// Ryzom - MMORPG Framework // 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 . #ifndef NL_SOUND_MANAGER_H #define NL_SOUND_MANAGER_H ////////////// // INCLUDES // ////////////// // misc #include "nel/misc/types_nl.h" #include "nel/misc/vector.h" #include "nel/misc/config_file.h" // game_share #include "nel/misc/entity_id.h" // sound #include "nel/sound/u_audio_mixer.h" #include "nel/sound/u_listener.h" extern class CSoundManager *SoundMngr; /////////// // USING // /////////// using std::string; using NLSOUND::USource; namespace NLMISC { class IProgressCallback; } /** * class managing all the sounds for the client * \author David Fleury * \author Nevrax France * \date 2001 */ class CSoundManager { typedef CHashMultiMap TMultiMapEntityToSource; typedef std::map TMapIdToSource; /// Load the properties for this sound and aplly them. void loadProperties(const string &soundName, USource *source); /// Load the positioned sounds //void loadPositionedSounds(); public: // Loading music XFade enum {LoadingMusicXFade= 1000}; public: /** * constructor * \param string& samplePath The path to directory containing the .wav sample files * \param vector& sampleBanks The list of sample banks to load */ CSoundManager(NLMISC::IProgressCallback *progressCallBack = NULL); /// destructor ~CSoundManager(); /// Return the audio mixer instance pointer. NLSOUND::UAudioMixer *getMixer(); uint32 addSource( const NLMISC::TStringId &soundName, const NLMISC::CVector &position, bool play = true , bool loop = false, const NLMISC::CEntityId &id = NLMISC::CEntityId::Unknown ); /// spawn a new source to the world but sound manager don't keep any link and the sound will be automatically deleted when finnished bool spawnSource (const NLMISC::TStringId &soundName, NLSOUND::CSoundContext &context); /// spawn a new source to the world but sound manager don't keep any link and the sound will be automatically deleted when finnished bool spawnSource( const NLMISC::TStringId &soundName, const NLMISC::CVector &position ); /** * remove a source * \param uint32 source id */ void removeSource( uint32 sourceId ); /** * update the pos of all the sounds attached to that entity * \param NLMISC::CEntityId& id of the entity * \param CVector& new position */ void updateEntityPos( const NLMISC::CEntityId &id, const NLMISC::CVector &pos); /** * update the velocity of all the sounds attached to that entity * \param NLMISC::CEntityId& id of the entity * \param CVector& new velocity */ void updateEntityVelocity( const NLMISC::CEntityId &id, const NLMISC::CVector &velocity); /** * update the direction of all the sounds attached to that entity * \param NLMISC::CEntityId& id of the entity * \param CVector& new direction */ void updateEntityDirection( const NLMISC::CEntityId &id, const NLMISC::CVector &dir ); /** * remove an entity from the view : delete all the sounds attached to that entity * \param NLMISC::CEntityId& id of the entity to remove */ void removeEntity( const NLMISC::CEntityId &id); /** * set the listener position * \param CVector & new position */ inline void setListenerPos( const NLMISC::CVector &pos) { static NLMISC::CVector oldPos(0.0f, 0.0f, 0.0f); if(oldPos != pos) { _AudioMixer->setListenerPos( pos ); oldPos = pos; } } /** * set the listener velocity * \param CVector& new velocity */ inline void setListenerVelocity( const NLMISC::CVector &velocity) { static NLMISC::CVector oldVelocity(1564152.0f,1561.0f,846.0f); if(oldVelocity != velocity) { _AudioMixer->getListener()->setVelocity( velocity ); oldVelocity = velocity; } } /** * set the listener orientation * \param CVector& new orientation 'front' * \param CVector& new orientation 'up' */ inline void setListenerOrientation( const NLMISC::CVector &front, const NLMISC::CVector &up = NLMISC::CVector(0.0f,0.0f,1.0f) ) { static NLMISC::CVector oldFront(1564152.0f,1561.0f,846.0f), oldUp(1564152.0f,1561.0f,846.0f); if(oldFront != front || oldUp != up) { _AudioMixer->getListener()->setOrientation( front, up ); oldFront = front; oldUp = up; } } /** Get the gain value for the sound emited by the user entity * This value come from the UserEntitySoundLevel var in config file. */ float getUserEntitySoundLevel() {return _UserEntitySoundLevel; } void reset (); void setFilterState(uint filter, bool state); void playBackgroundSound (); void stopBackgroundSound (); /** * set sound position (sound must exist) * \param uint32 source id * \param CVector& new position */ void setSoundPosition( uint32 sourceId, const NLMISC::CVector &position); /** * loop a sound (or stop looping) * \param uint32 source id * \param bool loop (true = loop) */ void loopSound( uint32 sourceId, bool loop); /** * play or stop a sound * \param uint32 source id * \param bool play (true = play, false = stop) */ void playSound( uint32 sourceId, bool play); /** * test whether the sepcified source is playing or not * \param uint32 source id * \return bool true if the source is playing */ bool isPlaying( uint32 sourceId ); /** * select the env effect corresponding to tag * \param string& tag */ inline void selectEnvEffect( const std::string &tag) { nlassert( _AudioMixer ); _AudioMixer->selectEnvEffects( tag); } /** * select the env corresponding to tag * \param string& tag */ void selectEnv( const std::string &tag); /** * set source Gain * (Set the gain amount (value inside [0, 1]) to map between 0 and the nominal gain * (which is getSource()->getGain()). Does nothing if getSource() is null ) * \param uint32 sourceId * \param float new gain (0-1) */ void setSourceGain( uint32 sourceId, float gain); /** * get source Gain * \param uint32 sourceId * \return float new gain (0-1) (-1 if source not found) */ float getSourceGain( uint32 sourceId ); /** * set source Pitch * (Shift the frequency. 