blender/source/gameengine/Ketsji/KX_SoundActuator.cpp
2010-10-31 04:11:39 +00:00

500 lines
14 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 "AUD_C-API.h"
#include "KX_GameObject.h"
#include "KX_PyMath.h" // needed for PyObjectFrom()
#include <iostream>
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
AUD_Sound* sound,
float volume,
float pitch,
bool is3d,
KX_3DSoundSettings settings,
KX_SOUNDACT_TYPE type)//,
: SCA_IActuator(gameobj, KX_ACT_SOUND)
{
m_sound = sound;
m_volume = volume;
m_pitch = pitch;
m_is3d = is3d;
m_3d = settings;
m_handle = NULL;
m_type = type;
m_isplaying = false;
}
KX_SoundActuator::~KX_SoundActuator()
{
if(m_handle)
AUD_stop(m_handle);
}
void KX_SoundActuator::play()
{
if(m_handle)
AUD_stop(m_handle);
if(!m_sound)
return;
// this is the sound that will be played and not deleted afterwards
AUD_Sound* sound = m_sound;
// this sound is for temporary stacked sounds, will be deleted if not NULL
AUD_Sound* sound2 = NULL;
bool loop = false;
switch (m_type)
{
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
sound = sound2 = AUD_pingpongSound(sound);
// fall through
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPSTOP:
loop = true;
break;
case KX_SOUNDACT_PLAYSTOP:
case KX_SOUNDACT_PLAYEND:
default:
break;
}
if(m_is3d)
{
// sound shall be played 3D
m_handle = AUD_play(sound, 0);
AUD_setRelative(m_handle, false);
AUD_setVolumeMaximum(m_handle, m_3d.max_gain);
AUD_setVolumeMinimum(m_handle, m_3d.min_gain);
AUD_setDistanceReference(m_handle, m_3d.reference_distance);
AUD_setDistanceMaximum(m_handle, m_3d.max_distance);
AUD_setAttenuation(m_handle, m_3d.rolloff_factor);
AUD_setConeAngleInner(m_handle, m_3d.cone_inner_angle);
AUD_setConeAngleOuter(m_handle, m_3d.cone_outer_angle);
AUD_setConeVolumeOuter(m_handle, m_3d.cone_outer_gain);
}
else
m_handle = AUD_play(sound, 0);
if(loop)
AUD_setLoop(m_handle, -1);
AUD_setSoundPitch(m_handle, m_pitch);
AUD_setSoundVolume(m_handle, m_volume);
m_isplaying = true;
if(sound2)
AUD_unload(sound2);
}
CValue* KX_SoundActuator::GetReplica()
{
KX_SoundActuator* replica = new KX_SoundActuator(*this);
replica->ProcessReplica();
return replica;
};
void KX_SoundActuator::ProcessReplica()
{
SCA_IActuator::ProcessReplica();
m_handle = 0;
}
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();
bool bPositiveEvent = m_posevent;
RemoveAllEvents();
if(!m_sound)
return false;
// actual audio device playing state
bool isplaying = AUD_getStatus(m_handle) == AUD_STATUS_PLAYING;
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:
{
// stop immediately
AUD_stop(m_handle);
break;
}
case KX_SOUNDACT_PLAYEND:
{
// do nothing, sound will stop anyway when it's finished
break;
}
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
{
// stop the looping so that the sound stops when it finished
AUD_setLoop(m_handle, 0);
break;
}
default:
// implement me !!
break;
}
}
// remember that we tried to stop the actuator
m_isplaying = false;
}
#if 1
// Warning: when de-activating the actuator, after a single negative event this runs again with...
// m_posevent==false && m_posevent==false, in this case IsNegativeEvent() returns false
// and assumes this is a positive event.
