blender/intern/audaspace/intern/AUD_SoftwareDevice.cpp
2011-12-22 00:03:20 +00:00

955 lines
20 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* Copyright 2009-2011 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 General Public License as published by
* the Free Software Foundation; either version 2 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Audaspace; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file audaspace/intern/AUD_SoftwareDevice.cpp
* \ingroup audaspaceintern
*/
#include "AUD_SoftwareDevice.h"
#include "AUD_IReader.h"
#include "AUD_Mixer.h"
#include "AUD_IFactory.h"
#include "AUD_JOSResampleReader.h"
#include "AUD_LinearResampleReader.h"
#include <cstring>
#include <cmath>
#include <limits>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
typedef enum
{
AUD_RENDER_DISTANCE = 0x01,
AUD_RENDER_DOPPLER = 0x02,
AUD_RENDER_CONE = 0x04,
AUD_RENDER_VOLUME = 0x08
} AUD_RenderFlags;
#define AUD_PITCH_MAX 10
/******************************************************************************/
/********************** AUD_SoftwareHandle Handle Code ************************/
/******************************************************************************/
AUD_SoftwareDevice::AUD_SoftwareHandle::AUD_SoftwareHandle(AUD_SoftwareDevice* device, AUD_Reference<AUD_IReader> reader, AUD_Reference<AUD_PitchReader> pitch, AUD_Reference<AUD_ResampleReader> resampler, AUD_Reference<AUD_ChannelMapperReader> mapper, bool keep) :
m_reader(reader), m_pitch(pitch), m_resampler(resampler), m_mapper(mapper), m_keep(keep), m_user_pitch(1.0f), m_user_volume(1.0f), m_user_pan(0.0f), m_volume(1.0f), m_loopcount(0),
m_relative(true), m_volume_max(1.0f), m_volume_min(0), m_distance_max(std::numeric_limits<float>::max()),
m_distance_reference(1.0f), m_attenuation(1.0f), m_cone_angle_outer(M_PI), m_cone_angle_inner(M_PI), m_cone_volume_outer(0),
m_flags(AUD_RENDER_CONE), m_stop(NULL), m_stop_data(NULL), m_status(AUD_STATUS_PLAYING), m_device(device)
{
}
void AUD_SoftwareDevice::AUD_SoftwareHandle::update()
{
int flags = 0;
AUD_Vector3 SL;
if(m_relative)
SL = -m_location;
else
SL = m_device->m_location - m_location;
float distance = SL * SL;
if(distance > 0)
distance = sqrt(distance);
else
flags |= AUD_RENDER_DOPPLER | AUD_RENDER_DISTANCE;
if(m_pitch->getSpecs().channels != AUD_CHANNELS_MONO)
{
m_volume = m_user_volume;
m_pitch->setPitch(m_user_pitch);
return;
}
flags = ~(flags | m_flags | m_device->m_flags);
// Doppler and Pitch
if(flags & AUD_RENDER_DOPPLER)
{
float vls;
if(m_relative)
vls = 0;
else
vls = SL * m_device->m_velocity / distance;
float vss = SL * m_velocity / distance;
float max = m_device->m_speed_of_sound / m_device->m_doppler_factor;
if(vss >= max)
{
m_pitch->setPitch(AUD_PITCH_MAX);
}
else
{
if(vls > max)
vls = max;
m_pitch->setPitch((m_device->m_speed_of_sound - m_device->m_doppler_factor * vls) / (m_device->m_speed_of_sound - m_device->m_doppler_factor * vss) * m_user_pitch);
}
}
else
m_pitch->setPitch(m_user_pitch);
if(flags & AUD_RENDER_VOLUME)
{
// Distance
if(flags & AUD_RENDER_DISTANCE)
{
if(m_device->m_distance_model == AUD_DISTANCE_MODEL_INVERSE_CLAMPED ||
m_device->m_distance_model == AUD_DISTANCE_MODEL_LINEAR_CLAMPED ||
m_device->m_distance_model == AUD_DISTANCE_MODEL_EXPONENT_CLAMPED)
{
distance = AUD_MAX(AUD_MIN(m_distance_max, distance), m_distance_reference);
}
switch(m_device->m_distance_model)
{
case AUD_DISTANCE_MODEL_INVERSE:
case AUD_DISTANCE_MODEL_INVERSE_CLAMPED:
m_volume = m_distance_reference / (m_distance_reference + m_attenuation * (distance - m_distance_reference));
break;
case AUD_DISTANCE_MODEL_LINEAR:
case AUD_DISTANCE_MODEL_LINEAR_CLAMPED:
{
float temp = m_distance_max - m_distance_reference;
if(temp == 0)
{
if(distance > m_distance_reference)
