open_toontown_panda3d/panda/src/audiotraits/fmodAudioManager.h

169 lines
5.9 KiB
C++

// Filename: fmodAudioManager.h
// Created by: cort (January 22, 2003)
// Extended by: ben (October 22, 2003)
// Prior system by: cary
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#ifndef __FMOD_AUDIO_MANAGER_H__
#define __FMOD_AUDIO_MANAGER_H__
#include "pandabase.h"
#ifdef HAVE_FMOD //[
#include "audioManager.h"
class FmodAudioSound;
#include "filename.h"
#include "pdeque.h"
#include "pmap.h"
#include "pset.h"
#include <fmod.h> // Is fmod.h really a system file? I think maybe this should be "fmod.h".
class EXPCL_FMOD_AUDIO FmodAudioManager : public AudioManager {
// All of these methods are stubbed out to some degree.
// If you're looking for a starting place for a new AudioManager,
// please consider looking at the milesAudioManager.
public:
FmodAudioManager();
virtual ~FmodAudioManager();
virtual bool is_valid();
virtual PT(AudioSound) get_sound(const string&, bool positional = false);
virtual void uncache_sound(const string&);
virtual void clear_cache();
virtual void set_cache_limit(unsigned int count);
virtual unsigned int get_cache_limit() const;
// Indicates that the given sound was the most recently used.
void most_recently_used(const string& path);
// Uncaches the least recently used sound.
bool uncache_a_sound();
virtual void set_volume(float);
virtual float get_volume() const;
virtual void set_active(bool);
virtual bool get_active() const;
virtual void set_concurrent_sound_limit(unsigned int limit = 0);
virtual unsigned int get_concurrent_sound_limit() const;
virtual void reduce_sounds_playing_to(unsigned int count);
//virtual void stop_a_sound();
virtual void stop_all_sounds();
// Changes to the positions of 3D spacialized sounds and the listener
// are all made at once when this method is called. It should be put
// in the main program loop.
virtual void audio_3d_update();
// This controls the "set of ears" that listens to 3D spacialized sound
// px, py, pz are position coordinates. Can be 0.0f to ignore.
// vx, vy, vz are a velocity vector in UNITS PER SECOND (default: meters).
// fx, fy and fz are the respective components of a unit forward-vector
// ux, uy and uz are the respective components of a unit up-vector
// These changes will NOT be invoked until audio_3d_update() is called.
virtual void audio_3d_set_listener_attributes(float px, float py, float pz,
float vx, float xy, float xz,
float fx, float fy, float fz,
float ux, float uy, float uz);
virtual void audio_3d_get_listener_attributes(float *px, float *py, float *pz,
float *vx, float *vy, float *vz,
float *fx, float *fy, float *fz,
float *ux, float *uy, float *uz);
// Control the "relative distance factor" for 3D spacialized audio. Default is 1.0
// Fmod uses meters internally, so give a float in Units-per meter
// Don't know what Miles uses.
virtual void audio_3d_set_distance_factor(float factor);
virtual float audio_3d_get_distance_factor() const;
// Control the presence of the Doppler effect. Default is 1.0
// Exaggerated Doppler, use >1.0
// Diminshed Doppler, use <1.0
virtual void audio_3d_set_doppler_factor(float factor);
virtual float audio_3d_get_doppler_factor() const;
// Exaggerate or diminish the effect of distance on sound. Default is 1.0
// Faster drop off, use >1.0
// Slower drop off, use <1.0
virtual void audio_3d_set_drop_off_factor(float factor);
virtual float audio_3d_get_drop_off_factor() const;
protected:
// increment or decrement the refcount of the given file's cache entry.
// sounds can only be uncached when their refcounts are zero.
void inc_refcount(const string& file_name);
void dec_refcount(const string& file_name);
private:
typedef struct {
size_t size; // size of the data field, in bytes
unsigned int refcount; // how many AudioSound objects are referencing me?
bool stale; // can this entry be purged from the cache?
char *data; // the memory-mapped audio file.
} SoundCacheEntry;
typedef phash_map<string, SoundCacheEntry, string_hash> SoundMap;
SoundMap _sounds;
typedef phash_set<FmodAudioSound*, pointer_hash> AudioSet;
// The offspring of this manager:
AudioSet _soundsOnLoan;
unsigned int _concurrent_sound_limit;
typedef phash_set<FmodAudioSound*, pointer_hash> SoundsPlaying;
// The sounds from this manager that are currently playing
SoundsPlaying _sounds_playing;
// The Least Recently Used mechanism:
typedef pdeque<string> LRU;
LRU _lru;
// RobCode
// List of supported sound formats
typedef pvector<string> SupportedTypes;
SupportedTypes _supported_types;
void release_sound(FmodAudioSound *audioSound);
int _cache_limit;
static int _active_managers;
bool _is_valid;
bool _active;
float _volume;
float _listener_pos [3];
float _listener_vel [3];
float _listener_forward [3];
float _listener_up [3];
float _distance_factor;
float _doppler_factor;
float _drop_off_factor;
char* load(const Filename& filename, size_t &size) const;
friend class FmodAudioSound;
};
EXPCL_FMOD_AUDIO PT(AudioManager) Create_AudioManager();
#endif //]
#endif /* __FMOD_AUDIO_MANAGER_H__ */