warzone2100/lib/sound/openal_track.c

644 lines
19 KiB
C

/*
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"
#ifdef WZ_OS_MAC
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#else
#include <AL/al.h>
#include <AL/alc.h>
#endif
#include <physfs.h>
#include <string.h>
#include "tracklib.h"
#include "audio.h"
#include "oggvorbis.h"
#define ATTENUATION_FACTOR 0.0003f
ALuint current_queue_sample = -1;
typedef struct SAMPLE_LIST
{
struct AUDIO_SAMPLE *curr;
struct SAMPLE_LIST *next;
} SAMPLE_LIST;
static SAMPLE_LIST *active_samples = NULL;
static ALfloat sfx_volume = 1.0;
static ALfloat sfx3d_volume = 1.0;
static ALCdevice* device = 0;
static ALCcontext* context = 0;
BOOL openal_initialized = FALSE;
BOOL cdAudio_Update( void );
static void PrintOpenALVersion(void)
{
debug(LOG_ERROR, "OpenAL Vendor: %s\n"
"OpenAL Version: %s\n"
"OpenAL Renderer: %s\n"
"OpenAL Extensions: %s\n",
alGetString(AL_VENDOR), alGetString(AL_VERSION),
alGetString(AL_RENDERER), alGetString(AL_EXTENSIONS));
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_InitLibrary( void )
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
int err=0;
ALfloat listenerVel[3] = { 0.0, 0.0, 0.0 };
ALfloat listenerOri[6] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0 };
// int contextAttributes[] = { 0 };
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
device = alcOpenDevice(0);
if(device == 0) {
PrintOpenALVersion();
debug(LOG_ERROR, "Couldn't open audio device.");
return FALSE;
}
context = alcCreateContext(device, NULL); //NULL was contextAttributes
alcMakeContextCurrent(context);
err = alcGetError(device);
if (err != ALC_NO_ERROR) {
PrintOpenALVersion();
debug(LOG_ERROR, "Couldn't initialize audio context: %s",
alcGetString(device, err));
return FALSE;
}
openal_initialized = TRUE;
// Clear Error Codes
alGetError();
alcGetError(device);
// Check what version of Open AL we are using
debug(LOG_SOUND, "OpenAL Version : %s",alGetString(AL_VERSION));
debug(LOG_SOUND, "OpenAL Renderer : %s",alGetString(AL_RENDERER));
debug(LOG_SOUND, "OpenAL Extensions : %s",alGetString(AL_EXTENSIONS));
alListener3f( AL_POSITION, 0, 0, 0 );
alListenerfv( AL_VELOCITY, listenerVel );
alListenerfv( AL_ORIENTATION, listenerOri );
alDistanceModel( AL_NONE );
return TRUE;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_ShutdownLibrary( void )
{
SAMPLE_LIST * aSample = active_samples, * tmpSample = NULL;
debug(LOG_SOUND, "sound_ShutdownLibrary: starting shutdown");
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;
}
while( aSample )
{
tmpSample = aSample->next;
free( aSample );
aSample = tmpSample;
}
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_Update( void )
{
int err=0;
// { // <=== whats up with this ??
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SAMPLE_LIST **tmp = &active_samples;
SAMPLE_LIST *i;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
for ( tmp = &active_samples, i = *tmp; i != NULL; i = *tmp )
{
//~~~~~~~~~~
ALenum state = AL_STOPPED;
//~~~~~~~~~~
alGetSourcei( i->curr->iSample, AL_SOURCE_STATE, &state );
switch ( state )
{
case AL_PLAYING:
case AL_PAUSED:
//
// * sound_SetObjectPosition(i->curr->iSample, i->curr->x, i->curr->y, i->curr->z);
//
tmp = &( i->next );
break;
default:
sound_FinishedCallback( i->curr );
if (i->curr->iSample != (ALuint)AL_INVALID) {
alDeleteSources( 1, &(i->curr->iSample) );
i->curr->iSample = AL_INVALID;
}
*tmp = i->next;
free( i );
break;
}
}
// }// <=== whats up with this You trying to make those local only ??
