forked from bartvdbraak/blender
9ca5b78d1a
- support stopping of loop sound - support stopping by python - keep state of actuator in sync with audio device. The lack of state sync was causing several other problems: - actuator stop playing the sound - sound chopped before the end - not possible to pause sound
536 lines
12 KiB
C++
536 lines
12 KiB
C++
/**
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* KX_SoundActuator.cpp
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*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*/
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#include "KX_SoundActuator.h"
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#include "SND_SoundObject.h"
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#include "KX_GameObject.h"
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#include "SND_SoundObject.h"
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#include "SND_Scene.h" // needed for replication
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#include <iostream>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
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SND_SoundObject* sndobj,
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SND_Scene* sndscene,
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KX_SOUNDACT_TYPE type,
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short start,
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short end,
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PyTypeObject* T)
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: SCA_IActuator(gameobj,T)
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{
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m_soundObject = sndobj;
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m_soundScene = sndscene;
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m_type = type;
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m_lastEvent = true;
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m_isplaying = false;
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m_startFrame = start;
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m_endFrame = end;
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m_pino = false;
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}
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KX_SoundActuator::~KX_SoundActuator()
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{
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if (m_soundObject)
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{
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m_soundScene->RemoveActiveObject(m_soundObject);
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m_soundScene->DeleteObject(m_soundObject);
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}
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}
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CValue* KX_SoundActuator::GetReplica()
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{
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KX_SoundActuator* replica = new KX_SoundActuator(*this);
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replica->ProcessReplica();
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if (m_soundObject)
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{
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SND_SoundObject* soundobj = new SND_SoundObject(*m_soundObject);
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replica->setSoundObject(soundobj);
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m_soundScene->AddObject(soundobj);
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}
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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};
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bool KX_SoundActuator::Update(double curtime, bool frame)
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{
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if (!frame)
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return true;
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bool result = false;
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// do nothing on negative events, otherwise sounds are played twice!
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bool bNegativeEvent = IsNegativeEvent();
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RemoveAllEvents();
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if (!m_soundObject)
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return false;
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// actual audio device playing state
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bool isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
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if (m_pino)
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{
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bNegativeEvent = true;
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m_pino = false;
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}
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if (bNegativeEvent)
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{
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// here must be a check if it is still playing
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if (m_isplaying && isplaying)
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{
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switch (m_type)
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{
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case KX_SOUNDACT_PLAYSTOP:
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case KX_SOUNDACT_LOOPSTOP:
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case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
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{
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m_soundScene->RemoveActiveObject(m_soundObject);
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break;
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}
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case KX_SOUNDACT_PLAYEND:
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{
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m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
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break;
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}
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case KX_SOUNDACT_LOOPEND:
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case KX_SOUNDACT_LOOPBIDIRECTIONAL:
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{
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m_soundObject->SetLoopMode(SND_LOOP_OFF);
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m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
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break;
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}
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default:
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// implement me !!
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break;
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}
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}
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// remember that we tried to stop the actuator
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m_isplaying = false;
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}
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else
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{
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if (!m_isplaying)
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{
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switch (m_type)
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{
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case KX_SOUNDACT_LOOPBIDIRECTIONAL:
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case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
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{
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m_soundObject->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
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m_soundScene->AddActiveObject(m_soundObject, curtime);
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m_isplaying = true;
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result = true;
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break;
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}
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case KX_SOUNDACT_LOOPEND:
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case KX_SOUNDACT_LOOPSTOP:
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{
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m_soundObject->SetLoopMode(SND_LOOP_NORMAL);
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m_soundScene->AddActiveObject(m_soundObject, curtime);
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m_isplaying = true;
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result = true;
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break;
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}
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case KX_SOUNDACT_PLAYSTOP:
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case KX_SOUNDACT_PLAYEND:
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{
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m_soundObject->SetLoopMode(SND_LOOP_OFF);
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m_soundScene->AddActiveObject(m_soundObject, curtime);
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m_isplaying = true;
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result = true;
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break;
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}
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default:
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// implement me !!
