blender/intern/audaspace/intern/AUD_SequencerEntry.cpp
Joerg Mueller 2d884fc035 3D Audio GSoC:
* Pepper depends on ffmpeg 0.7.1 or higher now, windows and mac build systems set to ffmpeg-0.8
* Fixed orientation retrieval in OpenAL device code.
* Added stopAll() method to AUD_IDevice (also for Python) and call it on BGE exit
* Changed BGE to use audaspace via native C++ instead over the C API.
* Made AUD_SequencerFactory and AUD_SequencerEntry thread safe.
* Changed sound caching into a flag which fixes problems on file loading, especially with undo.
* Removed unused parameter from sound_mute_scene_sound
* Fixed bug: changing FPS didn't update the sequencer sound positions.
* Fixed bug: Properties of sequencer strips weren't set correctly.
* Minor warning fixes.
2011-08-07 11:54:58 +00:00

345 lines
5.8 KiB
C++

/*
* $Id$
*
* ***** 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_SequencerEntry.cpp
* \ingroup audaspaceintern
*/
#include "AUD_SequencerEntry.h"
#include "AUD_SequencerReader.h"
#include <cmath>
#include <limits>
AUD_SequencerEntry::AUD_SequencerEntry(AUD_Reference<AUD_IFactory> sound, float begin, float end, float skip, int id) :
m_status(0),
m_pos_status(1),
m_sound_status(0),
m_id(id),
m_sound(sound),
m_begin(begin),
m_end(end),
m_skip(skip),
m_muted(false),
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(360),
m_cone_angle_inner(360),
m_cone_volume_outer(0),
m_location(3),
m_orientation(4)
{
AUD_Quaternion q;
m_orientation.write(q.get());
float f = 1;
m_volume.write(&f);
m_pitch.write(&f);
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);
}
AUD_SequencerEntry::~AUD_SequencerEntry()
{
pthread_mutex_destroy(&m_mutex);
}
void AUD_SequencerEntry::lock()
{
pthread_mutex_lock(&m_mutex);
}
void AUD_SequencerEntry::unlock()
{
pthread_mutex_unlock(&m_mutex);
}
void AUD_SequencerEntry::setSound(AUD_Reference<AUD_IFactory> sound)
{
lock();
if(m_sound.get() != sound.get())
{
m_sound = sound;
m_sound_status++;
}
unlock();
}
void AUD_SequencerEntry::move(float begin, float end, float skip)
{
lock();
if(m_begin != begin || m_skip != skip || m_end != end)
{
m_begin = begin;
m_skip = skip;
m_end = end;
m_pos_status++;
}
unlock();
}
void AUD_SequencerEntry::mute(bool mute)
{
lock();
m_muted = mute;
unlock();
}
int AUD_SequencerEntry::getID() const
{
return m_id;
}
AUD_AnimateableProperty* AUD_SequencerEntry::getAnimProperty(AUD_AnimateablePropertyType type)
{
switch(type)
{
case AUD_AP_VOLUME:
return &m_volume;
case AUD_AP_PITCH:
return &m_pitch;
case AUD_AP_PANNING:
return &m_panning;
case AUD_AP_LOCATION:
return &m_location;
case AUD_AP_ORIENTATION:
return &m_orientation;
default:
return NULL;
}
}
void AUD_SequencerEntry::updateAll(float volume_max, float volume_min, float distance_max,
float distance_reference, float attenuation, float cone_angle_outer,
float cone_angle_inner, float cone_volume_outer)
{
lock();
if(volume_max != m_volume_max)
{
m_volume_max = volume_max;
m_status++;
}
if(volume_min != m_volume_min)
{
m_volume_min = volume_min;
m_status++;
}
if(distance_max != m_distance_max)
{
m_distance_max = distance_max;
m_status++;
}
if(distance_reference != m_distance_reference)
{
m_distance_reference = distance_reference;
m_status++;
}
if(attenuation != m_attenuation)
{
m_attenuation = attenuation;
m_status++;
}
if(cone_angle_outer != m_cone_angle_outer)
{
m_cone_angle_outer = cone_angle_outer;
m_status++;
}
if(cone_angle_inner != m_cone_angle_inner)
{
m_cone_angle_inner = cone_angle_inner;
m_status++;
}
if(cone_volume_outer != m_cone_volume_outer)
{
m_cone_volume_outer = cone_volume_outer;
m_status++;
}
unlock();
}
bool AUD_SequencerEntry::isRelative()
{
return m_relative;
}
void AUD_SequencerEntry::setRelative(bool relative)
{
lock();
if(m_relative != relative)
{
m_relative = relative;
m_status++;
}
unlock();
}
float AUD_SequencerEntry::getVolumeMaximum()
{
return m_volume_max;
}
void AUD_SequencerEntry::setVolumeMaximum(float volume)
{
lock();
m_volume_max = volume;
m_status++;
unlock();
}
float AUD_SequencerEntry::getVolumeMinimum()
{
return m_volume_min;
}
void AUD_SequencerEntry::setVolumeMinimum(float volume)
{
lock();
m_volume_min = volume;
m_status++;
unlock();
}
float AUD_SequencerEntry::getDistanceMaximum()
{
return m_distance_max;
}
void AUD_SequencerEntry::setDistanceMaximum(float distance)
{
lock();
m_distance_max = distance;
m_status++;
unlock();
}
float AUD_SequencerEntry::getDistanceReference()
{
return m_distance_reference;
}
void AUD_SequencerEntry::setDistanceReference(float distance)
{
lock();
m_distance_reference = distance;
m_status++;
unlock();
}
float AUD_SequencerEntry::getAttenuation()
{
return m_attenuation;
}
void AUD_SequencerEntry::setAttenuation(float factor)
{
lock();
m_attenuation = factor;
m_status++;
unlock();
}
float AUD_SequencerEntry::getConeAngleOuter()
{
return m_cone_angle_outer;
}
void AUD_SequencerEntry::setConeAngleOuter(float angle)
{
lock();
m_cone_angle_outer = angle;
m_status++;
unlock();
}
float AUD_SequencerEntry::getConeAngleInner()
{
return m_cone_angle_inner;
}
void AUD_SequencerEntry::setConeAngleInner(float angle)
{
lock();
m_cone_angle_inner = angle;
m_status++;
unlock();
}
float AUD_SequencerEntry::getConeVolumeOuter()
{
return m_cone_volume_outer;
}
void AUD_SequencerEntry::setConeVolumeOuter(float volume)
{
lock();
m_cone_volume_outer = volume;
m_status++;
unlock();
}