warzone2100/lib/sound/openal_track.c

1115 lines
30 KiB
C
Raw Normal View History

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
//*
//
// Sound library-specific functions
//*
//
// this has to be first
#include "lib/framework/frame.h"
#include "lib/framework/frameresource.h"
#ifndef WZ_NOSOUND
# ifdef WZ_OS_MAC
# include <OpenAL/al.h>
# include <OpenAL/alc.h>
# else
# include <AL/al.h>
# include <AL/alc.h>
# endif
#endif
#include <physfs.h>
#include <string.h>
#include "tracklib.h"
#include "audio.h"
#include "cdaudio.h"
#include "oggvorbis.h"
#include "openal_error.h"
#define ATTENUATION_FACTOR 0.0003f
#ifndef WZ_NOSOUND
ALuint current_queue_sample = -1;
#endif
static const size_t streamBufferSize = 16 * 1024;
struct __audio_stream
{
#ifndef WZ_NOSOUND
ALuint source; // OpenAL name of the sound source
#endif
struct OggVorbisDecoderState* decoder;
PHYSFS_file* fileHandle;
float volume;
// Callbacks
void (*onFinished)(void*);
void *user_data;
// Linked list pointer
struct __audio_stream *next;
};
typedef struct SAMPLE_LIST
{
struct AUDIO_SAMPLE *curr;
struct SAMPLE_LIST *next;
} SAMPLE_LIST;
static SAMPLE_LIST *active_samples = NULL;
static AUDIO_STREAM* active_streams = NULL;
#ifndef WZ_NOSOUND
static ALfloat sfx_volume = 1.0;
static ALfloat sfx3d_volume = 1.0;
static ALCdevice* device = 0;
static ALCcontext* context = 0;
#endif
BOOL openal_initialized = FALSE;
/** Removes the given sample from the "active_samples" linked list
* \param previous either NULL (if \c to_remove is the first item in the
* list) or the item occurring just before \c to_remove in
* the list
* \param to_remove the item to actually remove from the list
*/
static void sound_RemoveSample(SAMPLE_LIST* previous, SAMPLE_LIST* to_remove)
{
if (previous != NULL && previous != to_remove)
{
// Verify that the given two samples actually follow eachother in the list
ASSERT(previous->next == to_remove, "Sound samples don't follow eachother in the list, we're probably removing the wrong item.");
// Remove the item to remove from the linked list by skipping
// it in the pointer sequence.
previous->next = to_remove->next;
}
else
{
// Apparently we're removing the first item from the list. So
// make the next one the list's head.
active_samples = to_remove->next;
}
}
#ifndef WZ_NOSOUND
static void PrintOpenALVersion(code_part part)
{
debug(part, "OpenAL Vendor: %s", alGetString(AL_VENDOR));
debug(part, "OpenAL Version: %s", alGetString(AL_VERSION));
debug(part, "OpenAL Renderer: %s", alGetString(AL_RENDERER));
debug(part, "OpenAL Extensions: %s", alGetString(AL_EXTENSIONS));
}
#endif
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_InitLibrary( void )
{
#ifndef WZ_NOSOUND
int err;
ALfloat listenerVel[3] = { 0.0, 0.0, 0.0 };
ALfloat listenerOri[6] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0 };
device = alcOpenDevice(0);
if(device == 0)
{
PrintOpenALVersion(LOG_ERROR);
debug(LOG_ERROR, "Couldn't open audio device.");
return FALSE;
}
context = alcCreateContext(device, NULL); //NULL was contextAttributes
alcMakeContextCurrent(context);
err = sound_GetDeviceError(device);
if (err != ALC_NO_ERROR)
{
PrintOpenALVersion(LOG_ERROR);
debug(LOG_ERROR, "Couldn't initialize audio context: %s", alcGetString(device, err));
return FALSE;
}
#endif
openal_initialized = TRUE;
#ifndef WZ_NOSOUND
// Clear Error Codes
alGetError();
alcGetError(device);
// Check what version of Open AL we are using
PrintOpenALVersion(LOG_SOUND);
alListener3f(AL_POSITION, 0.f, 0.f, 0.f);
alListenerfv( AL_VELOCITY, listenerVel );
alListenerfv( AL_ORIENTATION, listenerOri );
alDistanceModel( AL_NONE );
#endif
return TRUE;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_ShutdownLibrary( void )
{
SAMPLE_LIST * aSample = active_samples, * tmpSample = NULL;
debug(LOG_SOUND, "sound_ShutdownLibrary: starting shutdown");
#ifndef WZ_NOSOUND
if(context != 0) {
#ifdef WIN32
/* Ifdef'ed out the two lines below on Linux since this caused some versions
* of OpenAL to hang on exit. - Per */
debug(LOG_SOUND, "sound_ShutdownLibrary: make default context NULL");
alcMakeContextCurrent(NULL); //this should work now -Q
#endif
debug(LOG_SOUND, "sound_ShutdownLibrary: destroy previous context");
alcDestroyContext(context); // this gives a long delay on some impl.
