Cleanup sound manager class (#7158)

* Cleanup sound manager client

* Use some const refs
* Use auto on iterators
* Drop unused parameters
* Move sound_openal.* to client folder
* Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
master
Loïc Blot 2018-03-24 15:45:25 +01:00 committed by GitHub
parent bcd22fc34c
commit 4fd9715876
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
19 changed files with 151 additions and 140 deletions

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@ -227,8 +227,6 @@ LOCAL_SRC_FILES := \
jni/src/serverobject.cpp \
jni/src/shader.cpp \
jni/src/sky.cpp \
jni/src/sound.cpp \
jni/src/sound_openal.cpp \
jni/src/staticobject.cpp \
jni/src/subgame.cpp \
jni/src/tileanimation.cpp \
@ -280,6 +278,8 @@ LOCAL_SRC_FILES := \
jni/src/client/hud.cpp \
jni/src/client/inputhandler.cpp \
jni/src/client/renderingengine.cpp \
jni/src/client/sound.cpp \
jni/src/client/sound_openal.cpp \
jni/src/client/tile.cpp \
jni/src/client/joystick_controller.cpp \
jni/src/client/render/factory.cpp \

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@ -101,19 +101,6 @@ if(BUILD_CLIENT AND ENABLE_SOUND)
endif()
endif()
if(USE_SOUND)
set(sound_SRCS sound_openal.cpp)
set(SOUND_INCLUDE_DIRS
${OPENAL_INCLUDE_DIR}
${VORBIS_INCLUDE_DIR}
${OGG_INCLUDE_DIR}
)
set(SOUND_LIBRARIES
${OPENAL_LIBRARY}
${VORBIS_LIBRARIES}
)
endif()
option(ENABLE_GLES "Enable OpenGL ES support" FALSE)
mark_as_advanced(ENABLE_GLES)
@ -440,7 +427,6 @@ set(common_SRCS
serverlist.cpp
serverobject.cpp
settings.cpp
sound.cpp
staticobject.cpp
subgame.cpp
terminal_chat_console.cpp
@ -489,7 +475,6 @@ set(client_SRCS
${client_SRCS}
${common_SRCS}
${gui_SRCS}
${sound_SRCS}
${client_network_SRCS}
${client_irrlicht_changes_SRCS}
camera.cpp

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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/clientevent.h"
#include "client/gameui.h"
#include "client/renderingengine.h"
#include "client/sound.h"
#include "client/tile.h"
#include "util/auth.h"
#include "util/directiontables.h"

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@ -48,6 +48,7 @@ class MapBlockMesh;
class IWritableTextureSource;
class IWritableShaderSource;
class IWritableItemDefManager;
class ISoundManager;
class NodeDefManager;
//class IWritableCraftDefManager;
class ClientMediaDownloader;

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@ -1,4 +1,21 @@
set(sound_SRCS ${CMAKE_CURRENT_SOURCE_DIR}/sound.cpp)
if(USE_SOUND)
set(sound_SRCS ${sound_SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/sound_openal.cpp)
set(SOUND_INCLUDE_DIRS
${OPENAL_INCLUDE_DIR}
${VORBIS_INCLUDE_DIR}
${OGG_INCLUDE_DIR}
PARENT_SCOPE)
set(SOUND_LIBRARIES
${OPENAL_LIBRARY}
${VORBIS_LIBRARIES}
PARENT_SCOPE)
endif()
set(client_SRCS
${sound_SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/meshgen/collector.cpp
${CMAKE_CURRENT_SOURCE_DIR}/render/anaglyph.cpp
${CMAKE_CURRENT_SOURCE_DIR}/render/core.cpp

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@ -21,5 +21,3 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// Global DummySoundManager singleton
DummySoundManager dummySoundManager;