m_volume = 0.0f;
else
m_volume = 1.0f;
}
else
m_volume = 1.0f - m_attenuation * (distance - m_distance_reference) / (m_distance_max - m_distance_reference);
break;
}
case AUD_DISTANCE_MODEL_EXPONENT:
case AUD_DISTANCE_MODEL_EXPONENT_CLAMPED:
if(m_distance_reference == 0)
m_volume = 0;
else
m_volume = pow(distance / m_distance_reference, -m_attenuation);
break;
default:
m_volume = 1.0f;
}
}
else
m_volume = 1.0f;
// Cone
if(flags & AUD_RENDER_CONE)
{
AUD_Vector3 SZ = m_orientation.getLookAt();
float phi = acos(float(SZ * SL / (SZ.length() * SL.length())));
float t = (phi - m_cone_angle_inner)/(m_cone_angle_outer - m_cone_angle_inner);
if(t > 0)
{
if(t > 1)
m_volume *= m_cone_volume_outer;
else
m_volume *= 1 + t * (m_cone_volume_outer - 1);
}
}
if(m_volume > m_volume_max)
m_volume = m_volume_max;
else if(m_volume < m_volume_min)
m_volume = m_volume_min;
// Volume
m_volume *= m_user_volume;
}
// 3D Cue
AUD_Quaternion orientation;
if(!m_relative)
orientation = m_device->m_orientation;
AUD_Vector3 Z = orientation.getLookAt();
AUD_Vector3 N = orientation.getUp();
AUD_Vector3 A = N * ((SL * N) / (N * N)) - SL;
float Asquare = A * A;
if(Asquare > 0)
{
float phi = acos(float(Z * A / (Z.length() * sqrt(Asquare))));
if(N.cross(Z) * A > 0)
phi = -phi;
m_mapper->setMonoAngle(phi);
}
else
m_mapper->setMonoAngle(m_relative ? m_user_pan * M_PI / 2.0 : 0);
}
void AUD_SoftwareDevice::AUD_SoftwareHandle::setSpecs(AUD_Specs specs)
{
m_mapper->setChannels(specs.channels);
m_resampler->setRate(specs.rate);
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::pause()
{
if(m_status)
{
m_device->lock();
if(m_status == AUD_STATUS_PLAYING)
{
m_device->m_playingSounds.remove(this);
m_device->m_pausedSounds.push_back(this);
if(m_device->m_playingSounds.empty())
m_device->playing(m_device->m_playback = false);
m_status = AUD_STATUS_PAUSED;
m_device->unlock();
return true;
}
m_device->unlock();
}
return false;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::resume()
{
if(m_status)
{
m_device->lock();
if(m_status == AUD_STATUS_PAUSED)
{
m_device->m_pausedSounds.remove(this);
m_device->m_playingSounds.push_back(this);
if(!m_device->m_playback)
m_device->playing(m_device->m_playback = true);
m_status = AUD_STATUS_PLAYING;
m_device->unlock();
return true;
}
m_device->unlock();
}
return false;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::stop()
{
if(!m_status)
return false;
m_device->lock();
// AUD_XXX Create a reference of our own object so that it doesn't get
// deleted before the end of this function
AUD_Reference<AUD_SoftwareHandle> This = this;
if(m_status == AUD_STATUS_PLAYING)
{
m_device->m_playingSounds.remove(This);
if(m_device->m_playingSounds.empty())
m_device->playing(m_device->m_playback = false);
}
else
m_device->m_pausedSounds.remove(This);
m_device->unlock();
m_status = AUD_STATUS_INVALID;
return true;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::getKeep()
{
if(m_status)
return m_keep;
return false;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setKeep(bool keep)
{
if(!m_status)
return false;
m_device->lock();
m_keep = keep;
m_device->unlock();
return true;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::seek(float position)
{
if(!m_status)
return false;
m_device->lock();
m_reader->seek((int)(position * m_reader->getSpecs().rate));
m_device->unlock();
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getPosition()
{
if(!m_status)
return 0.0f;
m_device->lock();
float position = m_reader->getPosition() / (float)m_device->m_specs.rate;
m_device->unlock();
return position;
}
AUD_Status AUD_SoftwareDevice::AUD_SoftwareHandle::getStatus()
{
return m_status;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getVolume()
{