context = 0;
}
debug(LOG_SOUND, "sound_ShutdownLibrary: close device");
if(device != 0) {
alcCloseDevice(device);
device = 0;
}
#endif
while( aSample )
{
tmpSample = aSample->next;
free( aSample );
aSample = tmpSample;
}
active_samples = NULL;
}
/** Deletes the given sample and updates the \c previous and \c current iterators
* \param previous iterator to the previous sample in the list
* \param sample iterator to the current sample in the list which you want to delete
*/
static void sound_DestroyIteratedSample(SAMPLE_LIST** previous, SAMPLE_LIST** sample)
{
#ifndef WZ_NOSOUND
// If an OpenAL source is associated with this sample, release it
if ((*sample)->curr->iSample != (ALuint)AL_INVALID)
{
alDeleteSources(1, &(*sample)->curr->iSample);
sound_GetError();
}
#endif
// Remove the sample from the list
sound_RemoveSample(*previous, *sample);
// Free it
free(*sample);
// Get a pointer to the next node, the previous pointer doesn't change
*sample = (*previous != NULL) ? (*previous)->next : active_samples;
}
/** Counts the number of samples in active_samples
* \return the number of actively playing sound samples
*/
unsigned int sound_GetActiveSamplesCount()
{
unsigned int num = 0;
SAMPLE_LIST* node = active_samples;
while(node)
{
num++;
node = node->next;
}
return num;
}
static void sound_UpdateStreams(void);
void sound_Update()
{
#ifndef WZ_NOSOUND
SAMPLE_LIST* node = active_samples;
SAMPLE_LIST* previous = NULL;
ALCenum err;
// Update all streaming audio
sound_UpdateStreams();
while (node != NULL)
{
ALenum state, err;
alGetSourcei(node->curr->iSample, AL_SOURCE_STATE, &state);
// Check whether an error occurred while retrieving the state.
// If one did, the state returned is useless. So instead of
// using it continue with the next sample.
err = sound_GetError();
if (err != AL_NO_ERROR)
{
// Make sure to invoke the "finished" callback
sound_FinishedCallback(node->curr);
// Destroy this object and move to the next object
sound_DestroyIteratedSample(&previous, &node);
continue;
}
switch (state)
{
case AL_PLAYING:
case AL_PAUSED:
// If we haven't finished playing yet, just
// continue with the next item in the list.
// sound_SetObjectPosition(i->curr->iSample, i->curr->x, i->curr->y, i->curr->z);
// Move to the next object
previous = node;
node = node->next;
break;
case AL_STOPPED:
sound_FinishedCallback(node->curr);
default:
sound_DestroyIteratedSample(&previous, &node);
break;
}
}
cdAudio_Update();
// Reset the current error state
alcGetError(device);
alcProcessContext(context);
err = sound_GetDeviceError(device);
if (err != ALC_NO_ERROR)
{
debug(LOG_ERROR, "Error while processing audio context: %s",
alGetString(err));
}
#endif
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_QueueSamplePlaying( void )
{
#ifndef WZ_NOSOUND
ALenum state;
if ( current_queue_sample == (ALuint)AL_INVALID )
{
return FALSE;
}
alGetSourcei(current_queue_sample, AL_SOURCE_STATE, &state);
// Check whether an error occurred while retrieving the state.
