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/* -*-c++-*- $Id$ */
/**
* OsgAL - OpenSceneGraph Audio Library
* Copyright (C) 2004 VRlab, Ume University
* This application is a copy of the osganimation demonstration, with added sound support to
* demonstrate the osgAL toolkit.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA.
*/
#include "osgAL/SoundNode"
#include "osgAL/SoundRoot"
#include "osgAL/SoundManager"
#include "osgAL/SoundState"
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Geode>
#include <osgUtil/Optimizer>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgProducer/Viewer>
#include "osgAL/Version"
osg::ref_ptr<osgAL::SoundNode> createSound(const std::string& file);
class KeyboardHandler: public osgGA::GUIEventHandler {
public:
KeyboardHandler(osgAL::SoundState *state): m_sound_state(state) {}
bool handle(const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &)
{
if (ea.getEventType() == osgGA::GUIEventAdapter::KEYDOWN) {
if (ea.getKey() == 32) {
// Now push the soundstate to the queue so it will be played.
// Set any of the parameters that will be activated when it
// is head of the queue when the sound manager processes the soundstates later on.
// Get the current position of the listener
float x,y,z;
osgAL::SoundManager::instance()->getListener()->getPosition(x,y,z);
// Place this sound state at the position of the listener
m_sound_state->setPosition(osg::Vec3(x,y,z));
m_sound_state->setPlay(true); // It will play!
m_sound_state->setPitch(1);
// Now push the event to the sound manager so it can play it whenever this
// event reaches the top of the queue. A higher priority will move it to the top
// faster!
int priority = 10;
osgAL::SoundManager::instance()->pushSoundEvent(m_sound_state.get(), priority);
return true;
}
}
return false;
}
private:
osg::ref_ptr<osgAL::SoundState> m_sound_state;
};
osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->setLoopMode(osg::AnimationPath::LOOP);
int numSamples = 40;
float yaw = 0.0f;
float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
float roll = osg::inDegrees(30.0f);
double time=0.0f;
double time_delta = looptime/(double)numSamples;
for(int i=0;i<numSamples;++i)
{
osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
yaw += yaw_delta;
time += time_delta;
}
return animationPath;
}
osg::Node* createBase(const osg::Vec3& center,float radius)
{
int numTilesX = 10;
int numTilesY = 10;
float width = 2*radius;
float height = 2*radius;
osg::Vec3 v000(center - osg::Vec3(width*0.5f,height*0.5f,0.0f));
osg::Vec3 dx(osg::Vec3(width/((float)numTilesX),0.0,0.0f));
osg::Vec3 dy(osg::Vec3(0.0f,height/((float)numTilesY),0.0f));
// fill in vertices for grid, note numTilesX+1 * numTilesY+1...
osg::Vec3Array* coords = new osg::Vec3Array;
int iy;
for(iy=0;iy<=numTilesY;++iy)
{
for(int ix=0;ix<=numTilesX;++ix)
{
coords->push_back(v000+dx*(float)ix+dy*(float)iy);
}
}
//Just two colours - black and white.
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); // white
colors->push_back(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // black
int numColors=colors->size();
int numIndicesPerRow=numTilesX+1;
osg::UByteArray* coordIndices = new osg::UByteArray; // assumes we are using less than 256 points...
osg::UByteArray* colorIndices = new osg::UByteArray;
for(iy=0;iy<numTilesY;++iy)
{
for(int ix=0;ix<numTilesX;++ix)
{
// four vertices per quad.
coordIndices->push_back(ix +(iy+1)*numIndicesPerRow);
coordIndices->push_back(ix +iy*numIndicesPerRow);
coordIndices->push_back((ix+1)+iy*numIndicesPerRow);
coordIndices->push_back((ix+1)+(iy+1)*numIndicesPerRow);
// one color per quad
colorIndices->push_back((ix+iy)%numColors);
}
}
// set up a single normal
osg::Vec3Array* normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));
osg::Geometry* geom = new osg::Geometry;
geom->setVertexArray(coords);
geom->setVertexIndices(coordIndices);
geom->setColorArray(colors);
geom->setColorIndices(colorIndices);
geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,coordIndices->size()));
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geom);
return geode;
}
osg::Node* createMovingModel(const osg::Vec3& center, float radius)
{
float animationLength = 10.0f;
osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
osg::Group* model = new osg::Group;
osg::Node* glider = osgDB::readNodeFile("glider.osg");
if (glider)
{
const osg::BoundingSphere& bs = glider->getBound();
float size = radius/bs.radius()*0.3f;
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
positioned->addChild(glider);
// Create a sound node
osg::ref_ptr<osgAL::SoundNode> sound_node = createSound("bee.wav");
// Add the sound node
positioned->addChild(sound_node.get());
osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
xform->addChild(positioned);
model->addChild(xform);
}
osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
if (cessna)
{
const osg::BoundingSphere& bs = cessna->getBound();
float size = radius/bs.radius()*0.3f;
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
positioned->addChild(cessna);
osg::MatrixTransform* xform = new osg::MatrixTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
xform->addChild(positioned);
model->addChild(xform);
}
return model;
}
osg::ref_ptr<osgAL::SoundNode> createSound(const std::string& file)
{
// Create a sample, load a .wav file.