return m_user_volume;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setVolume(float volume)
{
if(!m_status)
return false;
m_user_volume = volume;
if(volume == 0)
{
m_volume = volume;
m_flags |= AUD_RENDER_VOLUME;
}
else
m_flags &= ~AUD_RENDER_VOLUME;
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getPitch()
{
return m_user_pitch;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setPitch(float pitch)
{
if(!m_status)
return false;
m_user_pitch = pitch;
return true;
}
int AUD_SoftwareDevice::AUD_SoftwareHandle::getLoopCount()
{
if(!m_status)
return 0;
return m_loopcount;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setLoopCount(int count)
{
if(!m_status)
return false;
m_loopcount = count;
return true;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setStopCallback(stopCallback callback, void* data)
{
if(!m_status)
return false;
m_device->lock();
m_stop = callback;
m_stop_data = data;
m_device->unlock();
return true;
}
/******************************************************************************/
/******************** AUD_SoftwareHandle 3DHandle Code ************************/
/******************************************************************************/
AUD_Vector3 AUD_SoftwareDevice::AUD_SoftwareHandle::getSourceLocation()
{
if(!m_status)
return AUD_Vector3();
return m_location;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setSourceLocation(const AUD_Vector3& location)
{
if(!m_status)
return false;
m_location = location;
return true;
}
AUD_Vector3 AUD_SoftwareDevice::AUD_SoftwareHandle::getSourceVelocity()
{
if(!m_status)
return AUD_Vector3();
return m_velocity;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setSourceVelocity(const AUD_Vector3& velocity)
{
if(!m_status)
return false;
m_velocity = velocity;
return true;
}
AUD_Quaternion AUD_SoftwareDevice::AUD_SoftwareHandle::getSourceOrientation()
{
if(!m_status)
return AUD_Quaternion();
return m_orientation;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setSourceOrientation(const AUD_Quaternion& orientation)
{
if(!m_status)
return false;
m_orientation = orientation;
return true;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::isRelative()
{
if(!m_status)
return false;
return m_relative;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setRelative(bool relative)
{
if(!m_status)
return false;
m_relative = relative;
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getVolumeMaximum()
{
if(!m_status)
return std::numeric_limits<float>::quiet_NaN();
return m_volume_max;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setVolumeMaximum(float volume)
{
if(!m_status)
return false;
m_volume_max = volume;
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getVolumeMinimum()
{
if(!m_status)
return std::numeric_limits<float>::quiet_NaN();
return m_volume_min;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setVolumeMinimum(float volume)
{
if(!m_status)
return false;
m_volume_min = volume;
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getDistanceMaximum()
{
if(!m_status)
return std::numeric_limits<float>::quiet_NaN();
return m_distance_max;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setDistanceMaximum(float distance)
{
if(!m_status)
return false;
m_distance_max = distance;
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getDistanceReference()
{
if(!m_status)
return std::numeric_limits<float>::quiet_NaN();
return m_distance_reference;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setDistanceReference(float distance)
{
if(!m_status)
return false;
m_distance_reference = distance;
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getAttenuation()
{
if(!m_status)
return std::numeric_limits<float>::quiet_NaN();
return m_attenuation;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setAttenuation(float factor)
