1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382
|
/* -*-c++-*- $Id$ */
/**
* OsgAL - OpenSceneGraph Audio Library
* Copyright (C) 2004 VRlab, Ume University
*
* 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.
*/
#ifndef __SoundState_h__
#define __SoundState_h__
#include "osgAL/Export"
#include <string>
#include <map>
#include <cassert>
#include <vector>
#include "osg/Object"
#include "osg/Vec3"
#include "openalpp/source.h"
#include "openalpp/listener.h"
#include "openalpp/sample.h"
#include "openalpp/filestream.h"
#include "openalpp/ref_ptr.h"
namespace osgAL {
/// Class that encapsulate the settings valid for a soundsource
/*!
This class stores the attributes for a sound source. It can exist with a sound source
allocated to it, (hasSource() == true) which makes it the same thing as a sound source.
Otherwise, it works as a placeholder (state) for a sound source. It can
be assigned a sound source at anytime. Then apply() is called and it has a sound source
the actual settings will be performed.
It a state has a sound source all the set*() method calls apply automatically.
*/
class OSGAL_EXPORT SoundState : public osg::Object
{
private:
/// Specifies what field that has been set.
enum SetField { Gain, Looping, Ambient, Relative, SoundCone, ReferenceDistance, RolloffFactor,
Stream, Sample, Pitch, Position, Direction, Velocity, MaxDistance, Play, Occluded, Last };
public:
/*!
Constructor
\brief may be only used for clone methods of osg
*/
SoundState();
/*!
Constructor
\param name - The identifier of the SoundState
*/
SoundState( const std::string& name );
/// Destructor, releases any allocated sound sources
~SoundState();
/// Copy constructor
SoundState(const SoundState& state) : Object()
{
if (this == &state)
return;
}
// Implementation of virtual functions of osg::Object
virtual osg::Object* cloneType() const { return new SoundState(); }
virtual osg::Object* clone(const osg::CopyOp& copyop) const {
(void)copyop;
return new SoundState(*this);
}
virtual const char* libraryName() const { return "osgAL"; }
virtual const char* className() const { return "SoundState"; }
/// Change the name of the SoundState to name
void setName(const std::string& name) { m_name = name; }
/// Assignment operator
SoundState& operator=(const SoundState& state);
/// Return the name of this soundstate
std::string getName() const { return m_name; }
/// Returns true if the SoundState has allocated a soundsource
bool hasSource() const { return m_source != 0L; }
/// Set the sample that this state will play
void setSample(openalpp::Sample *sample) { m_stream = 0; m_sample = sample; set(Sample); if (m_source.valid()) apply(); }
/// Set the stream that this state will play
void setStream(openalpp::Stream *stream) { m_sample = 0; m_stream = stream; set(Stream); if (m_source.valid()) apply(); }
/// Returns the sample if used
const openalpp::Sample * getSample() const {
if(hasSource())
if(m_sample.valid() != 0)
return m_sample.get();
return NULL;
}
/// Returns the stream if used
const openalpp::Stream * getStream() const {
if(hasSource())
if(m_stream.valid() != 0)
return m_stream.get();
return NULL;
}
/// Set the position of SoundState
void setPosition(const osg::Vec3& pos) { m_position = pos; set(Position); if (m_source.valid()) apply(); }
/// Get the position of SoundState
osg::Vec3 getPosition() const { return m_position; }
/// Set the velocity of the SoundState
void setVelocity(const osg::Vec3& vel) { m_velocity = vel; set(Velocity); if (m_source.valid()) apply(); }
/// Get the velocity of the SoundState
osg::Vec3 getVelocity() const { return m_velocity; }
/// Set the direction of the SoundState
void setDirection(const osg::Vec3& dir) { m_direction = dir; set(Direction); if (m_source.valid()) apply(); }
/// Get the direction of the SoundState
osg::Vec3 getDirection() const { return m_direction; }
/// Set the gain (volume) of the soundstate (1.0 is default)
void setGain(float gain) { m_gain = gain; set(Gain); if (m_source.valid()) apply(); }
/// Get the gain (volume) of the soundstate (1.0 is default)
float getGain() const { return m_gain; }
/// Return true if the sound state is in looping mode
bool getLooping() const { return m_looping; }
/// Set the SoundState in looping mode
void setLooping(bool flag) { m_looping = flag; set(Looping); if (m_source.valid()) apply(); }
/// Set the soundstate in ambient (no attenuation will be calculated)
void setAmbient(bool flag) { m_ambient = flag; set(Ambient); if (m_source.valid()) apply(); }
/// Get the soundstate in ambient (no attenuation will be calculated)
bool getAmbient() const { return m_ambient; }
/// Set the soundstate so it will always be relative to the listener in position
void setRelative(bool flag) { m_relative = flag; set(Relative); if (m_source.valid()) apply(); }
/// Get the soundstate so it will always be relative to the listener in position
bool getRelative() const { return m_relative; }
/*!
