open_toontown_panda3d/panda/src/audiotraits/fmodAudioManager.h

247 lines
8.8 KiB
C++

// Filename: fmodAudioManager.h
// Created by: cort (January 22, 2003)
// Extended by: ben (October 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."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
//
//Hello, all future Panda audio code people! This is my errata
//documentation to help any future programmer maintain FMOD and PANDA.
//
//This documentation more then that is needed, but I wanted to go all
//out, with the documentation. Because I was a totally newbie at
//programming [especially with C/C++] this semester I want to make
//sure future code maintainers have that insight I did not when
//starting on the PANDA project here at the ETC/CMU.
//
//As of Spring 2006, Panda's FMOD audio support has been pretty much
//completely rewritten. This has been done so PANDA can use FMOD-EX
//[or AKA FMOD 4] and some of its new features.
//
//First, the FMOD-EX API itself has been completely rewritten compared
//to previous versions. FMOD now handles any type of audio files, wave
//audio [WAV, AIF, MP3, OGG, etc...] or musical file [MID, TRACKERS]
//as the same type of an object. The API has also been structured more
//like a sound studio, with 'sounds' and 'channels'. This will be
//covered more in the FmodAudioSound.h/.cxx sources.
//
//Second, FMOD now offers virtually unlimited sounds to be played at
//once via their virtual channels system. Actually the theoretical
//limit is around 4000, but that is still a lot. What you need to know
//about this, is that even thought you might only hear 32 sound being
//played at once, FMOD will keep playing any additional sounds, and
//swap those on virtual channels in and out with those on real
//channels depending on priority, or distance [if you are dealing with
//3D audio].
//
//Third, FMOD's DSP support has been added. So you can now add GLOBAL
//or SOUND specific DSP effects. Right not you can only use FMOD's
//built in DSP effects. But adding support for FMOD's support of VST
//effects shouldn't be that hard.
//
//As for the FmodManager itself, it is pretty straight forward, I
//hope. As a manager class, it will create the FMOD system with the
//"_system" variable which is an instance of FMOD::SYSTEM. (Actually,
//we create only one global _system variable now, and share it with
//all outstanding FmodManager objects--this appears to be the way FMOD
//wants to work.) The FmodManager class is also the one responsible
//for creation of Sounds, DSP, and maintaining the GLOBAL DSP chains
//[The GLOBAL DSP chain is the DSP Chain which affects ALL the
//sounds].
//
//Any way that is it for an intro, lets move on to looking at the rest
//of the code.
//
////////////////////////////////////////////////////////////////////
#ifndef __FMOD_AUDIO_MANAGER_H__
#define __FMOD_AUDIO_MANAGER_H__
//First the includes.
#include "pandabase.h"
#include "pset.h"
#ifdef HAVE_FMODEX //[
#include "audioManager.h"
//The Includes needed for FMOD
#include <fmod.hpp>
#include <fmod_errors.h>
class FmodAudioSound;
extern void fmod_audio_errcheck(const char *context, FMOD_RESULT n);
class EXPCL_FMOD_AUDIO FmodAudioManager : public AudioManager {
friend class FmodAudioSound;
public:
//Constructor and Destructor
FmodAudioManager();
virtual ~FmodAudioManager();
virtual bool is_valid();
virtual PT(AudioSound) get_sound(const string&, bool positional = false, int mode=SM_heuristic);
virtual PT(AudioSound) get_sound(MovieAudio *, bool positional = false, int mode=SM_heuristic);
virtual int getSpeakerSetup();
virtual void setSpeakerSetup(SpeakerModeCategory cat);
virtual void set_volume(float);
virtual float get_volume() const;
virtual void set_active(bool);
virtual bool get_active() const;
virtual void stop_all_sounds();
virtual void 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);
// REMOVE THIS ONE
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;
//THESE ARE NOT USED ANYMORE.
//THEY ARE ONLY HERE BECAUSE THEY are still needed by Miles.
//THESE are stubs in FMOD-EX version
////////////////////////////////////////////////////////////////////
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 uncache_sound(const string&);
virtual void clear_cache();
virtual void set_cache_limit(unsigned int count);
virtual unsigned int get_cache_limit() const;
////////////////////////////////////////////////////////////////////
private:
static FMOD_RESULT F_CALLBACK
open_callback(const char *name, int unicode, unsigned int *file_size,
void **handle, void **user_data);
static FMOD_RESULT F_CALLBACK
close_callback(void *handle, void *user_data);
static FMOD_RESULT F_CALLBACK
read_callback(void *handle, void *buffer, unsigned int size_bytes,
unsigned int *bytes_read, void *user_data);
static FMOD_RESULT F_CALLBACK
seek_callback(void *handle, unsigned int pos, void *user_data);
FMOD::DSP *make_dsp(const FilterProperties::FilterConfig &conf);
void update_dsp_chain(FMOD::DSP *head, FilterProperties *config);
virtual bool configure_filters(FilterProperties *config);
private:
static FMOD::System *_system;
static pset<FmodAudioManager *> _all_managers;
static bool _system_is_valid;
static float _distance_factor;
static float _doppler_factor;
static float _drop_off_factor;
FMOD_VECTOR _position;
FMOD_VECTOR _velocity;
FMOD_VECTOR _forward;
FMOD_VECTOR _up;
// DLS info for MIDI files
string _dlsname;
FMOD_CREATESOUNDEXINFO _midi_info;
bool _is_valid;
bool _active;
// The set of all sounds. Needed only to implement stop_all_sounds.
typedef pset<FmodAudioSound *> SoundSet;
SoundSet _all_sounds;
////////////////////////////////////////////////////////////
//These are needed for Panda's Pointer System. DO NOT ERASE!
////////////////////////////////////////////////////////////
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
AudioManager::init_type();
register_type(_type_handle, "FmodAudioManager", AudioManager::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
////////////////////////////////////////////////////////////
};
EXPCL_FMOD_AUDIO PT(AudioManager) Create_AudioManager();
#endif //]
#endif /* __FMOD_AUDIO_MANAGER_H__ */