248 lines
7.7 KiB
C++
248 lines
7.7 KiB
C++
// Filename: fmodAudioSound.h
|
|
// Created by: cort (January 22, 2003)
|
|
// Prior system by: cary
|
|
// Rewrite [for new Version of FMOD-EX] by: Stan Rosenbaum "Staque" - Spring 2006
|
|
//
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// PANDA 3D SOFTWARE
|
|
// Copyright (c) Carnegie Mellon University. All rights reserved.
|
|
//
|
|
// All use of this software is subject to the terms of the revised BSD
|
|
// license. You should have received a copy of this license along
|
|
// with this source code in a file named "LICENSE."
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
//[FIRST READ FmodAudioManager for an Introduction if you haven't
|
|
//already].
|
|
//
|
|
//Hello, all future Panda audio code people! This is my errata
|
|
//documentation to Help any future programmer maintain FMOD and PANDA.
|
|
//
|
|
//Well, if you reading this you probably want to know how PANDA deals
|
|
//with sounds directly using FMOD-EX. Well I am going to tell you.
|
|
//
|
|
//The first thing, you as the programmer have to understand,
|
|
//especially if you never have done sound programming before, is how
|
|
//the FMOD-EX API works.
|
|
//
|
|
//With FMOD-EX the guys at Firelight, adopted a model of managing
|
|
//sounds with FMOD similar to how a Sound Designer creates sound in a
|
|
//sound studio using SOUNDS and CHANNELS. Although this may seem
|
|
//strange at first, if you are not familiar with sound programming,
|
|
//there is a very good metaphor you are probably already familiar with
|
|
//to explain how FMOD-EX works.
|
|
//
|
|
//Think of you standard GUI API. Usually a GUI API is made up of two
|
|
//things: Windows and Widgets. These correspond to CHANNELS and
|
|
//SOUNDS, where a Channel is a Window and a Sound is Widget. Sounds
|
|
//are played within channels, and channels don't exist unless they
|
|
//have something to display.
|
|
//
|
|
//Now why am I explaining all of this? When PANDA was created they set
|
|
//up the basic audio classes to handle only the idea of a SOUND. The
|
|
//idea of a Channel really wasn't prevalent as in more modern Audio
|
|
//APIs. With this rewrite of PANDA to use the FMOD-EX API, the PANDA
|
|
//FmodAudioSound Class, now has to handle two different parts of the
|
|
//FMOD-EX API in order to play a sound.
|
|
//
|
|
//SOUND: The object the handles the audio data in form of WAV, AIF,
|
|
//OGG, MID, IT, MP3, etc... And CHANNEL: The object that actually
|
|
//plays the sound and manipulates it in real time.
|
|
//
|
|
//Ultimately this isn't a problem expect for a couple situations when
|
|
//you go to play a sound, which I will explain in more detail in that
|
|
//part of the code. All that you have to know right now is that
|
|
//Channels in FMOD do not exist unless they are playing a sound. And
|
|
//in the PANDA FmodAudioSound API class there is only ONE dedicated
|
|
//channel per sound. Otherwise there is really nothing to worry
|
|
//about.
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
#ifndef __FMOD_AUDIO_SOUND_H__
|
|
#define __FMOD_AUDIO_SOUND_H__
|
|
|
|
#include <pandabase.h>
|
|
|
|
#ifdef HAVE_FMODEX //[
|
|
|
|
#include "audioSound.h"
|
|
|
|
#include <fmod.hpp>
|
|
#include <fmod_errors.h>
|
|
|
|
class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
|
|
public:
|
|
|
|
FmodAudioSound(AudioManager *manager, Filename fn, bool positional );
|
|
~FmodAudioSound();
|
|
|
|
// For best compatability, set the loop_count, start_time,
|
|
// volume, and balance, prior to calling play(). You may
|
|
// set them while they're playing, but it's implementation
|
|
// specific whether you get the results.
|
|
void play();
|
|
void stop();
|
|
|
|
// loop: false = play once; true = play forever.
|
|
// inits to false.
|
|
void set_loop(bool loop=true);
|
|
bool get_loop() const;
|
|
|
|
// loop_count: 0 = forever; 1 = play once; n = play n times.
|
|
// inits to 1.
|
|
void set_loop_count(unsigned long loop_count=1);
|
|
unsigned long get_loop_count() const;
|
|
|
|
// 0 = begining; length() = end.
|
|
// inits to 0.0.
|
|
void set_time(float start_time=0.0);
|
|
float get_time() const;
|
|
|
|
// 0 = minimum; 1.0 = maximum.
|
|
// inits to 1.0.
