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audioManager.h
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1/**
2 * PANDA 3D SOFTWARE
3 * Copyright (c) Carnegie Mellon University. All rights reserved.
4 *
5 * All use of this software is subject to the terms of the revised BSD
6 * license. You should have received a copy of this license along
7 * with this source code in a file named "LICENSE."
8 *
9 * @file audioManager.h
10 * @author skyler
11 * @date 2001-06-06
12 * Prior system by: cary
13 */
14
15#ifndef __AUDIO_MANAGER_H__
16#define __AUDIO_MANAGER_H__
17
18#include "config_audio.h"
19#include "audioSound.h"
20#include "luse.h"
21#include "filterProperties.h"
22#include "movieAudio.h"
23#include "atomicAdjust.h"
24
25typedef AudioManager *Create_AudioManager_proc();
26
27
28class EXPCL_PANDA_AUDIO AudioManager : public TypedReferenceCount {
29PUBLISHED:
30
31 enum SpeakerModeCategory {
32 // These enumerants line up one-to-one with the FMOD SPEAKERMODE
33 // enumerants.
34 SPEAKERMODE_raw,
35 SPEAKERMODE_mono,
36 SPEAKERMODE_stereo,
37 SPEAKERMODE_quad,
38 SPEAKERMODE_surround,
39 SPEAKERMODE_5point1,
40 SPEAKERMODE_7point1,
41 SPEAKERMODE_max,
42 SPEAKERMODE_COUNT
43 };
44
45
46 enum SpeakerId {
47 SPK_none,
48 SPK_frontleft,
49 SPK_frontright,
50 SPK_center,
51 SPK_sub,
52 SPK_backleft,
53 SPK_backright,
54 SPK_sideleft,
55 SPK_sideright,
56 SPK_COUNT,
57 };
58
59 enum StreamMode {
60 SM_heuristic,
61 SM_sample,
62 SM_stream,
63 };
64
65 virtual int get_speaker_setup();
66 virtual void set_speaker_setup(SpeakerModeCategory cat);
67 virtual bool configure_filters(FilterProperties *config);
68
69 // Create an AudioManager for each category of sounds you have. E.g.
70 // MySoundEffects = create_AudioManager::AudioManager(); MyMusicManager =
71 // create_AudioManager::AudioManager(); ... my_sound =
72 // MySoundEffects.get_sound("neatSfx.mp3"); my_music =
73 // MyMusicManager.get_sound("introTheme.mid");
74
75 static PT(AudioManager) create_AudioManager();
76 virtual ~AudioManager();
77
78 virtual void shutdown();
79
80 // If you're interested in knowing whether this audio manager is valid,
81 // here's the call to do it. It is not necessary to check whether the audio
82 // manager is valid before making other calls. You are free to use an
83 // invalid sound manager, you may get silent sounds from it though. The
84 // sound manager and the sounds it creates should not crash the application
85 // even when the objects are not valid.
86 virtual bool is_valid() = 0;
87
88 // Get a sound:
89 virtual PT(AudioSound) get_sound(const Filename &file_name, bool positional = false, int mode=SM_heuristic) = 0;
90 virtual PT(AudioSound) get_sound(MovieAudio *source, bool positional = false, int mode=SM_heuristic) = 0;
91
92 PT(AudioSound) get_null_sound();
93
94 // Tell the AudioManager there is no need to keep this one cached. This
95 // doesn't break any connection between AudioSounds that have already given
96 // by get_sound() from this manager. It's only affecting whether the
97 // AudioManager keeps a copy of the sound in its poolcache.
98 virtual void uncache_sound(const Filename &file_name) = 0;
99 virtual void clear_cache() = 0;
100 virtual void set_cache_limit(unsigned int count) = 0;
101 virtual unsigned int get_cache_limit() const = 0;
102
103 // Control volume: FYI: If you start a sound with the volume off and turn
104 // the volume up later, you'll hear the sound playing at that late point. 0
105 // = minimum; 1.0 = maximum. inits to 1.0.
106 virtual void set_volume(PN_stdfloat volume) = 0;
107 virtual PN_stdfloat get_volume() const = 0;
108
109 // Turn the manager on or off. If you play a sound while the manager is
110 // inactive, it won't start. If you deactivate the manager while sounds are
111 // playing, they'll stop. If you activate the manager while looping sounds
112 // are playing (those that have a loop_count of zero), they will start
113 // playing from the beginning of their loop. Defaults to true.
114 virtual void set_active(bool flag) = 0;
115 virtual bool get_active() const = 0;
116
117 // This controls the number of sounds that you allow at once. This is more
118 // of a user choice -- it avoids talk over and the creation of a cacophony.
119 // It can also be used to help performance. 0 == unlimited. 1 == mutually
120 // exclusive (one sound at a time). Which is an example of: n == allow n
121 // sounds to be playing at the same time.
122 virtual void set_concurrent_sound_limit(unsigned int limit = 0) = 0;
123 virtual unsigned int get_concurrent_sound_limit() const = 0;
124
125 // This is likely to be a utility function for the concurrent_sound_limit
126 // options. It is exposed as an API, because it's reasonable that it may be
127 // useful to be here. It reduces the number of concurrently playing sounds
128 // to count by some implementation specific means. If the number of sounds
129 // currently playing is at or below count then there is no effect.