// check that we actually have a positive event so as not to play sounds when being disabled.
else if(bPositiveEvent) { // <- added since 2.49
#else
else { // <- works in most cases except a loop-end sound will never stop unless
// the negative pulse is done continuesly
#endif
if (!m_isplaying)
play();
}
// verify that the sound is still playing
isplaying = AUD_getStatus(m_handle) == AUD_STATUS_PLAYING ? true : false;
if (isplaying)
{
if(m_is3d)
{
KX_GameObject* obj = (KX_GameObject*)this->GetParent();
float f[4];
obj->NodeGetWorldPosition().getValue(f);
AUD_setSourceLocation(m_handle, f);
obj->GetLinearVelocity().getValue(f);
AUD_setSourceVelocity(m_handle, f);
obj->NodeGetWorldOrientation().getRotation().getValue(f);
AUD_setSourceOrientation(m_handle, f);
}
result = true;
}
else
{
m_isplaying = false;
result = false;
}
return result;
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SoundActuator::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_SoundActuator",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_IActuator::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_SoundActuator::Methods[] = {
KX_PYMETHODTABLE_NOARGS(KX_SoundActuator, startSound),
KX_PYMETHODTABLE_NOARGS(KX_SoundActuator, pauseSound),
KX_PYMETHODTABLE_NOARGS(KX_SoundActuator, stopSound),
{NULL, NULL} //Sentinel
};
PyAttributeDef KX_SoundActuator::Attributes[] = {
KX_PYATTRIBUTE_BOOL_RO("is3D", KX_SoundActuator, m_is3d),
KX_PYATTRIBUTE_RW_FUNCTION("volume_maximum", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
KX_PYATTRIBUTE_RW_FUNCTION("volume_minimum", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
KX_PYATTRIBUTE_RW_FUNCTION("distance_reference", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
KX_PYATTRIBUTE_RW_FUNCTION("distance_maximum", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
KX_PYATTRIBUTE_RW_FUNCTION("attenuation", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
KX_PYATTRIBUTE_RW_FUNCTION("cone_angle_inner", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
KX_PYATTRIBUTE_RW_FUNCTION("cone_angle_outer", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
KX_PYATTRIBUTE_RW_FUNCTION("cone_volume_outer", KX_SoundActuator, pyattr_get_3d_property, pyattr_set_3d_property),
KX_PYATTRIBUTE_RW_FUNCTION("time", KX_SoundActuator, pyattr_get_audposition, pyattr_set_audposition),
KX_PYATTRIBUTE_RW_FUNCTION("volume", KX_SoundActuator, pyattr_get_gain, pyattr_set_gain),
KX_PYATTRIBUTE_RW_FUNCTION("pitch", KX_SoundActuator, pyattr_get_pitch, pyattr_set_pitch),
KX_PYATTRIBUTE_ENUM_RW("mode",KX_SoundActuator::KX_SOUNDACT_NODEF+1,KX_SoundActuator::KX_SOUNDACT_MAX-1,false,KX_SoundActuator,m_type),
{ NULL } //Sentinel
};
/* Methods ----------------------------------------------------------------- */
KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, startSound,
"startSound()\n"
"\tStarts the sound.\n")
{
switch(AUD_getStatus(m_handle))
{
case AUD_STATUS_PLAYING:
break;
case AUD_STATUS_PAUSED:
AUD_resume(m_handle);
break;
default:
play();
}
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, pauseSound,
"pauseSound()\n"
"\tPauses the sound.\n")
{
AUD_pause(m_handle);
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, stopSound,
"stopSound()\n"
"\tStops the sound.\n")
{
AUD_stop(m_handle);
Py_RETURN_NONE;
}
/* Atribute setting and getting -------------------------------------------- */
PyObject* KX_SoundActuator::pyattr_get_3d_property(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
const char* prop = attrdef->m_name;
float result_value = 0.0;
if(!strcmp(prop, "volume_maximum")) {
result_value = actuator->m_3d.max_gain;
} else if (!strcmp(prop, "volume_minimum")) {
result_value = actuator->m_3d.min_gain;
} else if (!strcmp(prop, "distance_reference")) {
result_value = actuator->m_3d.reference_distance;
} else if (!strcmp(prop, "distance_maximum")) {