// If one did, the state returned is useless. So instead of
// using it return false.
if (sound_GetError() != AL_NO_ERROR)
return FALSE;
if (state == AL_PLAYING)
{
return TRUE;
}
if (current_queue_sample != (ALuint)AL_INVALID)
{
alDeleteSources(1, &current_queue_sample);
sound_GetError();
current_queue_sample = AL_INVALID;
}
#endif
return FALSE;
}
/** Decodes an opened OggVorbis file into an OpenAL buffer
* \param psTrack pointer to object which will contain the final buffer
* \param PHYSFS_fileHandle file handle given by PhysicsFS to the opened file
* \return on success the psTrack pointer, otherwise it will be free'd and a NULL pointer is returned instead
*/
static inline TRACK* sound_DecodeOggVorbisTrack(TRACK *psTrack, PHYSFS_file* PHYSFS_fileHandle)
{
#ifndef WZ_NOSOUND
ALenum format;
ALuint buffer;
struct OggVorbisDecoderState* decoder = sound_CreateOggVorbisDecoder(PHYSFS_fileHandle, TRUE);
soundDataBuffer* soundBuffer;
soundBuffer = sound_DecodeOggVorbis(decoder, 0);
sound_DestroyOggVorbisDecoder(decoder);
if (soundBuffer == NULL)
{
free(psTrack);
return NULL;
}
// Determine PCM data format
format = (soundBuffer->channelCount == 1) ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16;
// Create an OpenAL buffer and fill it with the decoded data
alGenBuffers(1, &buffer);
sound_GetError();
alBufferData(buffer, format, soundBuffer->data, soundBuffer->size, soundBuffer->frequency);
sound_GetError();
free(soundBuffer);
// save buffer name in track
psTrack->iBufferName = buffer;
#endif
return psTrack;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
TRACK* sound_LoadTrackFromFile(const char *fileName)
{
TRACK* pTrack;
PHYSFS_file* fileHandle;
size_t filename_size;
// Use PhysicsFS to open the file
fileHandle = PHYSFS_openRead(fileName);
if (fileHandle == NULL)
{
debug(LOG_ERROR, "sound_LoadTrackFromFile: PHYSFS_openRead(\"%s\") failed with error: %s\n", fileName, PHYSFS_getLastError());
return NULL;
}
if (GetLastResourceFilename() == NULL)
{
// This is a non fatal error. We just can't find filename for some reason.
debug(LOG_WARNING, "sound_LoadTrackFromFile: missing resource filename?");
filename_size = 0;
}
else
{
filename_size = strlen(GetLastResourceFilename()) + 1;
}
// allocate track, plus the memory required to contain the filename
// one malloc call ensures only one free call is required
pTrack = (TRACK*)malloc(sizeof(TRACK) + filename_size);
if (pTrack == NULL)
{
debug( LOG_ERROR, "sound_ConstructTrack: couldn't allocate memory\n" );
abort();
return NULL;
}
// Initialize everyting (except for the filename) to zero
memset(pTrack, 0, sizeof(TRACK));
// Set filename pointer; if the filename (as returned by
// GetLastResourceFilename()) is a NULL pointer, then this will be a
// NULL pointer as well.
pTrack->fileName = filename_size ? (const char*)pTrack + sizeof(TRACK) : NULL;
// Copy the filename into the struct, if we don't have a NULL pointer
if (filename_size != 0)
{
strcpy((char*)pTrack->fileName, GetLastResourceFilename());
}
// Now use sound_ReadTrackFromBuffer to decode the file's contents
pTrack = sound_DecodeOggVorbisTrack(pTrack, fileHandle);
PHYSFS_close(fileHandle);
return pTrack;
}
void sound_FreeTrack( TRACK *psTrack )
{
#ifndef WZ_NOSOUND
alDeleteBuffers(1, &psTrack->iBufferName);
sound_GetError();
#endif
}
#ifndef WZ_NOSOUND
static void sound_AddActiveSample( AUDIO_SAMPLE *psSample )
{
SAMPLE_LIST *tmp = (SAMPLE_LIST *) malloc( sizeof(SAMPLE_LIST) );
// Prepend the given sample to our list of active samples
tmp->curr = psSample;
tmp->next = active_samples;
active_samples = tmp;
}
#endif
/** Routine gets rid of the psObj's sound sample and reference in active_samples.
