blender/intern/audaspace/OpenAL/AUD_OpenALDevice.h

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/*
* $Id$
*
* ***** BEGIN LGPL LICENSE BLOCK *****
*
* Copyright 2009 Jörg Hermann Müller
*
* This file is part of AudaSpace.
*
* AudaSpace is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* AudaSpace 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with AudaSpace. If not, see <http://www.gnu.org/licenses/>.
*
* ***** END LGPL LICENSE BLOCK *****
*/
#ifndef AUD_OPENALDEVICE
#define AUD_OPENALDEVICE
#include "AUD_IDevice.h"
#include "AUD_I3DDevice.h"
struct AUD_OpenALHandle;
struct AUD_OpenALBufferedFactory;
#include <AL/al.h>
#include <AL/alc.h>
#include <list>
#include <pthread.h>
/**
* This device plays through OpenAL.
*/
class AUD_OpenALDevice : public AUD_IDevice, public AUD_I3DDevice
{
private:
/**
* The OpenAL device handle.
*/
ALCdevice* m_device;
/**
* The OpenAL context.
*/
ALCcontext* m_context;
/**
* The specification of the device.
*/
AUD_DeviceSpecs m_specs;
/**
* Whether the device has the AL_EXT_MCFORMATS extension.
*/
bool m_useMC;
/**
* The list of sounds that are currently playing.
*/
std::list<AUD_OpenALHandle*>* m_playingSounds;
/**
* The list of sounds that are currently paused.
*/
std::list<AUD_OpenALHandle*>* m_pausedSounds;
/**
* The list of buffered factories.
*/
std::list<AUD_OpenALBufferedFactory*>* m_bufferedFactories;
/**
* The mutex for locking.
*/
pthread_mutex_t m_mutex;
/**
* The streaming thread.
*/
pthread_t m_thread;
/**
* The condition for streaming thread wakeup.
*/
bool m_playing;
/**
* Buffer size.
*/
int m_buffersize;
/**
* Starts the streaming thread.
*/
void start();
/**
* Checks if a handle is valid.
* \param handle The handle to check.
* \return Whether the handle is valid.
*/
bool isValid(AUD_Handle* handle);
/**
* Gets the format according to the specs.
* \param format The variable to put the format into.
* \param specs The specs to read the channel count from.
* \return Whether the format is valid or not.
*/
bool getFormat(ALenum &format, AUD_Specs specs);
// hide copy constructor and operator=
AUD_OpenALDevice(const AUD_OpenALDevice&);
AUD_OpenALDevice& operator=(const AUD_OpenALDevice&);
public:
/**
* Opens the OpenAL audio device for playback.
* \param specs The wanted audio specification.
* \param buffersize The size of the internal buffer.
* \note The specification really used for opening the device may differ.
* \note The buffersize will be multiplicated by three for this device.
* \exception AUD_Exception Thrown if the audio device cannot be opened.
*/
AUD_OpenALDevice(AUD_DeviceSpecs specs,
int buffersize = AUD_DEFAULT_BUFFER_SIZE);
/**
* Streaming thread main function.
*/
void updateStreams();
virtual ~AUD_OpenALDevice();
virtual AUD_DeviceSpecs getSpecs() const;
virtual AUD_Handle* play(AUD_IFactory* factory, bool keep = false);
virtual bool pause(AUD_Handle* handle);
virtual bool resume(AUD_Handle* handle);
virtual bool stop(AUD_Handle* handle);
virtual bool getKeep(AUD_Handle* handle);
virtual bool setKeep(AUD_Handle* handle, bool keep);
virtual bool seek(AUD_Handle* handle, float position);
virtual float getPosition(AUD_Handle* handle);
virtual AUD_Status getStatus(AUD_Handle* handle);
virtual void lock();
virtual void unlock();
virtual float getVolume() const;
virtual void setVolume(float volume);
virtual float getVolume(AUD_Handle* handle);
virtual bool setVolume(AUD_Handle* handle, float volume);
virtual float getPitch(AUD_Handle* handle);
virtual bool setPitch(AUD_Handle* handle, float pitch);
virtual AUD_Handle* play3D(AUD_IFactory* factory, bool keep = false);
virtual bool updateListener(AUD_3DData &data);
virtual bool setSetting(AUD_3DSetting setting, float value);
virtual float getSetting(AUD_3DSetting setting);
virtual bool updateSource(AUD_Handle* handle, AUD_3DData &data);
virtual bool setSourceSetting(AUD_Handle* handle,
AUD_3DSourceSetting setting, float value);
virtual float getSourceSetting(AUD_Handle* handle,
AUD_3DSourceSetting setting);
};
#endif //AUD_OPENALDEVICE