111
src/client/sound.h Normal file
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@ -0,0 +1,111 @@
/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program 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 program 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 program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include <set>
#include <string>
#include "irr_v3d.h"
#include "../sound.h"
class OnDemandSoundFetcher
{
public:
virtual void fetchSounds(const std::string &name,
std::set<std::string> &dst_paths,
std::set<std::string> &dst_datas) = 0;
};
class ISoundManager
{
public:
virtual ~ISoundManager() = default;
// Multiple sounds can be loaded per name; when played, the sound
// should be chosen randomly from alternatives
// Return value determines success/failure
virtual bool loadSoundFile(
const std::string &name, const std::string &filepath) = 0;
virtual bool loadSoundData(
const std::string &name, const std::string &filedata) = 0;
virtual void updateListener(
const v3f &pos, const v3f &vel, const v3f &at, const v3f &up) = 0;
virtual void setListenerGain(float gain) = 0;
// playSound functions return -1 on failure, otherwise a handle to the
// sound. If name=="", call should be ignored without error.
virtual int playSound(const std::string &name, bool loop, float volume,
float fade = 0.0f, float pitch = 1.0f) = 0;
virtual int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
float pitch = 1.0f) = 0;
virtual void stopSound(int sound) = 0;
virtual bool soundExists(int sound) = 0;
virtual void updateSoundPosition(int sound, v3f pos) = 0;
virtual bool updateSoundGain(int id, float gain) = 0;
virtual float getSoundGain(int id) = 0;
virtual void step(float dtime) = 0;
virtual void fadeSound(int sound, float step, float gain) = 0;
int playSound(const SimpleSoundSpec &spec, bool loop)
{
return playSound(spec.name, loop, spec.gain, spec.fade, spec.pitch);
}
int playSoundAt(const SimpleSoundSpec &spec, bool loop, const v3f &pos)
{
return playSoundAt(spec.name, loop, spec.gain, pos, spec.pitch);
}
};
class DummySoundManager : public ISoundManager
{
public:
virtual bool loadSoundFile(const std::string &name, const std::string &filepath)
{
return true;
}
virtual bool loadSoundData(const std::string &name, const std::string &filedata)
{
return true;
}
void updateListener(const v3f &pos, const v3f &vel, const v3f &at, const v3f &up)
{
}
void setListenerGain(float gain) {}
int playSound(const std::string &name, bool loop, float volume, float fade,
float pitch)
{
return 0;
}
int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
float pitch)
{
return 0;
}
void stopSound(int sound) {}
bool soundExists(int sound) { return false; }
void updateSoundPosition(int sound, v3f pos) {}
bool updateSoundGain(int id, float gain) { return false; }
float getSoundGain(int id) { return 0; }
void step(float dtime) {}
void fadeSound(int sound, float step, float gain) {}
};
// Global DummySoundManager singleton
extern DummySoundManager dummySoundManager;

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@ -68,26 +68,6 @@ static void delete_alccontext(ALCcontext *p)
}
}
static const char *alcErrorString(ALCenum err)
{
switch (err) {
case ALC_NO_ERROR:
return "no error";
case ALC_INVALID_DEVICE:
return "invalid device";
case ALC_INVALID_CONTEXT:
return "invalid context";
case ALC_INVALID_ENUM:
return "invalid enum";
case ALC_INVALID_VALUE:
return "invalid value";
case ALC_OUT_OF_MEMORY:
return "out of memory";
default:
return "<unknown OpenAL error>";
}
}
static const char *alErrorString(ALenum err)
{
switch (err) {
@ -331,7 +311,6 @@ private:
int m_next_id;
std::unordered_map<std::string, std::vector<SoundBuffer*>> m_buffers;
std::unordered_map<int, PlayingSound*> m_sounds_playing;
v3f m_listener_pos;
struct FadeState {
FadeState() = default;
@ -563,9 +542,8 @@ public:
return false;
}
void updateListener(v3f pos, v3f vel, v3f at, v3f up)
void updateListener(const v3f &pos, const v3f &vel, const v3f &at, const v3f &up)
{
m_listener_pos = pos;
alListener3f(AL_POSITION, pos.X, pos.Y, pos.Z);
alListener3f(AL_VELOCITY, vel.X, vel.Y, vel.Z);
ALfloat f[6];
@ -634,7 +612,7 @@ public:
return;
float chkGain = 0;
for (std::unordered_map<int, FadeState>::iterator i = m_sounds_fading.begin();
for (auto i = m_sounds_fading.begin();
i != m_sounds_fading.end();) {
if (i->second.step < 0.f)
chkGain = -(i->second.current_gain);
@ -665,7 +643,7 @@ public:
void updateSoundPosition(int id, v3f pos)
{
std::unordered_map<int, PlayingSound*>::iterator i = m_sounds_playing.find(id);
auto i = m_sounds_playing.find(id);
if (i == m_sounds_playing.end())
return;
PlayingSound *sound = i->second;
@ -678,7 +656,7 @@ public:
bool updateSoundGain(int id, float gain)
{
std::unordered_map<int, PlayingSound*>::iterator i = m_sounds_playing.find(id);
auto i = m_sounds_playing.find(id);
if (i == m_sounds_playing.end())
return false;
@ -689,7 +667,7 @@ public:
float getSoundGain(int id)
{
std::unordered_map<int, PlayingSound*>::iterator i = m_sounds_playing.find(id);
auto i = m_sounds_playing.find(id);
if (i == m_sounds_playing.end())
return 0;

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@ -27,4 +27,5 @@ class SoundManagerSingleton;
extern std::shared_ptr<SoundManagerSingleton> g_sound_manager_singleton;
std::shared_ptr<SoundManagerSingleton> createSoundManagerSingleton();
ISoundManager *createOpenALSoundManager(SoundManagerSingleton *smg, OnDemandSoundFetcher *fetcher);
ISoundManager *createOpenALSoundManager(
SoundManagerSingleton *smg, OnDemandSoundFetcher *fetcher);

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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
#include "util/basic_macros.h"
#include "client/sound.h"
#include "client/tile.h"
#include "environment.h"
#include "collision.h"
@ -1177,7 +1178,7 @@ void GenericCAO::updateAnimationSpeed()
{
if (!m_animated_meshnode)
return;
m_animated_meshnode->setAnimationSpeed(m_animation_speed);
}