*/
void sound_RemoveActiveSample( AUDIO_SAMPLE *psSample )
{
SAMPLE_LIST* node = active_samples;
SAMPLE_LIST* previous = NULL;
while (node != NULL)
{
if (node->curr->psObj == psSample->psObj)
{
debug(LOG_MEMORY, "Removing object 0x%p from active_samples list 0x%p\n", psSample->psObj, node);
// Buginator: should we wait for it to finish, or just stop it?
sound_StopSample(node->curr);
sound_FinishedCallback(node->curr); //tell the callback it is finished.
sound_DestroyIteratedSample(&previous, &node);
}
else
{
// Move to the next sample object
previous = node;
node = node->next;
}
}
}
#ifndef WZ_NOSOUND
static bool sound_SetupChannel( AUDIO_SAMPLE *psSample )
{
sound_AddActiveSample( psSample );
return sound_TrackLooped(psSample->iTrack);
}
#endif
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_Play2DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample, BOOL bQueued )
{
#ifndef WZ_NOSOUND
ALfloat zero[3] = { 0.0, 0.0, 0.0 };
ALfloat volume;
if (sfx_volume == 0.0)
{
return FALSE;
}
volume = ((float)psTrack->iVol / 100.0f); // each object can have OWN volume!
psSample->fVol = volume; // save computed volume
volume *= sfx_volume; // and now take into account the Users sound Prefs.
alGenSources( 1, &(psSample->iSample) );
sound_GetError();
alSourcef( psSample->iSample, AL_PITCH, 1.0f );
alSourcef( psSample->iSample, AL_GAIN,volume );
alSourcefv( psSample->iSample, AL_POSITION, zero );
alSourcefv( psSample->iSample, AL_VELOCITY, zero );
alSourcei( psSample->iSample, AL_BUFFER, psTrack->iBufferName );
alSourcei( psSample->iSample, AL_SOURCE_RELATIVE, AL_TRUE );
alSourcei( psSample->iSample, AL_LOOPING, (sound_SetupChannel(psSample)) ? AL_TRUE : AL_FALSE );
sound_GetError();
alSourcePlay( psSample->iSample );
sound_GetError();
if ( bQueued )
{
current_queue_sample = psSample->iSample;
}
else if ( current_queue_sample == psSample->iSample )
{
current_queue_sample = -1;
}
#endif
return TRUE;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_Play3DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample )
{
#ifndef WZ_NOSOUND
ALfloat zero[3] = { 0.0, 0.0, 0.0 };
ALfloat volume;
if (sfx3d_volume == 0.0)
{
return FALSE;
}
volume = ((float)psTrack->iVol / 100.f); // max range is 0-100
psSample->fVol = volume; // store results for later
alGenSources( 1, &(psSample->iSample) );
sound_GetError();
// HACK: this is a workaround for a bug in the 64bit implementation of OpenAL on GNU/Linux
// The AL_PITCH value really should be 1.0.
alSourcef( psSample->iSample, AL_PITCH, 1.001 );
sound_SetObjectPosition( psSample );
alSourcefv( psSample->iSample, AL_VELOCITY, zero );
alSourcei( psSample->iSample, AL_BUFFER, psTrack->iBufferName );
alSourcei( psSample->iSample, AL_LOOPING, (sound_SetupChannel(psSample)) ? AL_TRUE : AL_FALSE );
sound_GetError();
alSourcePlay( psSample->iSample );
sound_GetError();
#endif
return TRUE;
}
/** Plays the audio data from the given file
* \param fileHandle PhysicsFS file handle to stream the audio from
* \param volume the volume to play the audio at (in a range of 0.0 to 1.0)
* \param onFinished callback to invoke when we're finished playing
* \param user_data user-data pointer to pass to the \c onFinished callback
* \return a pointer to the currently playing stream when playing started
* succesfully, NULL otherwise.