130 virtual void reduce_sounds_playing_to(unsigned int count) = 0;
131
132 // Stop playback on all sounds managed by this manager. This is effectively
133 // the same as reduce_sounds_playing_to(0), but this call may be for
134 // efficient on some implementations.
135 virtual void stop_all_sounds() = 0;
136
137 // This should be called every frame. Failure to call could cause problems.
138 virtual void update();
139
140 // This controls the "set of ears" that listens to 3D spacialized sound px,
141 // py, pz are position coordinates. vx, vy, vz are a velocity vector in
142 // UNITS PER SECOND (default: meters). fx, fy and fz are the respective
143 // components of a unit forward-vector ux, uy and uz are the respective
144 // components of a unit up-vector
145 virtual void audio_3d_set_listener_attributes(PN_stdfloat px, PN_stdfloat py, PN_stdfloat pz,
146 PN_stdfloat vx, PN_stdfloat vy, PN_stdfloat vz,
147 PN_stdfloat fx, PN_stdfloat fy, PN_stdfloat fz,
148 PN_stdfloat ux, PN_stdfloat uy, PN_stdfloat uz);
149 virtual void audio_3d_get_listener_attributes(PN_stdfloat *px, PN_stdfloat *py, PN_stdfloat *pz,
150 PN_stdfloat *vx, PN_stdfloat *vy, PN_stdfloat *vz,
151 PN_stdfloat *fx, PN_stdfloat *fy, PN_stdfloat *fz,
152 PN_stdfloat *ux, PN_stdfloat *uy, PN_stdfloat *uz);
153
154 // Control the "relative scale that sets the distance factor" units for 3D
155 // spacialized audio. This is a float in units-per-meter. Default value is
156 // 1.0, which means that Panda units are understood as meters; for e.g.
157 // feet, set 3.28. This factor is applied only to Fmod and OpenAL at the
158 // moment.
159 virtual void audio_3d_set_distance_factor(PN_stdfloat factor);
160 virtual PN_stdfloat audio_3d_get_distance_factor() const;
161
162 // Control the presence of the Doppler effect. Default is 1.0 Exaggerated
163 // Doppler, use >1.0 Diminshed Doppler, use <1.0
164 virtual void audio_3d_set_doppler_factor(PN_stdfloat factor);
165 virtual PN_stdfloat audio_3d_get_doppler_factor() const;
166
167 // Exaggerate or diminish the effect of distance on sound. Default is 1.0
168 // Valid range is 0 to 10 Faster drop off, use >1.0 Slower drop off, use
169 // <1.0
170 virtual void audio_3d_set_drop_off_factor(PN_stdfloat factor);
171 virtual PN_stdfloat audio_3d_get_drop_off_factor() const;
172
173 static Filename get_dls_pathname();
174 MAKE_PROPERTY(dls_pathname, get_dls_pathname);
175
176 virtual void output(std::ostream &out) const;
177 virtual void write(std::ostream &out) const;
178
179 // set_speaker_configuration is a Miles only method.
180 virtual void set_speaker_configuration(LVecBase3 *speaker1, LVecBase3 *speaker2=nullptr, LVecBase3 *speaker3=nullptr, LVecBase3 *speaker4=nullptr, LVecBase3 *speaker5=nullptr, LVecBase3 *speaker6=nullptr, LVecBase3 *speaker7=nullptr, LVecBase3 *speaker8=nullptr, LVecBase3 *speaker9=nullptr);
181
182public:
183 static void register_AudioManager_creator(Create_AudioManager_proc* proc);
184
185protected:
186 friend class AudioSound;
187
188 // Avoid adding data members (instance variables) to this mostly abstract
189 // base class. This allows implementors of various sound systems the best
190 // flexibility.
191
192 static Create_AudioManager_proc* _create_AudioManager;
193 AtomicAdjust::Pointer _null_sound;
194
195 AudioManager();
196
197public:
198 static TypeHandle get_class_type() {
199 return _type_handle;
200 }
201 static void init_type() {
202 TypedReferenceCount::init_type();
203 register_type(_type_handle, "AudioManager",
204 TypedReferenceCount::get_class_type());
205 }
206 virtual TypeHandle get_type() const {
207 return get_class_type();
208 }
209 virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
210
211private:
212 static TypeHandle _type_handle;
213};
214
215inline std::ostream &
216operator << (std::ostream &out, const AudioManager &mgr) {
217 mgr.output(out);
218 return out;
219}
220
221#include "audioManager.I"
222
223#endif /* __AUDIO_MANAGER_H__ */
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
The name of a file, such as a texture file or an Egg file.
Definition filename.h:44
Stores a configuration for a set of audio DSP filters.
A MovieAudio is actually any source that provides a sequence of audio samples.
Definition movieAudio.h:44
TypeHandle is the identifier used to differentiate C++ class types.
Definition typeHandle.h:81
A base class for things which need to inherit from both TypedObject and from ReferenceCount.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
void register_type(TypeHandle &type_handle, const std::string &name)
This inline function is just a convenient way to call TypeRegistry::register_type(),...