|
|
void set_volume(float volume=1.0);
|
|
float get_volume() const;
|
|
|
|
// -1.0 is hard left
|
|
// 0.0 is centered
|
|
// 1.0 is hard right
|
|
// inits to 0.0.
|
|
void set_balance(float balance_right=0.0);
|
|
float get_balance() const;
|
|
|
|
// play_rate is any positive float value.
|
|
// inits to 1.0.
|
|
void set_play_rate(float play_rate=1.0f);
|
|
float get_play_rate() const;
|
|
|
|
const string &get_name() const;
|
|
|
|
// return: playing time in seconds.
|
|
float length() const;
|
|
|
|
// Controls the position of this sound's emitter.
|
|
// pos is a pointer to an xyz triplet of the emitter's position.
|
|
// vel is a pointer to an xyz triplet of the emitter's velocity.
|
|
void set_3d_attributes(float px, float py, float pz, float vx, float vy, float vz);
|
|
void get_3d_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz);
|
|
|
|
void set_3d_min_distance(float dist);
|
|
float get_3d_min_distance() const;
|
|
|
|
void set_3d_max_distance(float dist);
|
|
float get_3d_max_distance() const;
|
|
|
|
AudioSound::SoundStatus status() const;
|
|
|
|
virtual float get_speaker_mix(AudioManager::SpeakerId speaker);
|
|
virtual void set_speaker_mix(float frontleft, float frontright, float center, float sub, float backleft, float backright, float sideleft, float sideright);
|
|
|
|
void set_active(bool active=true);
|
|
bool get_active() const;
|
|
|
|
void finished();
|
|
void set_finished_event(const string& event);
|
|
const string& get_finished_event() const;
|
|
|
|
private:
|
|
PT(FmodAudioManager) _manager;
|
|
FMOD::Sound *_sound;
|
|
FMOD::Channel *_channel;
|
|
|
|
Filename _file_name;
|
|
|
|
float _volume;
|
|
float _balance;
|
|
float _playrate;
|
|
int _priority;
|
|
float _mix[AudioManager::SPK_COUNT];
|
|
|
|
float _sampleFrequency;
|
|
mutable float _length; //in seconds.
|
|
|
|
FMOD_SPEAKERMODE _speakermode;
|
|
|
|
FMOD_VECTOR _location;
|
|
FMOD_VECTOR _velocity;
|
|
|
|
float _min_dist;
|
|
float _max_dist;
|
|
|
|
void set_volume_on_channel();
|
|
void set_balance_on_channel();
|
|
void set_play_rate_on_channel();
|
|
void set_speaker_mix_on_channel();
|
|
void set_3d_attributes_on_channel();
|
|
// void add_dsp_on_channel();
|
|
void set_speaker_mix_or_balance_on_channel();
|
|
|
|
virtual int get_priority();
|
|
virtual void set_priority(int priority);
|
|
|
|
bool _active;
|
|
bool _paused;
|
|
|
|
string _finished_event;
|
|
|
|
// This reference-counting pointer is set to this while the sound is
|
|
// playing, and cleared when we get an indication that the sound has
|
|
// stopped. This prevents a sound from destructing while it is
|
|
// playing. We use a PT instead of managing the reference counts by
|
|
// hand to help guard against accidental reference count leaks or
|
|
// other mismanagement.
|
|
PT(FmodAudioSound) _self_ref;
|
|
|
|
friend FMOD_RESULT F_CALLBACK sound_end_callback(FMOD_CHANNEL * channel,
|
|
FMOD_CHANNEL_CALLBACKTYPE type,
|
|
void *commanddata1,
|
|
void *commanddata2);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
//These are needed for Panda's Pointer System. DO NOT ERASE!
|
|
////////////////////////////////////////////////////////////
|
|
|
|
public:
|
|
static TypeHandle get_class_type() {
|
|
return _type_handle;
|
|
}
|
|
static void init_type() {
|
|
AudioSound::init_type();
|
|
register_type(_type_handle, "FmodAudioSound", AudioSound::get_class_type());
|
|
}
|
|
virtual TypeHandle get_type() const {
|
|
return get_class_type();
|
|
}
|
|
virtual TypeHandle force_init_type() {
|
|
init_type();
|
|
return get_class_type();
|
|
}
|
|
|
|
private:
|
|
static TypeHandle _type_handle;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
//DONE
|
|
////////////////////////////////////////////////////////////
|
|
};
|
|
|
|
#include "fmodAudioSound.I"
|
|
|
|
#endif //]
|
|
|
|
#endif /* __FMOD_AUDIO_SOUND_H__ */
|
|
|
|
|
|
|
|
|
|
|