{
if(!m_status)
return false;
m_attenuation = factor;
if(factor == 0)
m_flags |= AUD_RENDER_DISTANCE;
else
m_flags &= ~AUD_RENDER_DISTANCE;
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getConeAngleOuter()
{
if(!m_status)
return std::numeric_limits<float>::quiet_NaN();
return m_cone_angle_outer * 360.0f / M_PI;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setConeAngleOuter(float angle)
{
if(!m_status)
return false;
m_cone_angle_outer = angle * M_PI / 360.0f;
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getConeAngleInner()
{
if(!m_status)
return std::numeric_limits<float>::quiet_NaN();
return m_cone_angle_inner * 360.0f / M_PI;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setConeAngleInner(float angle)
{
if(!m_status)
return false;
if(angle >= 360)
m_flags |= AUD_RENDER_CONE;
else
m_flags &= ~AUD_RENDER_CONE;
m_cone_angle_inner = angle * M_PI / 360.0f;
return true;
}
float AUD_SoftwareDevice::AUD_SoftwareHandle::getConeVolumeOuter()
{
if(!m_status)
return std::numeric_limits<float>::quiet_NaN();
return m_cone_volume_outer;
}
bool AUD_SoftwareDevice::AUD_SoftwareHandle::setConeVolumeOuter(float volume)
{
if(!m_status)
return false;
m_cone_volume_outer = volume;
return true;
}
/******************************************************************************/
/**************************** IDevice Code ************************************/
/******************************************************************************/
void AUD_SoftwareDevice::create()
{
m_playback = false;
m_volume = 1.0f;
m_mixer = new AUD_Mixer(m_specs);
m_speed_of_sound = 343.0f;
m_doppler_factor = 1.0f;
m_distance_model = AUD_DISTANCE_MODEL_INVERSE_CLAMPED;
m_flags = 0;
m_quality = false;
pthread_mutexattr_t attr;
pthread_mutexattr_init(&attr);
pthread_mutexattr_settype(&attr, PTHREAD_MUTEX_RECURSIVE);
pthread_mutex_init(&m_mutex, &attr);
pthread_mutexattr_destroy(&attr);
}
void AUD_SoftwareDevice::destroy()
{
if(m_playback)
playing(m_playback = false);
while(!m_playingSounds.empty())
m_playingSounds.front()->stop();
while(!m_pausedSounds.empty())
m_pausedSounds.front()->stop();
pthread_mutex_destroy(&m_mutex);
}
void AUD_SoftwareDevice::mix(data_t* buffer, int length)
{
m_buffer.assureSize(length * AUD_SAMPLE_SIZE(m_specs));
lock();
{
AUD_Reference<AUD_SoftwareDevice::AUD_SoftwareHandle> sound;
int len;
int pos;
bool eos;
std::list<AUD_Reference<AUD_SoftwareDevice::AUD_SoftwareHandle> > stopSounds;
std::list<AUD_Reference<AUD_SoftwareDevice::AUD_SoftwareHandle> > pauseSounds;
sample_t* buf = m_buffer.getBuffer();
m_mixer->clear(length);
// for all sounds
AUD_HandleIterator it = m_playingSounds.begin();
while(it != m_playingSounds.end())
{
sound = *it;
// increment the iterator to make sure it's valid,
// in case the sound gets deleted after stopping
++it;
// get the buffer from the source
pos = 0;
len = length;
// update 3D Info
sound->update();
sound->m_reader->read(len, eos, buf);
// in case of looping
while(pos + len < length && sound->m_loopcount && eos)
{
m_mixer->mix(buf, pos, len, sound->m_volume);
pos += len;
if(sound->m_loopcount > 0)
sound->m_loopcount--;
sound->m_reader->seek(0);
len = length - pos;
sound->m_reader->read(len, eos, buf);
// prevent endless loop
if(!len)
break;
}
m_mixer->mix(buf, pos, len, sound->m_volume);
// in case the end of the sound is reached
if(eos && !sound->m_loopcount)
{
if(sound->m_stop)
sound->m_stop(sound->m_stop_data);
if(sound->m_keep)
pauseSounds.push_back(sound);
else
stopSounds.push_back(sound);
}
}
// superpose
m_mixer->read(buffer, m_volume);
// cleanup
while(!stopSounds.empty())
{
sound = stopSounds.front();
stopSounds.pop_front();
sound->stop();
}
while(!pauseSounds.empty())
{
sound = pauseSounds.front();
pauseSounds.pop_front();
