open_toontown_panda3d/panda/src/audiotraits/fmodAudioSound.h

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__ */