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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>Castle Game Engine: CastleSoundAllocator: Class TSoundAllocator</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TSoundAllocator"></a><h1 class="cio">Class TSoundAllocator</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a  href="CastleSoundAllocator.html">CastleSoundAllocator</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TSoundAllocator = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Manage allocated OpenAL sounds. You leave to this class creating and deleting of OpenAL sounds. When you need OpenAL sound to do something, just call <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#AllocateSound">AllocateSound</a> method.

<p>This class will manage OpenAL sources in an intelligent manner, which means when you need new sound, we may </p>

<ol class="paragraph_spacing">
  <li value="1"><p>Reuse already allocated sound that is not used to play anything.</p></li>
  <li value="2"><p>Allocate new sound (but we will keep allocated sounds count within <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#MaxAllocatedSources">MaxAllocatedSources</a> sound limit, to not overload OpenAL implementation with work).</p></li>
  <li value="3"><p>We may simply interrupt already allocated sound, if new sound is more important.</p></li>
</ol>

<p>

<p>Our OpenAL resources are created in <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#ALContextOpen">ALContextOpen</a>, and released in <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#ALContextClose">ALContextClose</a>.

<p>The very reason behind this class is to hide from you the fact that the number of OpenAL sources are limited. In particular, this means that when OpenAL will run out of sources, no OpenAL error (alGetError) will be left, and no exception will be raised. In the worst case <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#AllocateSound">TSoundAllocator.AllocateSound</a> will return nil, but in more probable cases some other sources (unused, or with less priority) will be reused.

<p>Note that this means that the code in this unit must read in some situations alGetError. That's because reading alGetError is the only way to know when OpenAL implementation has run out of sources. So the code in this unit may in various places raise <a class="normal" href="CastleALUtils.EALError.html">EALError</a> if you made some error in your OpenAL code, and you didn't check alGetError yourself often enough.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TSoundAllocator</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code>internal const <b><a  href="CastleSoundAllocator.TSoundAllocator.html#DefaultMinAllocatedSources">DefaultMinAllocatedSources</a></b> = 4;</code></td>
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<td class="itemcode"><code>internal const <b><a  href="CastleSoundAllocator.TSoundAllocator.html#DefaultMaxAllocatedSources">DefaultMaxAllocatedSources</a></b> = 16;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>procedure <b><a  href="CastleSoundAllocator.TSoundAllocator.html#LoadFromConfig">LoadFromConfig</a></b>(const Config: <a  href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleSoundAllocator.TSoundAllocator.html#SaveToConfig">SaveToConfig</a></b>(const Config: <a  href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); virtual;</code></td>
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<td class="itemcode"><code>constructor <b><a  href="CastleSoundAllocator.TSoundAllocator.html#Create">Create</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleSoundAllocator.TSoundAllocator.html#ALContextOpen">ALContextOpen</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleSoundAllocator.TSoundAllocator.html#ALContextClose">ALContextClose</a></b>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleSoundAllocator.TSoundAllocator.html#AllocateSound">AllocateSound</a></b>(const Importance: Integer): <a  href="CastleSoundAllocator.TSound.html">TSound</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleSoundAllocator.TSoundAllocator.html#Refresh">Refresh</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleSoundAllocator.TSoundAllocator.html#StopAllSources">StopAllSources</a></b>;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a  href="CastleSoundAllocator.TSoundAllocator.html#AllocatedSources">AllocatedSources</a></b>: <a  href="CastleSoundAllocator.TSoundList.html">TSoundList</a> read FAllocatedSources;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleSoundAllocator.TSoundAllocator.html#MinAllocatedSources">MinAllocatedSources</a></b>: Cardinal
      read FMinAllocatedSources write SetMinAllocatedSources
      default <a  href="CastleSoundAllocator.TSoundAllocator.html#DefaultMinAllocatedSources">DefaultMinAllocatedSources</a>;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleSoundAllocator.TSoundAllocator.html#MaxAllocatedSources">MaxAllocatedSources</a></b>: Cardinal
      read FMaxAllocatedSources write SetMaxAllocatedSources
      default <a  href="CastleSoundAllocator.TSoundAllocator.html#DefaultMaxAllocatedSources">DefaultMaxAllocatedSources</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="DefaultMinAllocatedSources"></a><code>internal const <b>DefaultMinAllocatedSources</b> = 4;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="DefaultMaxAllocatedSources"></a><code>internal const <b>DefaultMaxAllocatedSources</b> = 16;</code></td>
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&nbsp;</td></tr>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="LoadFromConfig"></a><code>procedure <b>LoadFromConfig</b>(const Config: <a  href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); virtual;</code></td>
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<p>
Load and save into XML config file some sound engine properties. Everything is loaded / saved under the path &quot;sound/&quot; inside Config.