openalpp::Sample *sample = new openalpp::Sample(file);
// Create a named sound state.
osg::ref_ptr<osgAL::SoundState> sound_state = new osgAL::SoundState("glider");
// Let the soundstate use the sample we just created
sound_state->setSample(sample);
// Set its gain (volume) to 0.9
sound_state->setGain(0.9f);
// Set its pitch to 1 (normal speed)
sound_state->setPitch(1);
// Make it play
sound_state->setPlay(true);
// The sound should loop over and over again
sound_state->setLooping(true);
// Allocate a hardware soundsource to this soundstate (priority 10)
//
sound_state->allocateSource(10, false);
// At 40 the gain will be half of full!
sound_state->setReferenceDistance(70);
sound_state->setRolloffFactor(4);
sound_state->apply();
// Add the soundstate to the sound manager, so we can find it later on if we want to
osgAL::SoundManager::instance()->addSoundState(sound_state.get());
// Create a sound node and attach the soundstate to it.
osg::ref_ptr<osgAL::SoundNode> sound = new osgAL::SoundNode;
sound->setSoundState(sound_state.get());
return sound;
}
osg::Node* createModel()
{
osg::Vec3 center(0.0f,0.0f,0.0f);
float radius = 100.0f;
osg::Group* root = new osg::Group;
root->addChild(createMovingModel(center,radius*0.8f));
root->addChild(createBase(center-osg::Vec3(0.0f,0.0f,radius*0.5),radius));
return root;
}
int main( int argc, char **argv )
{
std::cerr << "\n\n" << osgAL::getLibraryName() << " demo" << std::endl;
std::cerr << "Version: " << osgAL::getVersion() << "\n\n" << std::endl;
std::cerr << "\nPress space to play a sound once...\n" << std::endl;
try {
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" demonstrates the use of the OsgAL toolkit for spatial sound.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// initialize the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
arguments.getApplicationUsage()->addKeyboardMouseBinding("RETURN", "Play a sound");
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
osgAL::SoundManager::instance()->init(16);
osgAL::SoundManager::instance()->getEnvironment()->setDistanceModel(openalpp::InverseDistance);
osgAL::SoundManager::instance()->getEnvironment()->setDopplerFactor(1);
// load the nodes from the commandline arguments.
osg::Node* model = createModel();
if (!model)
{
return 1;
}
// tilt the scene so the default eye position is looking down on the model.
osg::MatrixTransform* rootnode = new osg::MatrixTransform;
rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
rootnode->addChild(model);
// Create a sample, load a .wav file.
openalpp::Sample *sample = new openalpp::Sample("bee.wav");
osg::ref_ptr<osgAL::SoundState> sound_state = new osgAL::SoundState("bee_play");
sound_state->setSample(sample);
sound_state->setGain(0.7f);
sound_state->setReferenceDistance(10);
sound_state->setPlay(false);
sound_state->setLooping(false);
// Add the soundstate to the sound manager, so we can find it later on if we want to
osgAL::SoundManager::instance()->addSoundState(sound_state.get());
viewer.getEventHandlerList().push_front(new KeyboardHandler(sound_state.get()));
// Create ONE (only one, otherwise the transformation of the listener and update for SoundManager will be
// called several times, which is not catastrophic, but unnecessary)
// SoundRoot that will make sure the listener is updated and
// to keep the internal state of the SoundManager updated
// This could also be done manually, this is just a handy way of doing it.
osg::ref_ptr<osgAL::SoundRoot> sound_root = new osgAL::SoundRoot;
// The position in the scenegraph of this node is not important.
// Just as long as the cull traversal should be called after any changes to the SoundManager are made.
rootnode->addChild(sound_root.get());
// run optimization over the scene graph after the soundnodes are added
// otherwise in this case the transformation added earlier would dissapear.
osgUtil::Optimizer optimzer;
optimzer.optimize(rootnode);
// set the scene to render
viewer.setSceneData(rootnode);
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
}
catch (std::exception& e) {
std::cerr << "Caught: " << e.what() << std::endl;
}
// Very important to call before end of main!
osgAL::SoundManager::instance()->shutdown();
return 0;
}
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