppler alDopplerFactor( 1.0 ); // 1.2 = exaggerate the pitch shift by 20% alDopplerVelocity( 343.0f ); // m/s this may need to be scaled at some point // Ok isInitialised = true; isSoundOn = true; printf( "SoundManager initialised.\n\n"); return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::checkALError( void ) { ALenum errCode; if ( ( errCode = alGetError() ) != AL_NO_ERROR ) { std::string err = "ERROR SoundManager:: "; err += (char*) alGetString( errCode ); printf( "%s\n", err.c_str()); return true; } return false; } /****************************************************************************/ OPAL_SOUND_MGR std::string SoundManager::listAvailableDevices( void ) { std::string str = "Sound Devices available : "; if ( alcIsExtensionPresent( NULL, "ALC_ENUMERATION_EXT" ) == AL_TRUE ) { str = "List of Devices : "; str += (char*) alcGetString( NULL, ALC_DEVICE_SPECIFIER ); str += "\n"; } else str += " ... eunmeration error.\n"; return str; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::checkALError( std::string pMsg ) { ALenum error = 0; if ( (error = alGetError()) == AL_NO_ERROR ) return false; char mStr[256]; switch ( error ) { case AL_INVALID_NAME: sprintf(mStr,"ERROR SoundManager::%s Invalid Name", pMsg.c_str()); break; case AL_INVALID_ENUM: sprintf(mStr,"ERROR SoundManager::%s Invalid Enum", pMsg.c_str()); break; case AL_INVALID_VALUE: sprintf(mStr,"ERROR SoundManager::%s Invalid Value", pMsg.c_str()); break; case AL_INVALID_OPERATION: sprintf(mStr,"ERROR SoundManager::%s Invalid Operation", pMsg.c_str()); break; case AL_OUT_OF_MEMORY: sprintf(mStr,"ERROR SoundManager::%s Out Of Memory", pMsg.c_str()); break; default: sprintf(mStr,"ERROR SoundManager::%s Unknown error (%i) case in testALError()", pMsg.c_str(), error); break; }; printf( "%s\n", mStr ); return true; } /*****************************************************************************/ OPAL_SOUND_MGR void SoundManager::testSound( const char* wavFile ) { ALuint buffer; ALuint source; ALenum format; ALsizei size; ALvoid* data; ALsizei freq; ALboolean loop; alGenBuffers( 1, &buffer ); if ( checkALError( "testSound()" ) ) return; // This is the same for alutLoadWAVMemory #ifndef MACINTOSH_AL alutLoadWAVFile( (ALbyte*) wavFile, &format, &data, &size, &freq, &loop ); #else alutLoadWAVFile( (ALbyte*) wavFile, &format, &data, &size, &freq ); #endif alBufferData( buffer, format, data, size, freq ); alutUnloadWAV( format, data, size, freq ); alGenSources( 1, &source ); alSourcei( source, AL_BUFFER, buffer ); alSourcef( source, AL_PITCH, 1.0f ); alSourcef( source, AL_GAIN, 1.0f ); #ifndef MACINTOSH_AL alSourcei( source, AL_LOOPING, loop ); #else alSourcei( source, AL_LOOPING, false ); // TODO ! But how to get from file? #endif alSourcePlay( source ); //Or else we risk to destroy the manager too quickly to here anything ! for (int i=0;i<50000; i++) {printf(".");}; } // Attempts to aquire an empty audio source and assign it back to the caller // via AudioSourceID. This will lock the source /*****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::loadAudio( std::string filename, unsigned int *audioId, bool loop ) { if ( filename.empty() || filename.length() > MAX_FILENAME_LENGTH ) return false; if ( mAudioSourcesInUseCount == MAX_AUDIO_SOURCES ) return false; // out of Audio Source slots! int bufferID = -1; // Identity of the Sound Buffer to use int sourceID = -1; // Identity of the Source Buffer to use alGetError(); // Clear Error Code // Check and see if the pSoundFile is already loaded into a buffer bufferID = locateAudioBuffer( filename ); if ( bufferID < 0 ) { // The sound file isn't loaded in a buffer, lets attempt to load it on the fly bufferID = loadAudioInToSystem( filename ); if ( bufferID < 0 ) return false; // failed! } // If you are here, the