Specifies the sound cone for a directional sound source.
When outside the cone, the outer gain is the gain used in the attenuation calculation.
*/
void setSoundCone(float innerAngle, float outerAngle, float outerGain)
{ m_innerAngle = innerAngle; m_outerAngle = outerAngle; m_outerGain = outerGain; set(SoundCone);
if (m_source.valid()) apply();
}
/// Get the the inner angle of the cone for the SoundState in degrees
float getInnerAngle() const { return m_innerAngle; }
/// Get the the outer angle of the cone for the SoundState in degrees
float getOuterAngle() const { return m_outerAngle; }
/// Get the the outer gain of the cone for the SoundState
float getOuterGain() const { return m_outerGain; }
/// \return true if the source is in playing state. If there is no source associated, it will return false.
bool isActive();
/// Set the reference distance for the SoundState
void setReferenceDistance(float distance) { m_referenceDistance = distance; set(ReferenceDistance); if (m_source.valid()) apply(); }
/// Get the reference distance for the SoundState
float getReferenceDistance() const { return m_referenceDistance; }
/*! Set the maximum distance for the SoundState, that is further away from the listener the source will be
turned of when in the InverseClamp sound mode
1.0 is default
*/
void setMaxDistance(float max) { m_maxDistance = max; set(MaxDistance); if (m_source.valid()) apply(); }
/*! Get the maximum distance for the SoundState, that is further away from the listener the source will be
turned of when in the InverseClamp sound mode
1.0 is default
*/
float getMaxDistance() const { return m_maxDistance; }
/// Specifies the roll of factor for the SoundState, 1.0 is default
void setRolloffFactor(float roll) {m_rolloffFactor = roll; set(RolloffFactor); if (m_source.valid()) apply(); }
/// Return the roll of factor for the SoundState, 1.0 is default
float getRolloffFactor() const {return m_rolloffFactor; }
/// Set the pitch (rate) for the SoundState (1.0 is default)
void setPitch(float pitch) { m_pitch = pitch; set(Pitch); if (m_source.valid()) apply(); }
/// Get the pitch (rate) for the SoundState (1.0 is default)
float getPitch() const { return m_pitch; }
/// Starts to play the SoundState
void setPlay(bool flag) { m_play = flag; set(Play); if (m_source.valid()) apply(); }
/// Return if the soundstate will play
bool getPlay() { return m_play; }
void setOccludeDampingFactor(float d) { m_occlude_damping_factor = d; }
float getOccludeDampingFactor() const { return m_occlude_damping_factor; }
void setOccludeScale(float d) { m_occlude_scale = d; }
float getOccludeScale() const { return m_occlude_scale; }
void setOccluded(bool f) { m_is_occluded = f; set(Occluded); if (m_source.valid()) apply(); }
bool getOccluded() const { return m_is_occluded; }
/// Set whether paus or stop should be used when calling setPlay(false)
void setStopMethod(openalpp::SourceState s)
{
if ( s == openalpp::Paused )
m_pause = true;
else
m_pause = false;
}
/// Returns true if there is a source and it is playing
bool isPlaying() { return (m_source.valid() && m_source->getState() == openalpp::Playing); }
/// Returns with const true if there is a source and it is playing
bool isPlaying() const { return (m_source.valid() && m_source->getState() == openalpp::Playing); }
// Get stop method - used by openalpp when calling setPlay(false)
openalpp::SourceState getStopMethod() const
{
if (m_pause)
return openalpp::Paused;
else
return openalpp::Stopped;
}
/*! Allocates a soundsource for this soundstate
\param priority - This priority is used when fighting with other active soundstates for the limited resource of SoundSources.
