328 lines
8.6 KiB
C++
328 lines
8.6 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file audioManager.cxx
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* @author skyler
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* @date 2001-06-06
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* Prior system by: cary
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*/
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#include "config_audio.h"
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#include "audioManager.h"
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#include "atomicAdjust.h"
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#include "nullAudioManager.h"
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#include "windowsRegistry.h"
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#include "virtualFileSystem.h"
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#include "config_putil.h"
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#include "load_dso.h"
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#ifdef _WIN32
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#include <windows.h> // For GetSystemDirectory()
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#endif
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using std::string;
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TypeHandle AudioManager::_type_handle;
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namespace {
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AudioManager *create_NullAudioManager() {
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audio_debug("create_NullAudioManager()");
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return new NullAudioManager();
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}
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}
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Create_AudioManager_proc *AudioManager::_create_AudioManager = nullptr;
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void AudioManager::
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register_AudioManager_creator(Create_AudioManager_proc* proc) {
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nassertv(_create_AudioManager == nullptr || _create_AudioManager == proc);
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_create_AudioManager = proc;
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}
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// Factory method for getting a platform specific AudioManager:
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PT(AudioManager) AudioManager::create_AudioManager() {
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audio_debug("create_AudioManager()\n audio_library_name=\""<<audio_library_name<<"\"");
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if (_create_AudioManager != nullptr) {
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// Someone was already so good as to register an audio manager creation function,
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// perhaps by statically linking the requested library. Let's use that, then.
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PT(AudioManager) am = (*_create_AudioManager)();
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if (!am->is_exact_type(NullAudioManager::get_class_type()) && !am->is_valid()) {
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audio_error(" " << am->get_type() << " is not valid, will use NullAudioManager");
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am = create_NullAudioManager();
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}
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return am;
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}
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static bool lib_load = false;
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if (!lib_load) {
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lib_load = true;
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if (!audio_library_name.empty() && audio_library_name != "null") {
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Filename dl_name = Filename::dso_filename(
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"lib" + string(audio_library_name) + ".so");
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dl_name.to_os_specific();
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audio_debug(" dl_name=\""<<dl_name<<"\"");
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void *handle = load_dso(get_plugin_path().get_value(), dl_name);
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if (handle == nullptr) {
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audio_error(" load_dso(" << dl_name << ") failed, will use NullAudioManager");
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audio_error(" "<<load_dso_error());
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nassertr(_create_AudioManager == nullptr, nullptr);
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} else {
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// Get the special function from the dso, which should return the
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// AudioManager factory function.
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string lib_name = audio_library_name;
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if (lib_name.substr(0, 2) == "p3") {
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lib_name = lib_name.substr(2);
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}
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string symbol_name = "get_audio_manager_func_" + lib_name;
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void *dso_symbol = get_dso_symbol(handle, symbol_name);
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if (audio_cat.is_debug()) {
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audio_cat.debug()
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<< "symbol of " << symbol_name << " = " << dso_symbol << "\n";
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}
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if (dso_symbol == nullptr) {
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// Couldn't find the module function.
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unload_dso(handle);
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handle = nullptr;
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audio_error(" Audio library did not provide get_audio_manager_func, will use NullAudioManager");
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} else {
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typedef Create_AudioManager_proc *FuncType();
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Create_AudioManager_proc *factory_func = (*(FuncType *)dso_symbol)();
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// Note that the audio manager module may register itself upon load.
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if (_create_AudioManager == nullptr) {
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AudioManager::register_AudioManager_creator(factory_func);
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}
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}
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}
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}
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}
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if (_create_AudioManager == nullptr) {
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_create_AudioManager = create_NullAudioManager;
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}
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PT(AudioManager) am = (*_create_AudioManager)();
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if (!am->is_exact_type(NullAudioManager::get_class_type()) && !am->is_valid()) {
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audio_error(" " << am->get_type() << " is not valid, will use NullAudioManager");
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am = create_NullAudioManager();
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}
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return am;
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}
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/**
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*
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*/
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AudioManager::
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~AudioManager() {
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if (_null_sound != nullptr) {
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unref_delete((AudioSound *)_null_sound);
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}
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}
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/**
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*
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*/
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AudioManager::
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AudioManager() {
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_null_sound = nullptr;
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}
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/**
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* Call this at exit time to shut down the audio system. This will invalidate
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* all currently-active AudioManagers and AudioSounds in the system. If you
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* change your mind and want to play sounds again, you will have to recreate
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* all of these objects.
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*/
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void AudioManager::
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shutdown() {
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}
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/**
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* Returns a special NullAudioSound object that has all the interface of a
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* normal sound object, but plays no sound. This same object may also be
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* returned by get_sound() if it fails.