sound the requester wants to reference is in a buffer. // Now, we need to find a free Audio Source slot in the sound system sourceID = 0; while ( mAudioSourceInUse[ sourceID ] == true ) sourceID++; // When you are here, 'mSourceID' now represents a free Audio Source slot // The free slot may not be at the end of the array but in the middle of it. *audioId = sourceID; // return the Audio Source ID to the caller mAudioSourceInUse[ sourceID ] = true; // mark this Source slot as in use mAudioSourcesInUseCount++; // bump the 'in use' counter // Now inform OpenAL of the sound assignment and attach the audio buffer // to the audio source alSourcei( mAudioSources[sourceID], AL_BUFFER, mAudioBuffers[bufferID] ); // Steven : Not in the original code !!!!! alSourcei( mAudioSources[sourceID], AL_LOOPING, loop ); if ( checkALError( "loadSource()::alSourcei" ) ) return false; return true; } // Function to check and see if the pSoundFile is already loaded into a buffer /*****************************************************************************/ OPAL_SOUND_MGR int SoundManager::locateAudioBuffer( std::string filename ) { for ( unsigned int b = 0; b < MAX_AUDIO_BUFFERS; b++ ) { if (filename == mAudioBufferFileName[b] ) return (int) b; //Surely a way to optimize it with the MAP } return -1; // not found } // Function to load a sound file into an AudioBuffer /*****************************************************************************/ OPAL_SOUND_MGR int SoundManager::loadAudioInToSystem( std::string filename ) { if ( filename.empty() ) return -1; // Make sure we have audio buffers available if ( mAudioBuffersInUseCount == MAX_AUDIO_BUFFERS ) return -1; // Find a free Audio Buffer slot int bufferID = 0; // Identity of the Sound Buffer to use while ( mAudioBufferInUse[ bufferID ] == true ) bufferID++; // load .wav, .ogg or .au if ( filename.find( ".wav", 0 ) != std::string::npos ) { printf(" ---> found Wav\n"); // When you are here, bufferID now represents a free Audio Buffer slot // Attempt to load the SoundFile into the buffer if ( !loadWAV( filename, mAudioBuffers[ bufferID ] ) ) return -1; } else if ( filename.find( ".ogg", 0 ) != std::string::npos ) { printf(" ---> found ogg\n"); std::cout<<filename<<std::endl; if ( !loadOGG( filename, mAudioBuffers[bufferID ]) ) return -1; } else if ( filename.find( ".au", 0 ) != std::string::npos ) { printf(" ---> found au\n"); // TODO if ( !loadAU( filename, mAudioBuffers[mBufferID]) ) return -1; } // Successful load of the file into the Audio Buffer. mAudioBufferInUse[ bufferID ] = true; // Buffer now in use mAudioBufferFileName[bufferID]=filename; // save the file descriptor mAudioBuffersInUseCount++; // bump the 'in use' counter return bufferID; } // Function to load a wave file and assigned it to a buffer /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::loadWAV( std::string filename, ALuint pDestAudioBuffer ) { ALenum format; //for the buffer format ALsizei size; //the bit depth ALsizei freq; //for the frequency of the buffer ALboolean loop; //looped ALvoid* data; //data for the buffer std::string mFullPath = mAudioPath; alGetError(); // Clear Error Code // Load in the WAV file from disk //mFullPath += "\\"; mFullPath += filename; #ifndef MACINTOSH_AL alutLoadWAVFile( (ALbyte*)mFullPath.c_str(), &format, &data, &size, &freq, &loop); #else alutLoadWAVFile( (ALbyte*)mFullPath.c_str(), &format, &data, &size, &freq); #endif if ( checkALError("loadWAV::alutLoadWAVFile: ") ) return false; // Copy the new WAV data into the buffer alBufferData(pDestAudioBuffer, format, data, size, freq); if ( checkALError("loadWAV::alBufferData: ") ) return false; // Unload the WAV file alutUnloadWAV(format, data, size, freq); if ( checkALError("loadWAV::alutUnloadWAV: ") ) return false; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::playAudio( unsigned int audioID, bool forceRestart ) { // Make sure the audio source ident is valid and usable if ( audioID >= MAX_AUDIO_SOURCES || !mAudioSourceInUse[audioID]) return false; int sourceAudioState = 0; alGetError(); // Are we currently playing the audio source? alGetSourcei( mAudioSources[audioID], AL_SOURCE_STATE, &sourceAudioState ); if ( sourceAudioState == AL_PLAYING ) { if ( forceRestart ) stopAudio( audioID ); else return false; // Not forced, so we don't do anything } alSourcePlay( mAudioSources[ audioID ] ); if ( checkALError( "playAudio::alSourcePlay: ") ) return false; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::pauseAudio( unsigned int audioID ) { // Make sure the audio source ident is valid and usable if ( audioID >= MAX_AUDIO_SOURCES || !mAudioSourceInUse[audioID] ) return false; alGetError(); alSourcePause( mAudioSources[audioID] ); if ( checkALError( "pauseAudio::alSourceStop ") ) return false; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::pauseAllAudio( void ) { if ( mAudioSourcesInUseCount >= MAX_AUDIO_SOURCES ) return false; alGetError(); alSourcePausev( mAudioSourcesInUseCount, mAudioSources ); if ( checkALError( "pauseAllAudio::alSourceStop ") ) return false; return true; } // We could use playAudio instead ! /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::resumeAudio( unsigned int audioID ) { // Make sure the audio source ident is valid and usable if ( audioID >= MAX_AUDIO_SOURCES || !mAudioSourceInUse[audioID] ) return false; alGetError(); // If the sound was paused the sound will resume, else it will play from // the beginning ! // TODO No check for forced restart. Verify if it is what you want ? alSourcePlay( mAudioSources[ audioID ] ); if ( checkALError( "resumeAudio::alSourceStop ") ) return false; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::resumeAllAudio( void ) { if ( mAudioSourcesInUseCount >= MAX_AUDIO_SOURCES ) return false; alGetError(); int sourceAudioState = 0; for ( int i=0; i<mAudioSourcesInUseCount; i++ ) { // Are we currently playing the audio source? alGetSourcei( mAudioSources[i], AL_SOURCE_STATE, &sourceAudioState ); if ( sourceAudioState == AL_PAUSED ) { resumeAudio( i ); } } if ( checkALError( "resumeAllAudio::alSourceStop ") ) return false; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::stopAudio( unsigned int audioID ) { // Make sure the audio source ident is valid and usable if ( audioID >= MAX_AUDIO_SOURCES || !mAudioSourceInUse[audioID] ) return false; alGetError(); alSourceStop( mAudioSources[audioID] ); if ( checkALError( "stopAudio::alSourceStop ") ) return false; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::stopAllAudio( void ) { if ( mAudioSourcesInUseCount >= MAX_AUDIO_SOURCES ) return false; alGetError(); for ( int i=0; i<mAudioSourcesInUseCount; i++ ) { stopAudio( i ); } if ( checkALError( "stopAllAudio::alSourceStop ") ) return false; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::releaseAudio( unsigned int audioID ) { if ( audioID >= MAX_AUDIO_SOURCES ) return false; alSourceStop( mAudioSources[audioID] ); mAudioSourceInUse[ audioID ] = false; mAudioSourcesInUseCount--; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::setSound( unsigned int audioID, Vector3 position, Vector3 velocity, Vector3 direction, float maxDistance, bool playNow, bool forceRestart, float minGain ) { if ( audioID >= MAX_AUDIO_SOURCES || !mAudioSourceInUse[ audioID ] ) return false; // Set the position ALfloat pos[] = { position.x, position.y, position.z }; alSourcefv( mAudioSources[ audioID ], AL_POSITION, pos ); if ( checkALError( "setSound::alSourcefv:AL_POSITION" ) ) return false; // Set the veclocity ALfloat vel[] = { velocity.x, velocity.y, velocity.z }; alSourcefv( mAudioSources[ audioID ], AL_VELOCITY, vel ); if ( checkALError( "setSound::alSourcefv:AL_VELOCITY" ) ) return false; // Set the direction ALfloat dir[] = { velocity.x, velocity.y, velocity.z }; alSourcefv( mAudioSources[ audioID ], AL_DIRECTION, dir ); if ( checkALError( "setSound::alSourcefv:AL_DIRECTION" ) ) return false; // Set the max audible distance alSourcef( mAudioSources[ audioID ], AL_MAX_DISTANCE, maxDistance ); // Set the MIN_GAIN ( IMPORTANT - if not set, nothing audible! ) alSourcef( mAudioSources[ audioID ], AL_MIN_GAIN, minGain ); // Set the max gain alSourcef( mAudioSources[ audioID ], AL_MAX_GAIN, 1.0f ); // TODO as parameter ? global ? // Set the rollof factor alSourcef( mAudioSources[ audioID ], AL_ROLLOFF_FACTOR, 1.0f ); // TODO as parameter ? // Do we play the sound now ? if ( playNow ) return playAudio( audioID, forceRestart ); // TODO bof... not in this fct return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::setSoundPosition( unsigned int audioID, Vector3 position ) { if ( audioID >= MAX_AUDIO_SOURCES || !mAudioSourceInUse[ audioID ] ) return false; // Set the position ALfloat pos[] = { position.x, position.y, position.z }; alSourcefv( mAudioSources[ audioID ], AL_POSITION, pos ); if ( checkALError( "setSound::alSourcefv:AL_POSITION" ) ) return false; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::setSoundPosition( unsigned int audioID, Vector3 position, Vector3 velocity, Vector3 direction ) { if ( audioID >= MAX_AUDIO_SOURCES || !mAudioSourceInUse[ audioID ] ) return false; // Set the position ALfloat pos[] = { position.x, position.y, position.z }; alSourcefv( mAudioSources[ audioID ], AL_POSITION, pos ); if ( checkALError( "setSound::alSourcefv:AL_POSITION" ) ) return false; // Set the veclocity ALfloat vel[] = { velocity.x, velocity.y, velocity.z }; alSourcefv( mAudioSources[ audioID ], AL_VELOCITY, vel ); if ( checkALError( "setSound::alSourcefv:AL_VELOCITY" ) ) return false; // Set the direction ALfloat dir[] = { velocity.x, velocity.y, velocity.z }; alSourcefv( mAudioSources[ audioID ], AL_DIRECTION, dir ); if ( checkALError( "setSound::alSourcefv:AL_DIRECTION" ) ) return false; return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::setListenerPosition( Vector3 position, Vector3 velocity, Quaternion orientation ) { Vector3 axis; // Set the position ALfloat pos[] = { position.x, position.y, position.z }; alListenerfv( AL_POSITION, pos ); if ( checkALError( "setListenerPosition::alListenerfv:AL_POSITION" ) ) return false; // Set the veclocity ALfloat vel[] = { velocity.x, velocity.y, velocity.z }; alListenerfv( AL_VELOCITY, vel ); if ( checkALError( "setListenerPosition::alListenerfv:AL_VELOCITY" ) ) return false; // Orientation of the listener : look at then look up axis = Vector3::ZERO; axis.x = orientation.getYaw().valueRadians(); axis.y = orientation.getPitch().valueRadians(); axis.z = orientation.getRoll().valueRadians(); // Set the direction ALfloat dir[] = { axis.x, axis.y, axis.z }; alListenerfv( AL_ORIENTATION, dir ); if ( checkALError( "setListenerPosition::alListenerfv:AL_DIRECTION" ) ) return false; // TODO as parameters ? alListenerf( AL_MAX_DISTANCE, 10000.0f ); alListenerf( AL_MIN_GAIN, 0.0f ); alListenerf( AL_MAX_GAIN, 1.0f ); alListenerf( AL_GAIN, 1.0f ); return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::isOggExtensionPresent( void ) { if ( alIsExtensionPresent( "AL_EXT_vorbis" ) != AL_TRUE ) { printf("ERROR: SoundManager::isOggExtensionPresent : Ogg Vorbis extension not availablee!