<p><a class="normal" href="CastleSoundAllocator.TSoundAllocator.html">TSoundAllocator</a> saves <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#MinAllocatedSources">MinAllocatedSources</a>, <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#MaxAllocatedSources">MaxAllocatedSources</a>. Descendant <a class="normal" href="CastleSoundEngine.TSoundEngine.html">TSoundEngine</a> additionally saves current Device, Enable (unless Enable was set by --no-sound command-line option). Descendant <a class="normal" href="CastleSoundEngine.TRepoSoundEngine.html">TRepoSoundEngine</a> additionally saves sound and music volume.

<p></p>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SaveToConfig"></a><code>procedure <b>SaveToConfig</b>(const Config: <a  href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); virtual;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="ALContextOpen"></a><code>procedure <b>ALContextOpen</b>; virtual;</code></td>
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<td class="itemcode"><a name="ALContextClose"></a><code>procedure <b>ALContextClose</b>; virtual;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="AllocateSound"></a><code>function <b>AllocateSound</b>(const Importance: Integer): <a  href="CastleSoundAllocator.TSound.html">TSound</a>;</code></td>
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<p>
Allocate sound for playing. You should initialize the OpenAL sound properties and start playing the sound (you have OpenAL sound identifier in <a class="normal" href="CastleSoundAllocator.TSound.html#ALSource">TSound.ALSource</a>).

<p>Note that if you don't call alSourcePlay, the source may be detected as unused (and recycled for another sound) at the next <code>AllocateSound</code>, PlaySound, <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#Refresh">Refresh</a> and such calls.

<p>If we can't allocate new OpenAL sound, we return nil. This may happen your OpenAL context is not initialized. It may also happen if we cannot create more sources (because we hit <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#MaxAllocatedSources">MaxAllocatedSources</a> limit, or OpenAL just refuses to create more sources) and all existing sounds are used and their Importance is &gt; given here Importance.

<p>Note for looping sounds: just like any other sound, looping sound may be stopped because the sounds are needed for other sounds. If you want to try to restart the looping sound, you will have to implement it yourself. Or you can just set Importance of looping sounds high enough, and don't use too many looping sounds, to never let them be eliminated by other sounds.</p>
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<td class="itemcode"><a name="Refresh"></a><code>procedure <b>Refresh</b>;</code></td>
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<p>
Detect unused sound sources. If you rely on your sources receiving <a class="normal" href="CastleSoundAllocator.TSound.html#OnRelease">TSound.OnRelease</a> in a timely manner, be sure to call this method often. Otherwise, it's not needed to call this at all (unused sounds will be detected automatically on-demand anyway).

<p>This is automatically called by <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a>.

<p>For every source that is marked as Used, this checks whether this source is actually in playing/paused state right now. If not, it calls <a class="normal" href="CastleSoundAllocator.TSound.html#Release">TSound.Release</a> (thus setting Used to <code>False</code> and triggering OnRelease) for this source.</p>
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<td class="itemcode"><a name="StopAllSources"></a><code>procedure <b>StopAllSources</b>;</code></td>
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<p>
Stop all the sources currently playing. Especially useful since you have to stop a source before releasing it's associated buffer.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="AllocatedSources"></a><code>property <b>AllocatedSources</b>: <a  href="CastleSoundAllocator.TSoundList.html">TSoundList</a> read FAllocatedSources;</code></td>
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<p>
All allocated (not necessarily used) OpenAL sources. Useful only for advanced or debuging tasks, in normal circumstances we mange this completely ourselves. This is <code>Nil</code> when <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#ALContextOpen">ALContextOpen</a> was not yet called.</p>
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<td class="itemcode"><a name="MinAllocatedSources"></a><code>property <b>MinAllocatedSources</b>: Cardinal
      read FMinAllocatedSources write SetMinAllocatedSources
      default <a  href="CastleSoundAllocator.TSoundAllocator.html#DefaultMinAllocatedSources">DefaultMinAllocatedSources</a>;</code></td>
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<p>
Minimum / maximum number of allocated OpenAL sources. Always keep <code>MinAllocatedSources</code> &lt;= <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#MaxAllocatedSources">MaxAllocatedSources</a>.

<p>For the sake of speed, we always keep allocated at least <code>MinAllocatedSources</code> OpenAL sources. This must be &gt;= 1. Setting <code>MinAllocatedSources</code> too large value will raise <a class="normal" href="CastleSoundAllocator.ENoMoreOpenALSources.html">ENoMoreOpenALSources</a>.

<p>At most <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#MaxAllocatedSources">MaxAllocatedSources</a> sources may be simultaneously used (played). This prevents us from allocating too many sounds, which would be bad for OpenAL speed (not to mention that it may be impossible under some OpenAL implementations, like Windows one). When all <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#MaxAllocatedSources">MaxAllocatedSources</a> sources are playing, the only way to play another sound is to use appropriately high <code>Importance</code> to <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#AllocateSound">AllocateSound</a>.

<p></p>
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<td class="itemcode"><a name="MaxAllocatedSources"></a><code>property <b>MaxAllocatedSources</b>: Cardinal
      read FMaxAllocatedSources write SetMaxAllocatedSources
      default <a  href="CastleSoundAllocator.TSoundAllocator.html#DefaultMaxAllocatedSources">DefaultMaxAllocatedSources</a>;</code></td>
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