* \post When a non-NULL pointer is returned the audio stream system will
* close the PhysicsFS file handle. Otherwise (when false is returned)
* this is left to the user.
* \note The returned pointer will become invalid/dangling immediately after
* the \c onFinished callback is invoked.
* \note You must _never_ manually free() the memory used by the returned
* pointer.
*/
AUDIO_STREAM* sound_PlayStream(PHYSFS_file* fileHandle, float volume, void (*onFinished)(void*), void* user_data)
{
#define BUF_COUNT 2 // HACK: circumvents MSVC's freakingly bad C support
static const unsigned int buffer_count = BUF_COUNT;
AUDIO_STREAM* stream;
ALuint buffers[BUF_COUNT];
#undef BUF_COUNT
unsigned int i;
stream = malloc(sizeof(AUDIO_STREAM));
if (stream == NULL)
{
debug(LOG_ERROR, "sound_PlayStream: Out of memory");
abort();
return NULL;
}
stream->fileHandle = fileHandle;
stream->decoder = sound_CreateOggVorbisDecoder(stream->fileHandle, FALSE);
if (stream->decoder == NULL)
{
debug(LOG_ERROR, "sound_PlayStream: Failed to open audio file for decoding");
free(stream);
return NULL;
}
stream->volume = volume;
// Retrieve an OpenAL sound source
alGenSources(1, &(stream->source));
sound_GetError();
// HACK: this is a workaround for a bug in the 64bit implementation of OpenAL on GNU/Linux
// The AL_PITCH value really should be 1.0.
alSourcef(stream->source, AL_PITCH, 1.001);
// Create some OpenAL buffers to store the decoded data in
alGenBuffers(buffer_count, buffers);
sound_GetError();
// Fill some buffers with audio data
for (i = 0; i < buffer_count; ++i)
{
// Decode some audio data
soundDataBuffer* soundBuffer = sound_DecodeOggVorbis(stream->decoder, streamBufferSize);
// If we actually decoded some data
if (soundBuffer && soundBuffer->size > 0)
{
// Determine PCM data format
ALenum format = (soundBuffer->channelCount == 1) ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16;
// Copy the audio data into one of OpenAL's own buffers
alBufferData(buffers[i], format, soundBuffer->data, soundBuffer->size, soundBuffer->frequency);
sound_GetError();
// Clean up our memory
free(soundBuffer);
}
else
{
// If no data has been decoded we're probably at the end of our
// stream. So cleanup the excess stuff here.
// First remove the data buffer itself
free(soundBuffer);
// Then remove OpenAL's buffers
alDeleteBuffers(buffer_count - i, &buffers[i]);
sound_GetError();
break;
}
}
// Bail out if we didn't fill any buffers
if (i == 0)
{
// Destroy the decoder
sound_DestroyOggVorbisDecoder(stream->decoder);
// Destroy the OpenAL source
alDeleteSources(1, &stream->source);
// Free allocated memory
free(stream);
return NULL;
}
// Attach the OpenAL buffers to our OpenAL source
// (i = the amount of buffers we worked on in the above for-loop)
alSourceQueueBuffers(stream->source, i, buffers);
sound_GetError();
// Start playing the source
alSourcePlay(stream->source);
sound_GetError();
// Set callback info
stream->onFinished = onFinished;
stream->user_data = user_data;
// Prepend this stream to the linked list
stream->next = active_streams;
active_streams = stream;
return stream;
}
/** Update the given stream by making sure its buffers remain full
* \param stream the stream to update
* \return true when the stream is still playing, false when it has stopped
*/
static bool sound_UpdateStream(AUDIO_STREAM* stream)
{
ALint state, buffer_count;
alGetSourcei(stream->source, AL_SOURCE_STATE, &state);
sound_GetError();
if (state != AL_PLAYING && state != AL_PAUSED)
{
return false;
}
// Retrieve the amount of buffers which were processed and need refilling
alGetSourcei(stream->source, AL_BUFFERS_PROCESSED, &buffer_count);
sound_GetError();
// Refill and reattach all buffers
for (; buffer_count != 0; --buffer_count)
{
soundDataBuffer* soundBuffer;
ALuint buffer;
// Retrieve the buffer to work on
alSourceUnqueueBuffers(stream->source, 1, &buffer);
sound_GetError();
// Decode some data to stuff in our buffer
soundBuffer = sound_DecodeOggVorbis(stream->decoder, streamBufferSize);
// If we actually decoded some data
if (soundBuffer && soundBuffer->size > 0)
{
// Determine PCM data format
ALenum format = (soundBuffer->channelCount == 1) ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16;
// Insert the data into the buffer
alBufferData(buffer, format, soundBuffer->data, soundBuffer->size, soundBuffer->frequency);
sound_GetError();
// Reattach the buffer to the source
alSourceQueueBuffers(stream->source, 1, &buffer);
sound_GetError();
}
else
{
// If no data has been decoded we're probably at the end of our
// stream. So cleanup this buffer.