result_value = actuator->m_3d.max_distance;
} else if (!strcmp(prop, "attenuation")) {
result_value = actuator->m_3d.rolloff_factor;
} else if (!strcmp(prop, "cone_angle_inner")) {
result_value = actuator->m_3d.cone_inner_angle;
} else if (!strcmp(prop, "cone_angle_outer")) {
result_value = actuator->m_3d.cone_outer_angle;
} else if (!strcmp(prop, "cone_volume_outer")) {
result_value = actuator->m_3d.cone_outer_gain;
} else {
Py_RETURN_NONE;
}
PyObject* result = PyFloat_FromDouble(result_value);
return result;
}
PyObject* KX_SoundActuator::pyattr_get_audposition(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float position = 0.0;
if(actuator->m_handle)
position = AUD_getPosition(actuator->m_handle);
PyObject* result = PyFloat_FromDouble(position);
return result;
}
PyObject* KX_SoundActuator::pyattr_get_gain(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float gain = actuator->m_volume;
PyObject* result = PyFloat_FromDouble(gain);
return result;
}
PyObject* KX_SoundActuator::pyattr_get_pitch(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float pitch = actuator->m_pitch;
PyObject* result = PyFloat_FromDouble(pitch);
return result;
}
int KX_SoundActuator::pyattr_set_3d_property(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
const char* prop = attrdef->m_name;
float prop_value = 0.0;
if (!PyArg_Parse(value, "f", &prop_value))
return PY_SET_ATTR_FAIL;
// if sound is working and 3D, set the new setting
if(!actuator->m_is3d)
return PY_SET_ATTR_FAIL;
if(!strcmp(prop, "volume_maximum")) {
actuator->m_3d.max_gain = prop_value;
if(actuator->m_handle)
AUD_setVolumeMaximum(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "volume_minimum")) {
actuator->m_3d.min_gain = prop_value;
if(actuator->m_handle)
AUD_setVolumeMinimum(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "distance_reference")) {
actuator->m_3d.reference_distance = prop_value;
if(actuator->m_handle)
AUD_setDistanceReference(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "distance_maximum")) {
actuator->m_3d.max_distance = prop_value;
if(actuator->m_handle)
AUD_setDistanceMaximum(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "attenuation")) {
actuator->m_3d.rolloff_factor = prop_value;
if(actuator->m_handle)
AUD_setAttenuation(actuator->m_handle, prop_value);
} else if (!!strcmp(prop, "cone_angle_inner")) {
actuator->m_3d.cone_inner_angle = prop_value;
if(actuator->m_handle)
AUD_setConeAngleInner(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "cone_angle_outer")) {
actuator->m_3d.cone_outer_angle = prop_value;
if(actuator->m_handle)
AUD_setConeAngleOuter(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "cone_volume_outer")) {
actuator->m_3d.cone_outer_gain = prop_value;
if(actuator->m_handle)
AUD_setConeVolumeOuter(actuator->m_handle, prop_value);
} else {
return PY_SET_ATTR_FAIL;
}
return PY_SET_ATTR_SUCCESS;
}
int KX_SoundActuator::pyattr_set_audposition(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float position = 1.0;
if (!PyArg_Parse(value, "f", &position))
return PY_SET_ATTR_FAIL;
if(actuator->m_handle)
AUD_seek(actuator->m_handle, position);
return PY_SET_ATTR_SUCCESS;
}
int KX_SoundActuator::pyattr_set_gain(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
float gain = 1.0;
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
if (!PyArg_Parse(value, "f", &gain))
return PY_SET_ATTR_FAIL;
actuator->m_volume = gain;
if(actuator->m_handle)
AUD_setSoundVolume(actuator->m_handle, gain);
return PY_SET_ATTR_SUCCESS;
}
int KX_SoundActuator::pyattr_set_pitch(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
float pitch = 1.0;
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
if (!PyArg_Parse(value, "f", &pitch))
return PY_SET_ATTR_FAIL;
actuator->m_pitch = pitch;
if(actuator->m_handle)
AUD_setSoundPitch(actuator->m_handle, pitch);
return PY_SET_ATTR_SUCCESS;
}
#endif // WITH_PYTHON