1.0f equals identity, each reduction of 50% equals a pitch shift of one octave. 0 is not a legal value.) * \param uint32 sourceId * \param float new Pitch (0-1) */ void setSourcePitch( uint32 sourceId, float gain); /** * get source Pitch * \param uint32 sourceId * \return float new Pitch (0-1) (>0) (-1 if source not found) */ float getSourcePitch( uint32 sourceId ); /** * Play all the positioned sounds which are near the given position * * \param pos is the position of the user */ void playPositionedSounds( const NLMISC::CVector& pos ); void update (); // called at outgame time void updateAudioMixerOnly(); /// Return the number of sources uint getSourcesInstanceCount() const { if (_AudioMixer) return _AudioMixer->getSourcesInstanceCount(); else return 0; }; /// Return the number of playing sources uint getPlayingSourcesCount() const { if (_AudioMixer) return _AudioMixer->getPlayingSourcesCount(); else return 0; }; /// Return the memory size for samples. uint getLoadingSamplesSize() const { if (_AudioMixer) return _AudioMixer->getLoadedSampleSize(); else return 0; }; void switchSoundState (); /// Load all stuffs for a continent (must be "lesfalaises", "tryker" ... look ryzom.world for good name) void loadContinent (const std::string &name, const NLMISC::CVector& pos); /// Draw the sounds/cluster/audio path for debugging purpose void drawSounds(float camHeight); /// Play Music (see UAudioMixer for detail). NB: the background music system is disabled until the music is stoped void playMusic(const string &fileName, uint xFadeTime= 2000, bool async= true, bool loop=true, bool forceGameMusicVolume= false); /// Stop Music. NB: the background music system is then reenabled void stopMusic(uint xFadeTime= 2000); /// Pause Music void pauseMusic(); /// Resume Music void resumeMusic(); /// Is Music ended ? bool isMusicEnded(); /// set game music volume (0-1) (outgame and ingame music) void setGameMusicVolume(float val); /// set user music volume (0-1) (mp3 player) void setUserMusicVolume(float val); /// Set the SFX global volume (don't impact on music volume) void setSFXVolume(float val); /// Fade in/out game volume (game music and sfx volume) void fadeInGameSound(sint32 timeFadeMs); void fadeOutGameSound(sint32 timeFadeMs); void setupFadeSound(float sfxFade, float musicFade); /// Start an Event music (always async). Don't restart if the same music is currently playing void playEventMusic(const string &fileName, uint xFadeTime= 2000, bool loop=true); /// Stop the event music played. Stop the music only if it is the same music. Set empty filename to stop any music void stopEventMusic(const string &fileName, uint xFadeTime= 2000); /// get the eventmusic played (empty if none or ended) const std::string &getEventMusicPlayed() const {return _EventMusicPlayed;} /** * Initialize the audio mixer, load the sound banks, called by the constructors * \param string& sound buffer file (.nss) */ void init(NLMISC::IProgressCallback *progressCallBack = NULL); private: // attributes------------------------------ bool _PlaySound; /// Pointer on the audio mixer object NLSOUND::UAudioMixer *_AudioMixer; /// Pointer on the root of the environmental sounds tree (if any) NLSOUND::UEnvSound *_EnvSoundRoot; /// The current filter state. NLSOUND::UAudioMixer::TBackgroundFlags _BackgroundFlags; /// map attached sounds to the parent entity TMultiMapEntityToSource _AttachedSources; /// map sound Id to sound object TMapIdToSource _Sources; /// all the step sounds //CStepSounds _StepSounds; /// list of positioned sounds std::list _PositionedSounds; /// the next value that will be used as id for the next sound to be created uint32 _NextId; /// Gain value for user entity sound. float _UserEntitySoundLevel; /// Music Player and outgame music: re-enable the background music after a while NLMISC::TTime _EnableBackgroundMusicAtTime; /// release SoundAnim system void releaseSoundAnim(); // volume float _SFXVolume; float _GameMusicVolume; float _UserMusicVolume; bool _UseGameMusicVolume; // if event music is possible bool _EventMusicEnabled; // if event music is currently playing, the name of it std::string _EventMusicPlayed; // if the event music currently playing is looping bool _EventMusicLoop; // the fading music volume during TP float _FadeGameMusicVolume; // the fading game music volume that raise when an event music is playing (replacing the background music) float _FadeGameMusicVolumeDueToEvent; float _FadeSFXVolume; void updateVolume(); void setGameMusicMode(bool enableBackground, bool useGameMusicVolume); void fadeGameSound(bool fadeIn,sint32 timeFadeMs); void updateEventAndGameMusicVolume(); }; #endif // NL_SOUND_MANAGER_H /* End of sound_manager.h */