\n"); bOggExtensionPresent = false; return false; } return true; } // Function to load a wave file and assigned it to a buffer // This code was taken from the plugin found on this forum : // http://www.ogre3d.org/phpBB2/viewtopic.php?t=7234 // // TODO I didn't integrate it fow now .. because I don't need it now :-) // /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::loadOGGFile(std::string fileName, std::vector<char> &buffer, ALenum &format, ALsizei &freq) { #define BUFFER_SIZE 32768 // 32 KB buffers int endian = 0; // 0 for Little-Endian, 1 for Big-Endian int bitStream; long bytes; char array[BUFFER_SIZE]; // Local fixed size array FILE *f; // Open for binary reading f = fopen(fileName.c_str(), "rb"); if (f == NULL) { std::cout << "Cannot open " << fileName << " for reading..." << std::endl; exit(-1); } vorbis_info *pInfo; OggVorbis_File oggFile; // Try opening the given file if (ov_open(f, &oggFile, NULL, 0) != 0) { std::cout << "Error opening " << fileName << " for decoding..." << std::endl; exit(-1); } // Get some information about the OGG file pInfo = ov_info(&oggFile, -1); // Check the number of channels... always use 16-bit samples if (pInfo->channels == 1) format = AL_FORMAT_MONO16; else format = AL_FORMAT_STEREO16; // The frequency of the sampling rate freq = pInfo->rate; // Keep reading until all is read do { // Read up to a buffer's worth of decoded sound data bytes = ov_read(&oggFile, array, BUFFER_SIZE, endian, 2, 1, &bitStream); if (bytes < 0) { ov_clear(&oggFile); std::cout << "Error decoding " << fileName << "..." << std::endl; exit(-1); } // Append to end of buffer buffer.insert(buffer.end(), array, array + bytes); } while (bytes > 0); // Clean up! ov_clear(&oggFile); return true; } OPAL_SOUND_MGR bool SoundManager::loadOGG( std::string filename, ALuint pDestAudioBuffer ) { ALenum format; //for the buffer format ALsizei size; //the bit depth ALsizei freq; //for the frequency of the buffer ALboolean loop; //looped std::vector<char> bufferData; // The sound buffer data from file std::string mFullPath = mAudioPath; alGetError(); // Clear Error Code mFullPath += filename; loadOGGFile( mFullPath, bufferData,format,freq); alBufferData(pDestAudioBuffer, format, &bufferData[0], static_cast<ALsizei>(bufferData.size()) , freq); return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::setGain( unsigned int audioID, float gain) { if ( audioID >= MAX_AUDIO_SOURCES || !mAudioSourceInUse[ audioID ] ) return false; alSourcef(mAudioSources[audioID],AL_GAIN,gain); return true; } /****************************************************************************/ OPAL_SOUND_MGR bool SoundManager::loadDefaultSounds( std::string filename ) { FILE *myfile; unsigned linecount=0; char key[255], buff[512]; if ( (myfile = fopen( filename.c_str() ,"r") )==NULL ) { sprintf(buff, "---> Can't Open File: %s\n", filename.c_str() ); printf( "SoundManager::loadDefaultSounds : %s\n", buff ); return false; } fseek(myfile,0L,SEEK_SET); // Make sure we are at the begining of the file while (!feof(myfile)) { fgets(buff,sizeof(buff),myfile); // Read a line from the file. linecount++; if (strncmp(buff,"#",1) && // Is this a comment line? strncmp(buff,"",1) && strncmp(buff,"/",1)) { // We have some data, attempt to load it strcpy(key,buff); trimTrailingSpace(key); // First, make sure it isn't already loaded if ( locateAudioBuffer( key ) < 0 ) { // Nope, its not already loaded if ( loadAudioInToSystem( key ) < 0 ) { sprintf(buff,"Can't load audio file: %s\n",key); printf( "SoundManager::loadDefaultSounds() : %s\n", buff ); } } } } // Were done fclose(myfile); return true; } // Function to trim the trailing crap from a string. /****************************************************************************/ OPAL_SOUND_MGR void SoundManager::trimTrailingSpace( char *s ) { char *p; p = s; if (p == NULL) return; for (unsigned i=0;i < (strlen(s)+1);i++) { if (__iscsym(*p) == 0 && *p != '.' && *p != '-') { *p='\0'; break; } p++; } }{CODE} {FOOTNOTEAREA()}{FOOTNOTEAREA}
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