cdAudio_Update();
alcProcessContext(context);
err = alcGetError(device);
if(err != ALC_NO_ERROR) {
debug(LOG_ERROR, "Error while processing audio context: %s",
alGetString(err));
}
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_QueueSamplePlaying( void )
{
if ( current_queue_sample == (ALuint)AL_INVALID )
{
return FALSE;
}
else
{
//~~~~~~~~~~
ALenum state;
//~~~~~~~~~~
alGetSourcei( current_queue_sample, AL_SOURCE_STATE, &state );
if ( state == AL_PLAYING )
{
return TRUE;
}
else
{
if (current_queue_sample != (ALuint)AL_INVALID) {
alDeleteSources( 1, &current_queue_sample );
current_queue_sample = AL_INVALID;
}
current_queue_sample = -1;
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)
{
ALenum format;
ALuint buffer;
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);
alBufferData(buffer, format, soundBuffer->data, soundBuffer->size, soundBuffer->frequency);
free(soundBuffer);
// save buffer name in track
psTrack->iBufferName = buffer;
return psTrack;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
TRACK* sound_LoadTrackFromFile(const char *fileName)
{
TRACK* pTrack;
PHYSFS_file* fileHandle;
// 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;
}
// 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) + strlen(GetLastResourceFilename()) + 1);
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 and copy the filename into struct
pTrack->pName = (char*)pTrack + sizeof(TRACK);
strcpy(pTrack->pName, 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 )
{
alDeleteBuffers( 1, &psTrack->iBufferName );
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
int sound_GetMaxVolume( void )
{
return 32767; // Why this value? -Q
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
static void sound_AddActiveSample( AUDIO_SAMPLE *psSample )
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SAMPLE_LIST *tmp = (SAMPLE_LIST *) malloc( sizeof(SAMPLE_LIST) );
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
tmp->curr = psSample;
tmp->next = active_samples;
active_samples = tmp;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
static BOOL sound_SetupChannel( AUDIO_SAMPLE *psSample )
{
sound_AddActiveSample( psSample );
if (sound_TrackLooped(psSample->iTrack))
{
return TRUE;
}
else
{
return FALSE;
}
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_Play2DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample, BOOL bQueued )
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ALfloat zero[3] = { 0.0, 0.0, 0.0 };
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if (sfx_volume == 0.0) {
return FALSE;
}
alGenSources( 1, &(psSample->iSample) );
alSourcef( psSample->iSample, AL_PITCH, 1.0f );
alSourcef( psSample->iSample, AL_GAIN, sfx_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 );
alSourcePlay( psSample->iSample );
if ( bQueued )
{
current_queue_sample = psSample->iSample;
}
else if ( current_queue_sample == psSample->iSample )
{
current_queue_sample = -1;
}
return TRUE;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_Play3DSample( TRACK *psTrack, AUDIO_SAMPLE *psSample )
{
ALfloat zero[3] = { 0.0, 0.0, 0.0 };
if (sfx3d_volume == 0.0) {
return FALSE;
}
alGenSources( 1, &(psSample->iSample) );
alSourcef( psSample->iSample, AL_PITCH, 1.0 );
alSourcef( psSample->iSample, AL_GAIN, sfx3d_volume );
sound_SetObjectPosition( psSample->iSample, psSample->x, psSample->y, psSample->z );
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 );
alSourcePlay( psSample->iSample );
return TRUE;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_PlayStream( AUDIO_SAMPLE *psSample, const char szFileName[], SDWORD iVol )
{
return TRUE;
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_StopSample( UDWORD iSample )
{
alSourceStop( iSample );
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_SetSamplePan( AUDIO_SAMPLE *psSample, SDWORD iPan )
{
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_SetSampleVolAll( int iVol )
{
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_SetPlayerPos( SDWORD iX, SDWORD iY, SDWORD iZ )
{
alListener3f( AL_POSITION, iX, iY, iZ );
}
//
// =======================================================================================================================
// =======================================================================================================================
//
/** 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 )
{
//~~~~~~~~~~~
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 );
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_SetObjectPosition( SDWORD iSample, SDWORD iX, SDWORD iY, SDWORD iZ )
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// coordinates
float listenerX, listenerY, listenerZ, dX, dY, dZ;
// calculation results
float distance, gain;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// compute distance
alGetListener3f( AL_POSITION, &listenerX, &listenerY, &listenerZ );
dX = iX - listenerX; // distances on all axis
dY = iY - listenerY;
dZ = iZ - listenerZ;
distance = sqrt(dX * dX + dY * dY + dZ * dZ); // Pythagorean theorem
// compute gain
gain = 1 - distance * ATTENUATION_FACTOR;
if ( gain < 0.0 )
{
gain = 0.0;
}
alSourcef( iSample, AL_GAIN, gain * sfx3d_volume );
// the alSource3i variant would be better, if it wouldn't provide linker errors however
alSource3f( iSample, AL_POSITION, iX, iY, iZ );
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_PauseSample( AUDIO_SAMPLE *psSample )
{
alSourcePause( psSample->iSample );
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_ResumeSample( AUDIO_SAMPLE *psSample )
{
alSourcePlay( psSample->iSample );
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_PauseAll( void )
{
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_ResumeAll( void )
{
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
void sound_StopAll( void )
{
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
BOOL sound_SampleIsFinished( AUDIO_SAMPLE *psSample )
{
//~~~~~~~~~~
ALenum state;
//~~~~~~~~~~
alGetSourcei( psSample->iSample, AL_SOURCE_STATE, &state );
if ( state == AL_PLAYING )
{
return FALSE;
}
else
{
if (psSample->iSample != (ALuint)AL_INVALID)
{
alDeleteSources( 1, &(psSample->iSample) );
psSample->iSample = AL_INVALID;
}
return TRUE;
}
}
//*
// =======================================================================================================================
// =======================================================================================================================
//
SDWORD mixer_GetWavVolume( void )
{
return (SDWORD)(100*sfx_volume);
}
void mixer_SetWavVolume( SDWORD iVol )
{
sfx_volume = iVol * 0.01;
if (sfx_volume < 0.0) {
sfx_volume = 0.0;
} else if (sfx_volume > 1.0) {
sfx_volume = 1.0;
}
}
SDWORD mixer_Get3dWavVolume( void )
{
return (SDWORD)(100*sfx3d_volume);
}
void mixer_Set3dWavVolume( SDWORD iVol )
{
sfx3d_volume = iVol * 0.01;
if (sfx3d_volume < 0.0) {
sfx3d_volume = 0.0;
} else if (sfx3d_volume > 1.0) {
sfx3d_volume = 1.0;
}
}