sound->pause();
}
}
unlock();
}
void AUD_SoftwareDevice::setPanning(AUD_IHandle* handle, float pan)
{
AUD_SoftwareDevice::AUD_SoftwareHandle* h = dynamic_cast<AUD_SoftwareDevice::AUD_SoftwareHandle*>(handle);
h->m_user_pan = pan;
}
void AUD_SoftwareDevice::setQuality(bool quality)
{
m_quality = quality;
}
void AUD_SoftwareDevice::setSpecs(AUD_Specs specs)
{
m_specs.specs = specs;
m_mixer->setSpecs(specs);
for(AUD_HandleIterator it = m_playingSounds.begin(); it != m_playingSounds.end(); it++)
{
(*it)->setSpecs(specs);
}
}
AUD_DeviceSpecs AUD_SoftwareDevice::getSpecs() const
{
return m_specs;
}
AUD_Reference<AUD_IHandle> AUD_SoftwareDevice::play(AUD_Reference<AUD_IReader> reader, bool keep)
{
// prepare the reader
// pitch
AUD_Reference<AUD_PitchReader> pitch = new AUD_PitchReader(reader, 1);
reader = AUD_Reference<AUD_IReader>(pitch);
AUD_Reference<AUD_ResampleReader> resampler;
// resample
if(m_quality)
resampler = new AUD_JOSResampleReader(reader, m_specs.specs);
else
resampler = new AUD_LinearResampleReader(reader, m_specs.specs);
reader = AUD_Reference<AUD_IReader>(resampler);
// rechannel
AUD_Reference<AUD_ChannelMapperReader> mapper = new AUD_ChannelMapperReader(reader, m_specs.channels);
reader = AUD_Reference<AUD_IReader>(mapper);
if(reader.isNull())
return AUD_Reference<AUD_IHandle>();
// play sound
AUD_Reference<AUD_SoftwareDevice::AUD_SoftwareHandle> sound = new AUD_SoftwareDevice::AUD_SoftwareHandle(this, reader, pitch, resampler, mapper, keep);
lock();
m_playingSounds.push_back(sound);
if(!m_playback)
playing(m_playback = true);
unlock();
return AUD_Reference<AUD_IHandle>(sound);
}
AUD_Reference<AUD_IHandle> AUD_SoftwareDevice::play(AUD_Reference<AUD_IFactory> factory, bool keep)
{
return play(factory->createReader(), keep);
}
void AUD_SoftwareDevice::stopAll()
{
lock();
while(!m_playingSounds.empty())
m_playingSounds.front()->stop();
while(!m_pausedSounds.empty())
m_pausedSounds.front()->stop();
unlock();
}
void AUD_SoftwareDevice::lock()
{
pthread_mutex_lock(&m_mutex);
}
void AUD_SoftwareDevice::unlock()
{
pthread_mutex_unlock(&m_mutex);
}
float AUD_SoftwareDevice::getVolume() const
{
return m_volume;
}
void AUD_SoftwareDevice::setVolume(float volume)
{
m_volume = volume;
}
/******************************************************************************/
/**************************** 3D Device Code **********************************/
/******************************************************************************/
AUD_Vector3 AUD_SoftwareDevice::getListenerLocation() const
{
return m_location;
}
void AUD_SoftwareDevice::setListenerLocation(const AUD_Vector3& location)
{
m_location = location;
}
AUD_Vector3 AUD_SoftwareDevice::getListenerVelocity() const
{
return m_velocity;
}
void AUD_SoftwareDevice::setListenerVelocity(const AUD_Vector3& velocity)
{
m_velocity = velocity;
}
AUD_Quaternion AUD_SoftwareDevice::getListenerOrientation() const
{
return m_orientation;
}
void AUD_SoftwareDevice::setListenerOrientation(const AUD_Quaternion& orientation)
{
m_orientation = orientation;
}
float AUD_SoftwareDevice::getSpeedOfSound() const
{
return m_speed_of_sound;
}
void AUD_SoftwareDevice::setSpeedOfSound(float speed)
{
m_speed_of_sound = speed;
}
float AUD_SoftwareDevice::getDopplerFactor() const
{
return m_doppler_factor;
}
void AUD_SoftwareDevice::setDopplerFactor(float factor)
{
m_doppler_factor = factor;
if(factor == 0)
m_flags |= AUD_RENDER_DOPPLER;
else
m_flags &= ~AUD_RENDER_DOPPLER;
}
AUD_DistanceModel AUD_SoftwareDevice::getDistanceModel() const
{
return m_distance_model;
}
void AUD_SoftwareDevice::setDistanceModel(AUD_DistanceModel model)
{
m_distance_model = model;
if(model == AUD_DISTANCE_MODEL_INVALID)
m_flags |= AUD_RENDER_DISTANCE;
else
m_flags &= ~AUD_RENDER_DISTANCE;
}