blender/source/gameengine/Ketsji/KX_SoundActuator.cpp
Benoit Bolsee 9ca5b78d1a BGE bug fix: fix several bugs and inconsistencies in sound actuator:
- support stopping of loop sound
- support stopping by python
- keep state of actuator in sync with audio device. 
  The lack of state sync was causing several other problems:
  - actuator stop playing the sound
  - sound chopped before the end
  - not possible to pause sound
2008-10-09 06:06:11 +00:00

536 lines
12 KiB
C++

/**
* KX_SoundActuator.cpp
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*
*/
#include "KX_SoundActuator.h"
#include "SND_SoundObject.h"
#include "KX_GameObject.h"
#include "SND_SoundObject.h"
#include "SND_Scene.h" // needed for replication
#include <iostream>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
SND_SoundObject* sndobj,
SND_Scene* sndscene,
KX_SOUNDACT_TYPE type,
short start,
short end,
PyTypeObject* T)
: SCA_IActuator(gameobj,T)
{
m_soundObject = sndobj;
m_soundScene = sndscene;
m_type = type;
m_lastEvent = true;
m_isplaying = false;
m_startFrame = start;
m_endFrame = end;
m_pino = false;
}
KX_SoundActuator::~KX_SoundActuator()
{
if (m_soundObject)
{
m_soundScene->RemoveActiveObject(m_soundObject);
m_soundScene->DeleteObject(m_soundObject);
}
}
CValue* KX_SoundActuator::GetReplica()
{
KX_SoundActuator* replica = new KX_SoundActuator(*this);
replica->ProcessReplica();
if (m_soundObject)
{
SND_SoundObject* soundobj = new SND_SoundObject(*m_soundObject);
replica->setSoundObject(soundobj);
m_soundScene->AddObject(soundobj);
}
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
bool KX_SoundActuator::Update(double curtime, bool frame)
{
if (!frame)
return true;
bool result = false;
// do nothing on negative events, otherwise sounds are played twice!
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (!m_soundObject)
return false;
// actual audio device playing state
bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
if (m_pino)
{
bNegativeEvent = true;
m_pino = false;
}
if (bNegativeEvent)
{
// here must be a check if it is still playing
if (m_isplaying && isplaying)
{
switch (m_type)
{
case KX_SOUNDACT_PLAYSTOP:
case KX_SOUNDACT_LOOPSTOP:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
{
m_soundScene->RemoveActiveObject(m_soundObject);
break;
}
case KX_SOUNDACT_PLAYEND:
{
m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
break;
}
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
{
m_soundObject->SetLoopMode(SND_LOOP_OFF);
m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
break;
}
default:
// implement me !!
break;
}
}
// remember that we tried to stop the actuator
m_isplaying = false;
}
else
{
if (!m_isplaying)
{
switch (m_type)
{
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
{
m_soundObject->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
m_soundScene->AddActiveObject(m_soundObject, curtime);
m_isplaying = true;
result = true;
break;
}
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPSTOP:
{
m_soundObject->SetLoopMode(SND_LOOP_NORMAL);
m_soundScene->AddActiveObject(m_soundObject, curtime);
m_isplaying = true;
result = true;
break;
}
case KX_SOUNDACT_PLAYSTOP:
case KX_SOUNDACT_PLAYEND:
{
m_soundObject->SetLoopMode(SND_LOOP_OFF);
m_soundScene->AddActiveObject(m_soundObject, curtime);
m_isplaying = true;
result = true;
break;
}
default:
// implement me !!