// Then remove OpenAL's buffer
alDeleteBuffers(1, &buffer);
sound_GetError();
}
// Now remove the data buffer itself
free(soundBuffer);
}
return true;
}
/** Destroy the given stream and release its associated resources. This function
* also handles calling of the \c onFinished callback function and closing of
* the PhysicsFS file handle.
* \param stream the stream to destroy
*/
static void sound_DestroyStream(AUDIO_STREAM* stream)
{
ALint buffer_count;
ALuint* buffers;
// Stop the OpenAL source from playing
alSourceStop(stream->source);
sound_GetError();
// Retrieve the amount of buffers which were processed
alGetSourcei(stream->source, AL_BUFFERS_PROCESSED, &buffer_count);
sound_GetError();
// Detach all buffers and retrieve their ID numbers
buffers = alloca(buffer_count * sizeof(ALuint));
alSourceUnqueueBuffers(stream->source, buffer_count, buffers);
sound_GetError();
// Destroy all of these buffers
alDeleteBuffers(buffer_count, buffers);
sound_GetError();
// Destroy the OpenAL source
alDeleteSources(1, &stream->source);
sound_GetError();
// Destroy the sound decoder
sound_DestroyOggVorbisDecoder(stream->decoder);
// Now close the file
PHYSFS_close(stream->fileHandle);
// Now call the finished callback
if (stream->onFinished)
{
stream->onFinished(stream->user_data);
}
// Free the memory used by this stream
free(stream);
}
/** Update all currently running streams and destroy them when they're finished.
*/
static void sound_UpdateStreams()
{
AUDIO_STREAM *stream = active_streams, *previous = NULL;
while (stream != NULL)
{
// Attempt to update the current stream, if we find that impossible,
// destroy it instead.
if (!sound_UpdateStream(stream))
{
// First remove our current stream from the linked list
if (previous)
{
// Make the previous item skip over the current to the next item
previous->next = stream->next;
}
else
{
// Apparently this is the first item in the list, so make the
// next item the list-head.
