khanat-opennel-code/code/nel/samples/3d/nel_qt/sound_utilities.cpp

179 lines
4.5 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "sound_utilities.h"
// STL includes
// NeL includes
#include <nel/misc/debug.h>
#include <nel/misc/hierarchical_timer.h>
#include <nel/misc/config_file.h>
#include <nel/sound/u_audio_mixer.h>
#include <nel/sound/sound_anim_manager.h>
#include <nel/misc/progress_callback.h>
#include <nel/3d/u_particle_system_sound.h>
// Project includes
#include "configuration.h"
#include "internationalization.h"
#include "graphics_viewport.h"
using namespace std;
using namespace NLMISC;
using namespace NLSOUND;
namespace NLQT {
CSoundUtilities::CSoundUtilities()
: m_Configuration(NULL),
m_Internationalization(NULL),
m_GraphicsViewport(NULL),
//m_LandscapeUtilities(NULL),
//m_PacsUtilities(NULL),
m_AudioMixer(NULL),
m_SoundAnimManager(NULL)
{
}
CSoundUtilities::~CSoundUtilities()
{
// release();
}
void CSoundUtilities::init(CConfiguration *configuration, CInternationalization *internationalization)
{
//H_AUTO2
nldebug("CSoundUtilities::init");
// copy parameters
m_Configuration = configuration;
m_Internationalization = internationalization;
// check stuff we need
nlassert(m_Configuration);
nlassert(m_Internationalization);
// create audiomixer
NL3D::UParticleSystemSound::setPSSound(NULL);
nlassert(!m_AudioMixer);
m_AudioMixer = UAudioMixer::createAudioMixer();
nlassert(m_AudioMixer);
// init audiomixer
std::vector<std::string> devices;
m_AudioMixer->initDriver(m_Configuration->getValue("SoundDriver", string("Auto")));
m_AudioMixer->getDevices(devices);
UAudioMixer::CInitInfo audioInfo;
audioInfo.AutoLoadSample = m_Configuration->getValue("SoundAutoLoadSample", true);
audioInfo.EnableOccludeObstruct = m_Configuration->getValue("SoundEnableOccludeObstruct", true);
audioInfo.EnableReverb = m_Configuration->getValue("SoundEnableReverb", true);
audioInfo.ManualRolloff = m_Configuration->getValue("SoundManualRolloff", true);
audioInfo.ForceSoftware = m_Configuration->getValue("SoundForceSoftware", false);
audioInfo.MaxTrack = m_Configuration->getValue("SoundMaxTrack", 48);
audioInfo.UseADPCM = m_Configuration->getValue("SoundUseADPCM", false);
m_AudioMixer->initDevice(m_Configuration->getValue("SoundDevice", string("")), audioInfo, NULL);
m_AudioMixer->setLowWaterMark(1);
// config callbacks
// ...
// sound anim manager
nlassert(!m_SoundAnimManager);
m_SoundAnimManager = new CSoundAnimManager(m_AudioMixer);
nlassert(m_SoundAnimManager);
// temp listener pos
m_AudioMixer->setListenerPos(CVector(0.0f, 0.0f, 0.0f));
// init sources
// ...
}
void CSoundUtilities::release()
{
//H_AUTO2
nldebug("CSoundUtilities::release");
// release sources
// ...
// release sound anim manager
if (m_SoundAnimManager)
{
delete m_SoundAnimManager;
m_SoundAnimManager = NULL;
}
else nlwarning("!m_SoundAnimManager");
// drop config callbacks
// ...
// release audiomixer (todo: +sources!!!)
if (m_AudioMixer)
{
delete m_AudioMixer;
m_AudioMixer = NULL;
}
else nlwarning("!m_AudioMixer");
// reset parameters
m_Configuration = NULL;
m_Internationalization = NULL;
}
void CSoundUtilities::updateSound()
{
m_AudioMixer->update();
}
void CSoundUtilities::initGraphics(CGraphicsViewport *graphicsViewport)
{
//H_AUTO2
nldebug("CSoundUtilities::initGraphics");
// copy parameters
m_GraphicsViewport = graphicsViewport;
// check stuff we need
nlassert(m_GraphicsViewport);
// set particle system sound
NL3D::UParticleSystemSound::setPSSound(m_AudioMixer);
// ...
// todo: displayers for all the test sound sources :)
}
void CSoundUtilities::releaseGraphics()
{
//H_AUTO2
nldebug("CSoundUtilities::releaseGraphics");
// ..
// clear particle system sound
NL3D::UParticleSystemSound::setPSSound(NULL);
// reset parameters
m_GraphicsViewport = NULL;
}
} /* namespace NLQT */
/* end of file */