break;
}
}
}
// verify that the sound is still playing
isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
if (isplaying)
{
m_soundObject->SetPosition(((KX_GameObject*)this->GetParent())->NodeGetWorldPosition());
m_soundObject->SetVelocity(((KX_GameObject*)this->GetParent())->GetLinearVelocity());
m_soundObject->SetOrientation(((KX_GameObject*)this->GetParent())->NodeGetWorldOrientation());
result = true;
}
else
{
m_isplaying = false;
result = false;
}
/*
if (result && (m_soundObject->IsLifeSpanOver(curtime)) && ((m_type == KX_SOUNDACT_PLAYEND) || (m_type == KX_SOUNDACT_PLAYSTOP)))
{
m_pino = true;
}
*/
return result;
}
void KX_SoundActuator::setSoundObject(class SND_SoundObject* soundobject)
{
m_soundObject = soundobject;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SoundActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_SoundActuator",
sizeof(KX_SoundActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_SoundActuator::Parents[] = {
&KX_SoundActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_SoundActuator::Methods[] = {
{"setFilename", (PyCFunction) KX_SoundActuator::sPySetFilename, METH_VARARGS,NULL},
{"getFilename", (PyCFunction) KX_SoundActuator::sPyGetFilename, METH_VARARGS,NULL},
{"startSound",(PyCFunction) KX_SoundActuator::sPyStartSound,METH_VARARGS,NULL},
{"pauseSound",(PyCFunction) KX_SoundActuator::sPyPauseSound,METH_VARARGS,NULL},
{"stopSound",(PyCFunction) KX_SoundActuator::sPyStopSound,METH_VARARGS,NULL},
{"setGain",(PyCFunction) KX_SoundActuator::sPySetGain,METH_VARARGS,NULL},
{"getGain",(PyCFunction) KX_SoundActuator::sPyGetGain,METH_VARARGS,NULL},
{"setPitch",(PyCFunction) KX_SoundActuator::sPySetPitch,METH_VARARGS,NULL},
{"getPitch",(PyCFunction) KX_SoundActuator::sPyGetPitch,METH_VARARGS,NULL},
{"setRollOffFactor",(PyCFunction) KX_SoundActuator::sPySetRollOffFactor,METH_VARARGS,NULL},
{"getRollOffFactor",(PyCFunction) KX_SoundActuator::sPyGetRollOffFactor,METH_VARARGS,NULL},
{"setLooping",(PyCFunction) KX_SoundActuator::sPySetLooping,METH_VARARGS,NULL},
{"getLooping",(PyCFunction) KX_SoundActuator::sPyGetLooping,METH_VARARGS,NULL},
{"setPosition",(PyCFunction) KX_SoundActuator::sPySetPosition,METH_VARARGS,NULL},
{"setVelocity",(PyCFunction) KX_SoundActuator::sPySetVelocity,METH_VARARGS,NULL},
{"setOrientation",(PyCFunction) KX_SoundActuator::sPySetOrientation,METH_VARARGS,NULL},
{"setType",(PyCFunction) KX_SoundActuator::sPySetType,METH_VARARGS,NULL},
{"getType",(PyCFunction) KX_SoundActuator::sPyGetType,METH_VARARGS,NULL},
{NULL,NULL,NULL,NULL} //Sentinel
};
PyObject* KX_SoundActuator::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IActuator);
}
PyObject* KX_SoundActuator::PySetFilename(PyObject* self, PyObject* args, PyObject* kwds)
{
char *soundName = NULL;
// void *soundPointer = NULL; /*unused*/
if (!PyArg_ParseTuple(args, "s", &soundName))
return NULL;
Py_Return;
}
PyObject* KX_SoundActuator::PyGetFilename(PyObject* self, PyObject* args, PyObject* kwds)
{
if (!m_soundObject)
{
return PyString_FromString("");
}
STR_String objectname = m_soundObject->GetObjectName();
char* name = objectname.Ptr();
if (!name) {
PyErr_SetString(PyExc_RuntimeError, "Unable to get sound filename");
return NULL;
} else
return PyString_FromString(name);
}
PyObject* KX_SoundActuator::PyStartSound(PyObject* self, PyObject* args, PyObject* kwds)
{
if (m_soundObject)
// This has no effect if the actuator is not active.
// To start the sound you must activate the actuator.
// This function is to restart the sound.