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@ -69,10 +69,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "script/scripting_client.h"
#if USE_SOUND
#include "sound_openal.h"
#include "client/sound_openal.h"
#else
#include "client/sound.h"
#endif
/*
Text input system
*/

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@ -27,7 +27,6 @@ class IItemDefManager;
class NodeDefManager;
class ICraftDefManager;
class ITextureSource;
class ISoundManager;
class IShaderSource;
class MtEventManager;
class IRollbackManager;

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@ -31,7 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include "guiMainMenu.h"
#include "sound.h"
#include "sound_openal.h"
#include "client/sound_openal.h"
#include "clouds.h"
#include "httpfetch.h"
#include "log.h"

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@ -25,7 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes.h"
#include "modalMenu.h"
#include "guiFormSpecMenu.h"
#include "sound.h"
#include "client/sound.h"
#include "client/tile.h"
#include "util/enriched_string.h"

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@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "server.h"
#include "util/strfnd.h"
#include "client/clientevent.h"
#include "client/sound.h"
#include "network/clientopcodes.h"
#include "network/connection.h"
#include "script/scripting_client.h"

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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "chatmessage.h"
#include "client.h"
#include "client/clientevent.h"
#include "client/sound.h"
#include "clientenvironment.h"
#include "common/c_content.h"
#include "common/c_converter.h"

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@ -23,14 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string>
#include "irrlichttypes_bloated.h"
class OnDemandSoundFetcher
{
public:
virtual void fetchSounds(const std::string &name,
std::set<std::string> &dst_paths,
std::set<std::string> &dst_datas) = 0;
};
struct SimpleSoundSpec
{
SimpleSoundSpec(const std::string &name = "", float gain = 1.0f,
@ -42,83 +34,8 @@ struct SimpleSoundSpec
bool exists() const { return !name.empty(); }
std::string name = "";
std::string name;
float gain = 1.0f;
float fade = 0.0f;
float pitch = 1.0f;
};
class ISoundManager
{
public:
virtual ~ISoundManager() = default;
// Multiple sounds can be loaded per name; when played, the sound
// should be chosen randomly from alternatives
// Return value determines success/failure
virtual bool loadSoundFile(
const std::string &name, const std::string &filepath) = 0;
virtual bool loadSoundData(
const std::string &name, const std::string &filedata) = 0;
virtual void updateListener(v3f pos, v3f vel, v3f at, v3f up) = 0;
virtual void setListenerGain(float gain) = 0;
// playSound functions return -1 on failure, otherwise a handle to the
// sound. If name=="", call should be ignored without error.
virtual int playSound(const std::string &name, bool loop, float volume,
float fade = 0.0f, float pitch = 1.0f) = 0;
virtual int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
float pitch = 1.0f) = 0;
virtual void stopSound(int sound) = 0;
virtual bool soundExists(int sound) = 0;
virtual void updateSoundPosition(int sound, v3f pos) = 0;
virtual bool updateSoundGain(int id, float gain) = 0;
virtual float getSoundGain(int id) = 0;
virtual void step(float dtime) = 0;
virtual void fadeSound(int sound, float step, float gain) = 0;
int playSound(const SimpleSoundSpec &spec, bool loop)
{
return playSound(spec.name, loop, spec.gain, spec.fade, spec.pitch);
}
int playSoundAt(const SimpleSoundSpec &spec, bool loop, const v3f &pos)
{
return playSoundAt(spec.name, loop, spec.gain, pos, spec.pitch);
}
};
class DummySoundManager : public ISoundManager
{
public:
virtual bool loadSoundFile(const std::string &name, const std::string &filepath)
{
return true;
}
virtual bool loadSoundData(const std::string &name, const std::string &filedata)
{
return true;
}
void updateListener(v3f pos, v3f vel, v3f at, v3f up) {}
void setListenerGain(float gain) {}
int playSound(const std::string &name, bool loop, float volume, float fade,
float pitch)
{
return 0;
}
int playSoundAt(const std::string &name, bool loop, float volume, v3f pos,
float pitch)
{
return 0;
}
void stopSound(int sound) {}
bool soundExists(int sound) { return false; }
void updateSoundPosition(int sound, v3f pos) {}
bool updateSoundGain(int id, float gain) { return false; }
float getSoundGain(int id) { return 0; }
void step(float dtime) {}
void fadeSound(int sound, float step, float gain) {}
};
// Global DummySoundManager singleton
extern DummySoundManager dummySoundManager;

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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "test.h"
#include "client/sound.h"
#include "nodedef.h"
#include "itemdef.h"
#include "gamedef.h"

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@ -7,6 +7,7 @@ src/chat.h
src/chat_interface.h
src/client/clientlauncher.cpp
src/client/clientlauncher.h
src/client/sound_openal.cpp
src/client.cpp
src/clientenvironment.cpp
src/clientenvironment.h
@ -328,8 +329,6 @@ src/shader.cpp
src/shader.h
src/sky.cpp
src/sound.cpp
src/sound_openal.cpp
src/sound_openal.h
src/staticobject.cpp
src/staticobject.h
src/subgame.cpp