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#if defined(WITH_AUDIO)
# define NCINE_INCLUDE_OPENAL
# include "../CommonHeaders.h"
#endif
#include "IAudioPlayer.h"
#include "IAudioDevice.h"
#include "../CommonConstants.h"
#include "../ServiceLocator.h"
#include "../Primitives/Vector3.h"
namespace nCine
{
IAudioPlayer::IAudioPlayer(ObjectType type)
: Object(type), sourceId_(IAudioDevice::UnavailableSource), state_(PlayerState::Stopped), flags_(PlayerFlags::None),
gain_(1.0f), pitch_(1.0f), lowPass_(1.0f), position_(0.0f, 0.0f, 0.0f), filterHandle_(0)
{
}
IAudioPlayer::~IAudioPlayer()
{
#if defined(WITH_AUDIO) && defined(OPENAL_FILTERS_SUPPORTED)
if (filterHandle_ != 0) {
alDeleteFilters(1, &filterHandle_);
filterHandle_ = 0;
}
#endif
}
std::int32_t IAudioPlayer::sampleOffset() const
{
#if defined(WITH_AUDIO)
ALint byteOffset = 0;
alGetSourcei(sourceId_, AL_SAMPLE_OFFSET, &byteOffset);
return byteOffset;
#else
return 0;
#endif
}
void IAudioPlayer::setSampleOffset(std::int32_t byteOffset)
{
#if defined(WITH_AUDIO)
alSourcei(sourceId_, AL_SAMPLE_OFFSET, byteOffset);
#endif
}
/*! The change is applied to the OpenAL source only when playing. */
void IAudioPlayer::setSourceRelative(bool value)
{
if (GetFlags(PlayerFlags::SourceRelative) != value) {
SetFlags(PlayerFlags::SourceRelative, value);
#if defined(WITH_AUDIO)
if (state_ == PlayerState::Playing) {
alSourcei(sourceId_, AL_SOURCE_RELATIVE, value ? AL_TRUE : AL_FALSE);
}
#endif
}
}
/*! The change is applied to the OpenAL source only when playing. */
void IAudioPlayer::setGain(float gain)
{
gain_ = gain;
#if defined(WITH_AUDIO)
if (state_ == PlayerState::Playing) {
alSourcef(sourceId_, AL_GAIN, gain_);
}
#endif
}
/*! The change is applied to the OpenAL source only when playing. */
void IAudioPlayer::setPitch(float pitch)
{
pitch_ = pitch;
#if defined(WITH_AUDIO)
if (state_ == PlayerState::Playing) {
alSourcef(sourceId_, AL_PITCH, pitch_);
}
#endif
}
void IAudioPlayer::setLowPass(float value)
{
if (lowPass_ != value) {
lowPass_ = value;
if (state_ == PlayerState::Playing) {
updateFilters();
}
}
}
/*! The change is applied to the OpenAL source only when playing. */
void IAudioPlayer::setPosition(const Vector3f& position)
{
position_ = position;
if (state_ == PlayerState::Playing) {
IAudioDevice& device = theServiceLocator().GetAudioDevice();
setPositionInternal(getAdjustedPosition(device, position_, GetFlags(PlayerFlags::SourceRelative), GetFlags(PlayerFlags::As2D)));
}
}
void IAudioPlayer::updateFilters()
{
#if defined(WITH_AUDIO) && defined(OPENAL_FILTERS_SUPPORTED)
if (lowPass_ < 1.0f) {
if (filterHandle_ == 0) {
alGenFilters(1, &filterHandle_);
alFilteri(filterHandle_, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
alFilterf(filterHandle_, AL_LOWPASS_GAIN, 1.0f);
}
if (filterHandle_ != 0) {
alFilterf(filterHandle_, AL_LOWPASS_GAINHF, lowPass_);
alSourcei(sourceId_, AL_DIRECT_FILTER, filterHandle_);
}
} else {
if (filterHandle_ != 0) {
alFilterf(filterHandle_, AL_LOWPASS_GAINHF, 1.0f);
}
alSourcei(sourceId_, AL_DIRECT_FILTER, 0);
}
#endif
}
void IAudioPlayer::setPositionInternal(const Vector3f& position)
{
#if defined(WITH_AUDIO)
alSource3f(sourceId_, AL_POSITION, position.X, position.Y, position.Z);
#endif
}
Vector3f IAudioPlayer::getAdjustedPosition(IAudioDevice& device, const Vector3f& pos, bool isSourceRelative, bool isAs2D)
{
if (isAs2D) {
// Let's do a +/- 30° panning for 2D audio, locked to front
Vector2f panningPos = Vector2f::FromAngleLength(30.0f * fDegToRad * pos.X, 1.0f);
return Vector3(panningPos.X, 0.0f, -std::abs(panningPos.Y));
}
Vector3f listenerPos;
Vector3f adjustedPos = Vector3f(pos.X * IAudioDevice::LengthToPhysical, pos.Y * -IAudioDevice::LengthToPhysical, pos.Z * -IAudioDevice::LengthToPhysical);
if (!isSourceRelative) {
listenerPos = device.getListenerPosition();
listenerPos.X *= IAudioDevice::LengthToPhysical;
listenerPos.Y *= -IAudioDevice::LengthToPhysical;
listenerPos.Z *= -IAudioDevice::LengthToPhysical;
adjustedPos -= listenerPos;
}
// Flatten depth position a little, so far away sounds that can still be seen appear louder
adjustedPos.Z *= 0.5f;
// Normalize audio position for smooth panning when near. Do it in physical units, so this remains constant regardless of unit changes.
constexpr float SmoothPanRadius = 26.0f;
float listenerSpaceDist = adjustedPos.Length();
if (listenerSpaceDist < SmoothPanRadius) {
float panningActive = listenerSpaceDist / SmoothPanRadius;
adjustedPos = Vector3f::Lerp(
Vector3(0.0f, 0.0f, 1.0f + (SmoothPanRadius - 1.0f) * panningActive),
adjustedPos,
panningActive);
}
// Ensure the source is always at the front
adjustedPos.Z = -std::abs(adjustedPos.Z);
if (!isSourceRelative) {
adjustedPos += listenerPos;
}
return adjustedPos;
}
}
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