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break;
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}
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}
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}
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// verify that the sound is still playing
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isplaying = (m_soundObject->GetPlaystate() != SND_STOPPED) ? true : false;
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if (isplaying)
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{
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m_soundObject->SetPosition(((KX_GameObject*)this->GetParent())->NodeGetWorldPosition());
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m_soundObject->SetVelocity(((KX_GameObject*)this->GetParent())->GetLinearVelocity());
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m_soundObject->SetOrientation(((KX_GameObject*)this->GetParent())->NodeGetWorldOrientation());
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result = true;
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}
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else
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{
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m_isplaying = false;
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result = false;
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}
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/*
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if (result && (m_soundObject->IsLifeSpanOver(curtime)) && ((m_type == KX_SOUNDACT_PLAYEND) || (m_type == KX_SOUNDACT_PLAYSTOP)))
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{
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m_pino = true;
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}
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*/
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return result;
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}
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void KX_SoundActuator::setSoundObject(class SND_SoundObject* soundobject)
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{
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m_soundObject = soundobject;
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}
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_SoundActuator::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_SoundActuator",
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sizeof(KX_SoundActuator),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_SoundActuator::Parents[] = {
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&KX_SoundActuator::Type,
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&SCA_IActuator::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_SoundActuator::Methods[] = {
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{"setFilename", (PyCFunction) KX_SoundActuator::sPySetFilename, METH_VARARGS,NULL},
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{"getFilename", (PyCFunction) KX_SoundActuator::sPyGetFilename, METH_VARARGS,NULL},
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{"startSound",(PyCFunction) KX_SoundActuator::sPyStartSound,METH_VARARGS,NULL},
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{"pauseSound",(PyCFunction) KX_SoundActuator::sPyPauseSound,METH_VARARGS,NULL},
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{"stopSound",(PyCFunction) KX_SoundActuator::sPyStopSound,METH_VARARGS,NULL},
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{"setGain",(PyCFunction) KX_SoundActuator::sPySetGain,METH_VARARGS,NULL},
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{"getGain",(PyCFunction) KX_SoundActuator::sPyGetGain,METH_VARARGS,NULL},
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{"setPitch",(PyCFunction) KX_SoundActuator::sPySetPitch,METH_VARARGS,NULL},
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{"getPitch",(PyCFunction) KX_SoundActuator::sPyGetPitch,METH_VARARGS,NULL},
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{"setRollOffFactor",(PyCFunction) KX_SoundActuator::sPySetRollOffFactor,METH_VARARGS,NULL},
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{"getRollOffFactor",(PyCFunction) KX_SoundActuator::sPyGetRollOffFactor,METH_VARARGS,NULL},
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{"setLooping",(PyCFunction) KX_SoundActuator::sPySetLooping,METH_VARARGS,NULL},
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{"getLooping",(PyCFunction) KX_SoundActuator::sPyGetLooping,METH_VARARGS,NULL},
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{"setPosition",(PyCFunction) KX_SoundActuator::sPySetPosition,METH_VARARGS,NULL},
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{"setVelocity",(PyCFunction) KX_SoundActuator::sPySetVelocity,METH_VARARGS,NULL},
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{"setOrientation",(PyCFunction) KX_SoundActuator::sPySetOrientation,METH_VARARGS,NULL},
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{"setType",(PyCFunction) KX_SoundActuator::sPySetType,METH_VARARGS,NULL},
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{"getType",(PyCFunction) KX_SoundActuator::sPyGetType,METH_VARARGS,NULL},
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{NULL,NULL,NULL,NULL} //Sentinel
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};
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PyObject* KX_SoundActuator::_getattr(const STR_String& attr)
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{
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_getattr_up(SCA_IActuator);
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}
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PyObject* KX_SoundActuator::PySetFilename(PyObject* self, PyObject* args, PyObject* kwds)
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{
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char *soundName = NULL;
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// void *soundPointer = NULL; /*unused*/
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if (!PyArg_ParseTuple(args, "s", &soundName))
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return NULL;
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Py_Return;
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}
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PyObject* KX_SoundActuator::PyGetFilename(PyObject* self, PyObject* args, PyObject* kwds)
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{
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if (!m_soundObject)
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{
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return PyString_FromString("");
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}
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STR_String objectname = m_soundObject->GetObjectName();
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char* name = objectname.Ptr();
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if (!name) {
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PyErr_SetString(PyExc_RuntimeError, "Unable to get sound filename");
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return NULL;
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} else
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return PyString_FromString(name);
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}
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PyObject* KX_SoundActuator::PyStartSound(PyObject* self, PyObject* args, PyObject* kwds)
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{
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if (m_soundObject)
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// This has no effect if the actuator is not active.
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// To start the sound you must activate the actuator.
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// This function is to restart the sound.