m_soundObject->StartSound();
Py_Return;
}
PyObject* KX_SoundActuator::PyPauseSound(PyObject* self, PyObject* args, PyObject* kwds)
{
if (m_soundObject)
// unfortunately, openal does not implement pause correctly, it is equivalent to a stop
m_soundObject->PauseSound();
Py_Return;
}
PyObject* KX_SoundActuator::PyStopSound(PyObject* self, PyObject* args, PyObject* kwds)
{
if (m_soundObject)
m_soundObject->StopSound();
Py_Return;
}
PyObject* KX_SoundActuator::PySetGain(PyObject* self, PyObject* args, PyObject* kwds)
{
float gain = 1.0;
if (!PyArg_ParseTuple(args, "f", &gain))
return NULL;
if (m_soundObject)
m_soundObject->SetGain(gain);
Py_Return;
}
PyObject* KX_SoundActuator::PyGetGain(PyObject* self, PyObject* args, PyObject* kwds)
{
float gain = (m_soundObject) ? m_soundObject->GetGain() : 1.0f;
PyObject* result = PyFloat_FromDouble(gain);
return result;
}
PyObject* KX_SoundActuator::PySetPitch(PyObject* self, PyObject* args, PyObject* kwds)
{
float pitch = 1.0;
if (!PyArg_ParseTuple(args, "f", &pitch))
return NULL;
if (m_soundObject)
m_soundObject->SetPitch(pitch);
Py_Return;
}
PyObject* KX_SoundActuator::PyGetPitch(PyObject* self, PyObject* args, PyObject* kwds)
{
float pitch = (m_soundObject) ? m_soundObject->GetPitch() : 1.0;
PyObject* result = PyFloat_FromDouble(pitch);
return result;
}
PyObject* KX_SoundActuator::PySetRollOffFactor(PyObject* self, PyObject* args, PyObject* kwds)
{
float rollofffactor = 1.0;
if (!PyArg_ParseTuple(args, "f", &rollofffactor))
return NULL;
if (m_soundObject)
m_soundObject->SetRollOffFactor(rollofffactor);
Py_Return;
}
PyObject* KX_SoundActuator::PyGetRollOffFactor(PyObject* self, PyObject* args, PyObject* kwds)
{
float rollofffactor = (m_soundObject) ? m_soundObject->GetRollOffFactor() : 1.0;
PyObject* result = PyFloat_FromDouble(rollofffactor);
return result;
}
PyObject* KX_SoundActuator::PySetLooping(PyObject* self, PyObject* args, PyObject* kwds)
{
bool looping = 1;
if (!PyArg_ParseTuple(args, "i", &looping))
return NULL;
if (m_soundObject)
m_soundObject->SetLoopMode(looping);
Py_Return;
}
PyObject* KX_SoundActuator::PyGetLooping(PyObject* self, PyObject* args, PyObject* kwds)
{
int looping = (m_soundObject) ? m_soundObject->GetLoopMode() : SND_LOOP_OFF;
PyObject* result = PyInt_FromLong(looping);
return result;
}
PyObject* KX_SoundActuator::PySetPosition(PyObject* self, PyObject* args, PyObject* kwds)
{
MT_Point3 pos;
pos[0] = 0.0;
pos[1] = 0.0;
pos[2] = 0.0;
if (!PyArg_ParseTuple(args, "fff", &pos[0], &pos[1], &pos[2]))
return NULL;
if (m_soundObject)
m_soundObject->SetPosition(pos);
Py_Return;
}
PyObject* KX_SoundActuator::PySetVelocity(PyObject* self, PyObject* args, PyObject* kwds)
{
MT_Vector3 vel;
vel[0] = 0.0;
vel[1] = 0.0;
vel[2] = 0.0;
if (!PyArg_ParseTuple(args, "fff", &vel[0], &vel[1], &vel[2]))
return NULL;
if (m_soundObject)
m_soundObject->SetVelocity(vel);
Py_Return;
}
PyObject* KX_SoundActuator::PySetOrientation(PyObject* self, PyObject* args, PyObject* kwds)
{
MT_Matrix3x3 ori;
ori[0][0] = 1.0;
ori[0][1] = 0.0;
ori[0][2] = 0.0;
ori[1][0] = 0.0;
ori[1][1] = 1.0;
ori[1][2] = 0.0;
ori[2][0] = 0.0;
ori[2][1] = 0.0;
ori[2][2] = 1.0;
if (!PyArg_ParseTuple(args, "fffffffff", &ori[0][0], &ori[0][1], &ori[0][2], &ori[1][0], &ori[1][1], &ori[1][2], &ori[2][0], &ori[2][1], &ori[2][2]))
return NULL;
if (m_soundObject)
m_soundObject->SetOrientation(ori);
Py_Return;
}
PyObject* KX_SoundActuator::PySetType(PyObject* self, PyObject* args, PyObject* kwds)
{
int typeArg;
if (!PyArg_ParseTuple(args, "i", &typeArg)) {
return NULL;
}
if ( (typeArg > KX_SOUNDACT_NODEF)
&& (typeArg < KX_SOUNDACT_MAX) ) {
m_type = (KX_SOUNDACT_TYPE) typeArg;
}
Py_Return;
}
PyObject* KX_SoundActuator::PyGetType(PyObject* self, PyObject* args, PyObject* kwds)
{
return PyInt_FromLong(m_type);
}