If a active (playing) SoundState has a lower priority than this, it will be discarded, and the sound source will be used for this
SoundState
\param priority - The priority of this state. The higher, the better chance of actually
get a Sound source allocated.
\param registrate_as_active - This specifies wether the Allocated SoundSource will be added to the list of active SoundSources,
in that case it can be
\return true if a source was successfully allocated.
*/
bool allocateSource(unsigned int priority=0, bool registrate_as_active=true);
/// Return the priority set for this SoundState
unsigned int getPriority() const { return m_priority; }
/// Set the Source for this SoundState
void setSource(openalpp::Source *source);
/// Return the Source for this SoundState
const openalpp::Source *getSource() const { return m_source.get(); }
/// Release the Source that is allocated for this SoundState
void releaseSource();
/// Performs the actual modification to the allocated Source.
void apply();
private:
/// Clear all the flags indicating a value has been set
void setAll(bool flag) { for(unsigned int i=0; i < m_is_set.size(); i++) m_is_set[i]=flag; }
openalpp::ref_ptr<openalpp::Stream> m_stream;
openalpp::ref_ptr<openalpp::Sample> m_sample;
openalpp::ref_ptr<openalpp::Source> m_source;
std::string m_name;
osg::Vec3 m_position;
osg::Vec3 m_direction;
osg::Vec3 m_velocity;
float m_gain, m_innerAngle, m_outerAngle, m_outerGain;
float m_referenceDistance, m_maxDistance;
float m_rolloffFactor, m_pitch;
float m_occlude_damping_factor, m_occlude_scale;
bool m_is_occluded;
bool m_looping, m_ambient, m_relative, m_play, m_pause;
unsigned m_priority;
/// Return true if SetField f is set since last call to apply() or clear()
bool isSet(SetField f) { return m_is_set[f]; }
/// Set the given field to true
void set(SetField f) { m_is_set[f] = true; }
// Clear the given field to false
void clear(SetField f) { m_is_set[f] = false; }
std::vector<bool> m_is_set;
};
} // Namespace osgAL
#endif //
/*------------------------------------------
* $Source$
* $Revision$
* $Date$
* $Author$
$Locker$
Author: Anders Backman
VRlab, Ume University, 2002
* $Log$
* Revision 1.2 2006/07/24 15:31:10 loic
* autotools
*
* Revision 1.1.1.3 2005/09/07 16:11:36 loic
* upstream update
*
* Revision 1.6 2005/05/27 07:21:35 vr-anders
* Alberto Jaspe (videaLAB / University of La Corua)
* - Several miscelaneus bugfixes.
* - Added support for reading/writing from/to osg files.
* - Important bugfixes in doppler issues.
* - Using just one update frequency for listener and sources, in SoundManager.
* - Using a state for clamp function for max velocites in both listener and sources,
* disabled by default.
* - Replaced the FilePath Manager for the osgDB support.
* - Added a new example called osgalviewer, that acts like osgviewer, but with some
* features oriented to treat with Sound Nodes.
* - Compiled and tested with OSG 0.9.9.
*
* Revision 1.5 2004/11/19 07:46:09 andersb
* *** empty log message ***
*
* Revision 1.4 2004/11/11 07:47:36 andersb
* Added a simple occlude method for occluding soundsources against geometry
*
* Revision 1.3 2004/04/20 12:26:04 andersb
* Added SoundRoot
*
* Revision 1.2 2004/03/03 07:50:49 andersb
* *** empty log message ***
*
* Revision 1.1.1.1 2004/03/02 07:20:58 andersb
* Initial Version of the osgAL library
*
--------------------------------------------*/
|