blender/source/gameengine/Ketsji/KX_SoundActuator.cpp
Joseph Eagar 8f788c64db merge with trunk/2.5 at r23876
[[Split portion of a mixed commit.]]
2009-10-22 23:22:05 +00:00

421 lines
11 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 "KX_GameObject.h"
#include "KX_PyMath.h" // needed for PyObjectFrom()
#include <iostream>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* 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 sounds are for temporary stacked sounds, will be deleted if not NULL
AUD_Sound* sound2 = NULL;
AUD_Sound* sound3 = NULL;
switch (m_type)
{
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
// create a ping pong sound on sound2 stacked on the orignal sound
sound2 = AUD_pingpongSound(sound);
// create a loop sound on sound3 stacked on the pingpong sound and let that one play (save it to sound)
sound = sound3 = AUD_loopSound(sound2);
break;
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPSTOP:
// create a loop sound on sound2 stacked on the pingpong sound and let that one play (save it to sound)
sound = sound2 = AUD_loopSound(sound);
break;
case KX_SOUNDACT_PLAYSTOP:
case KX_SOUNDACT_PLAYEND:
default:
break;
}
if(m_is3d)
{
// sound shall be played 3D
m_handle = AUD_play3D(sound, 0);
AUD_set3DSourceSetting(m_handle, AUD_3DSS_MAX_GAIN, m_3d.max_gain);
AUD_set3DSourceSetting(m_handle, AUD_3DSS_MIN_GAIN, m_3d.min_gain);
AUD_set3DSourceSetting(m_handle, AUD_3DSS_REFERENCE_DISTANCE, m_3d.reference_distance);
AUD_set3DSourceSetting(m_handle, AUD_3DSS_MAX_DISTANCE, m_3d.max_distance);
AUD_set3DSourceSetting(m_handle, AUD_3DSS_ROLLOFF_FACTOR, m_3d.rolloff_factor);
AUD_set3DSourceSetting(m_handle, AUD_3DSS_CONE_INNER_ANGLE, m_3d.cone_inner_angle);
AUD_set3DSourceSetting(m_handle, AUD_3DSS_CONE_OUTER_ANGLE, m_3d.cone_outer_angle);
AUD_set3DSourceSetting(m_handle, AUD_3DSS_CONE_OUTER_GAIN, m_3d.cone_outer_gain);
}
else
m_handle = AUD_play(sound, 0);
AUD_setSoundPitch(m_handle, m_pitch);
AUD_setSoundVolume(m_handle, m_volume);
m_isplaying = true;
// now we unload the pingpong and loop sounds, as we don't need them anymore
// the started sound will continue playing like it was created, don't worry!
if(sound3)
AUD_unload(sound3);
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_stopLoop(m_handle);
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)
{
AUD_3DData data;
float f;
((KX_GameObject*)this->GetParent())->NodeGetWorldPosition().getValue(data.position);
((KX_GameObject*)this->GetParent())->GetLinearVelocity().getValue(data.velocity);
((KX_GameObject*)this->GetParent())->NodeGetWorldOrientation().getValue3x3(data.orientation);
/*
* The 3D data from blender has to be transformed for OpenAL:
* - In blender z is up and y is forwards
* - In OpenAL y is up and z is backwards
* We have to do that for all 5 vectors.
*/
f = data.position[1];
data.position[1] = data.position[2];
data.position[2] = -f;
f = data.velocity[1];
data.velocity[1] = data.velocity[2];
data.velocity[2] = -f;
f = data.orientation[1];
data.orientation[1] = data.orientation[2];
data.orientation[2] = -f;
f = data.orientation[4];
data.orientation[4] = data.orientation[5];
data.orientation[5] = -f;
f = data.orientation[7];
data.orientation[7] = data.orientation[8];
data.orientation[8] = -f;
AUD_update3DSource(m_handle, &data);
}
result = true;
}
else
{
m_isplaying = false;
result = false;
}
return result;
}
#ifndef DISABLE_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,NULL,NULL} //Sentinel
};
PyAttributeDef KX_SoundActuator::Attributes[] = {
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_RW_FUNCTION("rollOffFactor", KX_SoundActuator, pyattr_get_rollOffFactor, pyattr_set_rollOffFactor),
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_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;
}
PyObject* KX_SoundActuator::pyattr_get_rollOffFactor(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float rollofffactor = actuator->m_3d.rolloff_factor;
PyObject* result = PyFloat_FromDouble(rollofffactor);
return result;
}
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;
}
int KX_SoundActuator::pyattr_set_rollOffFactor(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float rollofffactor = 1.0;
if (!PyArg_Parse(value, "f", &rollofffactor))
return PY_SET_ATTR_FAIL;
actuator->m_3d.rolloff_factor = rollofffactor;
if(actuator->m_handle)
AUD_set3DSourceSetting(actuator->m_handle, AUD_3DSS_ROLLOFF_FACTOR, rollofffactor);
return PY_SET_ATTR_SUCCESS;
}
#endif // DISABLE_PYTHON