active_streams = stream->next;
}
// Now actually destroy the current stream
sound_DestroyStream(stream);
// Make sure the current stream pointer is intact again
stream = (previous != NULL) ? previous->next : active_streams;
// Skip regular style iterator incrementing
continue;
}
// Increment our iterator pair
previous = stream;
stream = stream->next;
}
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_StopSample(AUDIO_SAMPLE* psSample)
{
#ifndef WZ_NOSOUND
if (psSample->iSample == (ALuint)SAMPLE_NOT_ALLOCATED)
{
debug(LOG_SOUND, "sound_StopSample: sample number (%u) out of range, we probably have run out of available OpenAL sources", psSample->iSample);
return;
}
// Tell OpenAL to stop playing the given sample
alSourceStop(psSample->iSample);
sound_GetError();
#endif
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_SetPlayerPos( SDWORD iX, SDWORD iY, SDWORD iZ )
{
#ifndef WZ_NOSOUND
alListener3f( AL_POSITION, iX, iY, iZ );
sound_GetError();
#endif
}
//
// =======================================================================================================================
// =======================================================================================================================
//
/** sets player's sound orientation
* \param iX pitch in degree (current function implementation ignores this)
* \param iY roll in degree (current function implementation ignores this)
* \param iZ yaw in degree
*/
void sound_SetPlayerOrientation( SDWORD iX, SDWORD iY, SDWORD iZ )
{
#ifndef WZ_NOSOUND
//~~~~~~~~~~~
float ori[6];
//~~~~~~~~~~~
// convert params to rad
// float pitch = (float)iX * M_PI / 180;
// float roll = (float)iY * M_PI / 180;
float yaw = (float)iZ * M_PI / 180;
ori[0] = -sin( yaw );
ori[1] = cos( yaw );
ori[2] = 0;
ori[3] = 0;
ori[4] = 0;
ori[5] = 1;
alListenerfv( AL_ORIENTATION, ori );
sound_GetError();
#endif
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_SetObjectPosition(AUDIO_SAMPLE *psSample)
{
#ifndef WZ_NOSOUND
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// coordinates
float listenerX, listenerY, listenerZ, dX, dY, dZ;
// calculation results
float distance, gain;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// compute distance
alGetListener3f( AL_POSITION, &listenerX, &listenerY, &listenerZ );
sound_GetError();
dX = psSample->x - listenerX; // distances on all axis
dY = psSample->y - listenerY;
dZ = psSample->z - listenerZ;
distance = sqrtf(dX * dX + dY * dY + dZ * dZ); // Pythagorean theorem
// compute gain
gain = (1.0 - (distance * ATTENUATION_FACTOR)) * psSample->fVol * sfx3d_volume;
if (gain > 1.0)
{
gain = 1.0;
}
if ( gain < 0.0 )
{
gain = 0.0;
}
alSourcef( psSample->iSample, AL_GAIN, gain );
// the alSource3i variant would be better, if it wouldn't provide linker errors however
alSource3f( psSample->iSample, AL_POSITION, (float)psSample->x,(float)psSample->x,(float)psSample->x );
sound_GetError();
#endif
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_PauseSample( AUDIO_SAMPLE *psSample )
{
#ifndef WZ_NOSOUND
alSourcePause( psSample->iSample );
sound_GetError();
#endif
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_ResumeSample( AUDIO_SAMPLE *psSample )
{
#ifndef WZ_NOSOUND
alSourcePlay( psSample->iSample );
sound_GetError();
#endif
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_PauseAll( void )
{
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_ResumeAll( void )
{
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_StopAll( void )
{
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_SampleIsFinished( AUDIO_SAMPLE *psSample )
{
#ifndef WZ_NOSOUND
//~~~~~~~~~~
ALenum state;
//~~~~~~~~~~
alGetSourcei( psSample->iSample, AL_SOURCE_STATE, &state );
sound_GetError(); // check for an error and clear the error state for later on in this function
if (state == AL_PLAYING || state == AL_PAUSED)
{
return FALSE;
}
if (psSample->iSample != (ALuint)AL_INVALID)
{
alDeleteSources(1, &(psSample->iSample));
sound_GetError();
psSample->iSample = AL_INVALID;
}
#endif
return TRUE;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
float sound_GetUIVolume()
{
#ifndef WZ_NOSOUND
return sfx_volume;
#else
return 0;
#endif
}
void sound_SetUIVolume(float volume)
{
#ifndef WZ_NOSOUND
sfx_volume = volume;
// Keep volume in the range of 0.0 - 1.0
if (sfx_volume < 0.0)
{
sfx_volume = 0.0;
}
else if (sfx_volume > 1.0)
{
sfx_volume = 1.0;
}
#endif
}
float sound_GetEffectsVolume()
{
#ifndef WZ_NOSOUND
return sfx3d_volume;
#else
return 0;
#endif
}
void sound_SetEffectsVolume(float volume)
{
#ifndef WZ_NOSOUND
sfx3d_volume = volume;
// Keep volume in the range of 0.0 - 1.0
if (sfx3d_volume < 0.0)
{
sfx3d_volume = 0.0;
}
else if (sfx3d_volume > 1.0)
{
sfx3d_volume = 1.0;
}
#endif
}