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*/
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PT(AudioSound) AudioManager::
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get_null_sound() {
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if (_null_sound == nullptr) {
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AudioSound *new_sound = new NullAudioSound;
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new_sound->ref();
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void *result = AtomicAdjust::compare_and_exchange_ptr(_null_sound, nullptr, (void *)new_sound);
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if (result != nullptr) {
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// Someone else must have assigned the AudioSound first. OK.
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nassertr(_null_sound != new_sound, nullptr);
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unref_delete(new_sound);
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}
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nassertr(_null_sound != nullptr, nullptr);
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}
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return (AudioSound *)_null_sound;
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}
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/**
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*
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*/
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int AudioManager::
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get_speaker_setup() {
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// intentionally blank
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return 0;
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}
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/**
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*
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*/
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void AudioManager::
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set_speaker_setup(SpeakerModeCategory cat) {
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// intentionally blank
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}
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/**
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* Configures the global DSP filter chain.
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*
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* There is no guarantee that any given configuration will be supported by the
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* implementation. The only way to find out what's supported is to call
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* configure_filters. If it returns true, the configuration is supported.
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*/
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bool AudioManager::
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configure_filters(FilterProperties *config) {
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const FilterProperties::ConfigVector &conf = config->get_config();
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if (conf.empty()) {
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return true;
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} else {
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return false;
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}
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}
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/**
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* Must be called every frame. Failure to call this every frame could cause
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* problems for some audio managers.
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*/
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void AudioManager::
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update() {
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// Intentionally blank.
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}
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/**
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*
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*/
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void AudioManager::audio_3d_set_listener_attributes(PN_stdfloat px, PN_stdfloat py, PN_stdfloat pz, PN_stdfloat vx, PN_stdfloat vy, PN_stdfloat vz, PN_stdfloat fx, PN_stdfloat fy, PN_stdfloat fz, PN_stdfloat ux, PN_stdfloat uy, PN_stdfloat uz) {
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// intentionally blank.
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}
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/**
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*
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*/
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void AudioManager::audio_3d_get_listener_attributes(PN_stdfloat *px, PN_stdfloat *py, PN_stdfloat *pz, PN_stdfloat *vx, PN_stdfloat *vy, PN_stdfloat *vz, PN_stdfloat *fx, PN_stdfloat *fy, PN_stdfloat *fz, PN_stdfloat *ux, PN_stdfloat *uy, PN_stdfloat *uz) {
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// intentionally blank.
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}
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/**
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*
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*/
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void AudioManager::audio_3d_set_distance_factor(PN_stdfloat factor) {
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// intentionally blank.
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}
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/**
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*
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*/
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PN_stdfloat AudioManager::audio_3d_get_distance_factor() const {
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// intentionally blank.
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return 0.0f;
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}
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/**
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*
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*/
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void AudioManager::audio_3d_set_doppler_factor(PN_stdfloat factor) {
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// intentionally blank.
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}
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/**
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*
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*/
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PN_stdfloat AudioManager::audio_3d_get_doppler_factor() const {
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// intentionally blank.
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return 0.0f;
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}
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/**
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*
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*/
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void AudioManager::audio_3d_set_drop_off_factor(PN_stdfloat factor) {
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// intentionally blank.
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}
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/**
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*
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*/
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PN_stdfloat AudioManager::audio_3d_get_drop_off_factor() const {
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// intentionally blank.
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return 0.0f;
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}
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/**
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* Returns the full pathname to the DLS file, as specified by the Config.prc
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* file, or the default for the current OS if appropriate. Returns empty
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* string if the DLS file is unavailable.
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*/
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Filename AudioManager::
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get_dls_pathname() {
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Filename dls_filename = audio_dls_file;
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if (!dls_filename.empty()) {
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VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
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vfs->resolve_filename(dls_filename, get_model_path());
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return dls_filename;
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}
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#ifdef _WIN32
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Filename pathname;
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// Get the registry key from DirectMusic
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string os_filename = WindowsRegistry::get_string_value("SOFTWARE\\Microsoft\\DirectMusic", "GMFilePath", "");
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if (!os_filename.empty()) {
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pathname = Filename::from_os_specific(os_filename);
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} else {
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char sysdir[MAX_PATH+1];
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GetSystemDirectory(sysdir,MAX_PATH+1);
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pathname = Filename(Filename::from_os_specific(sysdir), Filename("drivers/gm.dls"));
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}
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pathname.make_true_case();
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return pathname;
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#elif defined(IS_OSX)
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// This appears to be the standard place for this file on OSX 10.4.
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return Filename("/System/Library/Components/CoreAudio.component/Contents/Resources/gs_instruments.dls");
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#else
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return Filename();
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#endif
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}
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/**
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*
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*/
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void AudioManager::
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output(std::ostream &out) const {
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out << get_type();
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}
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/**
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*
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*/
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void AudioManager::
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write(std::ostream &out) const {
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out << (*this) << "\n";
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}
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