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m_soundObject->StartSound();
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Py_Return;
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}
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PyObject* KX_SoundActuator::PyPauseSound(PyObject* self, PyObject* args, PyObject* kwds)
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{
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if (m_soundObject)
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// unfortunately, openal does not implement pause correctly, it is equivalent to a stop
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m_soundObject->PauseSound();
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Py_Return;
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}
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PyObject* KX_SoundActuator::PyStopSound(PyObject* self, PyObject* args, PyObject* kwds)
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{
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if (m_soundObject)
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m_soundObject->StopSound();
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Py_Return;
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}
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PyObject* KX_SoundActuator::PySetGain(PyObject* self, PyObject* args, PyObject* kwds)
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{
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float gain = 1.0;
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if (!PyArg_ParseTuple(args, "f", &gain))
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return NULL;
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if (m_soundObject)
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m_soundObject->SetGain(gain);
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Py_Return;
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}
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PyObject* KX_SoundActuator::PyGetGain(PyObject* self, PyObject* args, PyObject* kwds)
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{
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float gain = (m_soundObject) ? m_soundObject->GetGain() : 1.0f;
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PyObject* result = PyFloat_FromDouble(gain);
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return result;
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}
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PyObject* KX_SoundActuator::PySetPitch(PyObject* self, PyObject* args, PyObject* kwds)
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{
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float pitch = 1.0;
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if (!PyArg_ParseTuple(args, "f", &pitch))
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return NULL;
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if (m_soundObject)
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m_soundObject->SetPitch(pitch);
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Py_Return;
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}
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PyObject* KX_SoundActuator::PyGetPitch(PyObject* self, PyObject* args, PyObject* kwds)
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{
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float pitch = (m_soundObject) ? m_soundObject->GetPitch() : 1.0;
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PyObject* result = PyFloat_FromDouble(pitch);
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return result;
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}
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PyObject* KX_SoundActuator::PySetRollOffFactor(PyObject* self, PyObject* args, PyObject* kwds)
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{
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float rollofffactor = 1.0;
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if (!PyArg_ParseTuple(args, "f", &rollofffactor))
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return NULL;
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if (m_soundObject)
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m_soundObject->SetRollOffFactor(rollofffactor);
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Py_Return;
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}
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PyObject* KX_SoundActuator::PyGetRollOffFactor(PyObject* self, PyObject* args, PyObject* kwds)
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{
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float rollofffactor = (m_soundObject) ? m_soundObject->GetRollOffFactor() : 1.0;
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PyObject* result = PyFloat_FromDouble(rollofffactor);
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return result;
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}
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PyObject* KX_SoundActuator::PySetLooping(PyObject* self, PyObject* args, PyObject* kwds)
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{
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bool looping = 1;
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if (!PyArg_ParseTuple(args, "i", &looping))
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return NULL;
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if (m_soundObject)
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m_soundObject->SetLoopMode(looping);
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Py_Return;
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}
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PyObject* KX_SoundActuator::PyGetLooping(PyObject* self, PyObject* args, PyObject* kwds)
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{
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int looping = (m_soundObject) ? m_soundObject->GetLoopMode() : SND_LOOP_OFF;
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PyObject* result = PyInt_FromLong(looping);
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return result;
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}
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PyObject* KX_SoundActuator::PySetPosition(PyObject* self, PyObject* args, PyObject* kwds)
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{
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MT_Point3 pos;
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pos[0] = 0.0;
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pos[1] = 0.0;
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pos[2] = 0.0;
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if (!PyArg_ParseTuple(args, "fff", &pos[0], &pos[1], &pos[2]))
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return NULL;
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if (m_soundObject)
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m_soundObject->SetPosition(pos);
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Py_Return;
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}
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PyObject* KX_SoundActuator::PySetVelocity(PyObject* self, PyObject* args, PyObject* kwds)
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{
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MT_Vector3 vel;
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vel[0] = 0.0;
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vel[1] = 0.0;
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vel[2] = 0.0;
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if (!PyArg_ParseTuple(args, "fff", &vel[0], &vel[1], &vel[2]))
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return NULL;
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if (m_soundObject)
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m_soundObject->SetVelocity(vel);
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Py_Return;
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}
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PyObject* KX_SoundActuator::PySetOrientation(PyObject* self, PyObject* args, PyObject* kwds)
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{
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MT_Matrix3x3 ori;
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ori[0][0] = 1.0;
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ori[0][1] = 0.0;
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ori[0][2] = 0.0;
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ori[1][0] = 0.0;
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ori[1][1] = 1.0;
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ori[1][2] = 0.0;
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ori[2][0] = 0.0;
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ori[2][1] = 0.0;
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ori[2][2] = 1.0;
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if (!PyArg_ParseTuple(args, "fffffffff", &ori[0][0], &ori[0][1], &ori[0][2], &ori[1][0], &ori[1][1], &ori[1][2], &ori[2][0], &ori[2][1], &ori[2][2]))
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return NULL;
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if (m_soundObject)
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m_soundObject->SetOrientation(ori);
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Py_Return;
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}
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PyObject* KX_SoundActuator::PySetType(PyObject* self, PyObject* args, PyObject* kwds)
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{
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int typeArg;
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if (!PyArg_ParseTuple(args, "i", &typeArg)) {
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return NULL;
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}
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if ( (typeArg > KX_SOUNDACT_NODEF)
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&& (typeArg < KX_SOUNDACT_MAX) ) {
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m_type = (KX_SOUNDACT_TYPE) typeArg;
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}
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Py_Return;
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}
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PyObject* KX_SoundActuator::PyGetType(PyObject* self, PyObject* args, PyObject* kwds)
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{
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return PyInt_FromLong(m_type);
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}
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