// // $Id$ // // Narya library - tools for developing networked games // Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/narya/ // // This library is free software; you can redistribute it and/or modify it // under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library 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 // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA package com.threerings.openal; import java.nio.FloatBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.openal.AL10; /** * Represents an instance of a sound clip which can be positioned in 3D * space, gain and pitch adjusted and played or looped. */ public class Sound { /** Used to await notification of the starting of a sound which may be * delayed in loading. */ public interface StartObserver { /** Called when the specified sound has started playing. If * sound is null then the sound failed to play but soundStarted * was called anyway to perform whatever actions were waiting * on the sound. */ public void soundStarted (Sound sound); } /** * Returns the buffer of audio data associated with this sound. */ public ClipBuffer getBuffer () { return _buffer; } /** * Configures the location of this sound in 3D space. This will not * affect an already playing sound but will take effect the next time * it is played. */ public void setLocation (float x, float y, float z) { if (_position == null) { _position = BufferUtils.createFloatBuffer(3); } _position.put(x).put(y).put(z); _position.flip(); } /** * Configures the velocity of this sound in 3D space, in delta * location per second (see {@link #setLocation}). This will not * affect an already playing sound but will take effect the next time * it is played. */ public void setVelocity (float dx, float dy, float dz) { if (_velocity == null) { _velocity = BufferUtils.createFloatBuffer(3); } _velocity.put(dx).put(dy).put(dz); _velocity.flip(); } /** * Configures the sounds's pitch. This value can range from 0.5 to * 2.0. This will not affect an already playing sound but will take * effect the next time it is played. */ public void setPitch (float pitch) { _pitch = pitch; } /** * Configures the sound's gain (volume). This value can range from 0.0 * to 1.0 with 1.0 meaning no attenuation, each division by two * corresponding to a -6db attentuation and each multiplication by two * corresponding to +6db amplification. This will not affect an * already playing sound but will take effect the next time it is * played. * *
Note: this value is multiplied by the base gain configured * in the sound manager. */ public void setGain (float gain) { _gain = gain; } /** * Plays this sound from the beginning. While the sound is playing, an * audio channel will be locked and then freed when the sound * completes. * * @param allowDefer if false, the sound will be played immediately or * not at all. If true, the sound will be queued up for loading if it * is currently flushed from the cache and played once loaded. * * @return true if the sound could be played and was started (or * queued up to be loaded and played ASAP if it was specified as * deferrable) or false if the sound could not be played either * because it was not ready and deferral was not allowed or because * too many other sounds were playing concurrently. */ public boolean play (boolean allowDefer) { return play(allowDefer, false, null); } /** * Loops this sound, starting from the beginning of the audio data. It * will continue to loop until {@link #pause}d or {@link #stop}ped. * While the sound is playing an audio channel will be locked. * * @return true if a channel could be obtained to play the sound (and * the sound was thus started) or false if no channels were available. */ public boolean loop (boolean allowDefer) { return play(allowDefer, true, null); } /** * Plays this sound from the beginning, notifying the supplied observer * when the audio starts. * * @param loop whether or not to loop the sampe until {@link #stop}ped. */ public void play (StartObserver obs, boolean loop) { play(true, loop, obs); } /** * Pauses this sound. A subsequent call to {@link #play} will resume * the sound from the precise position that it left off. While the * sound is paused, its audio channel will remain locked. */ public void pause () { if (_sourceId != -1) { AL10.alSourcePause(_sourceId); } } /** * Stops this sound and rewinds to its beginning. The audio channel * being used to play the sound will be released. */ public void stop () { if (_sourceId != -1) { AL10.alSourceStop(_sourceId); } } /** * Called to check if this sound is currently playing. */ public boolean isPlaying () { return (_sourceId != -1 && AL10.AL_PLAYING == AL10.alGetSourcei(_sourceId, AL10.AL_SOURCE_STATE)); } protected Sound (SoundGroup group, ClipBuffer buffer) { _group = group; _buffer = buffer; } protected boolean play ( boolean allowDefer, final boolean loop, final StartObserver obs) { // if we were unable to get our buffer, fail immediately if (_buffer == null) { if (obs != null) { obs.soundStarted(null); } return false; } // if we're not ready to go... if (!_buffer.isPlayable()) { if (allowDefer) { // resolve the buffer and instruct it to play once it is // resolved _buffer.resolve(new ClipBuffer.Observer() { public void clipLoaded (ClipBuffer buffer) { play(false, loop, obs); } public void clipFailed (ClipBuffer buffer) { // well, let's pretend like the sound started so that // the observer isn't left hanging if (obs != null) { obs.soundStarted(Sound.this); } } }); return true; } else { // sorry charlie... if (obs != null) { obs.soundStarted(null); } return false; } } // let the observer know that (as far as they're concerned), we're // started if (obs != null) { obs.soundStarted(this); } // if we do not already have a source, obtain one if (_sourceId == -1) { _sourceId = _group.acquireSource(this); if (_sourceId == -1) { return false; } // bind our clip buffer to the source and notify it AL10.alSourcei(_sourceId, AL10.AL_BUFFER, _buffer.getBufferId()); _buffer.sourceBound(); } // configure the source with our ephemera AL10.alSourcef(_sourceId, AL10.AL_PITCH, _pitch); AL10.alSourcef(_sourceId, AL10.AL_GAIN, _gain * _group.getBaseGain()); if (_position != null) { AL10.alSource(_sourceId, AL10.AL_POSITION, _position); } if (_velocity != null) { AL10.alSource(_sourceId, AL10.AL_VELOCITY, _velocity); } // configure whether or not we should loop AL10.alSourcei(_sourceId, AL10.AL_LOOPING, loop ? AL10.AL_TRUE : AL10.AL_FALSE); // and start that damned thing up! AL10.alSourcePlay(_sourceId); return true; } /** * Called by the {@link SoundGroup} when it wants to reclaim our * source. * * @return false if we have no source to reclaim or if we're still busy * playing our sound, true if we gave up our source. */ protected boolean reclaim () { if (_sourceId != -1 && AL10.alGetSourcei(_sourceId, AL10.AL_SOURCE_STATE) == AL10.AL_STOPPED) { AL10.alSourcei(_sourceId, AL10.AL_BUFFER, 0); _buffer.sourceUnbound(); _sourceId = -1; return true; } return false; } /** The sound group with which we are associated. */ protected SoundGroup _group; /** The OpenAL buffer from which we get our sound data. */ protected ClipBuffer _buffer; /** The source via which we are playing our sound currently. */ protected int _sourceId = -1; /** The pitch adjustment. */ protected float _pitch = 1; /** The gain adjustment. */ protected float _gain = 1; /** The starting position in 3D space. */ protected FloatBuffer _position; /** The velocity vector. */ protected FloatBuffer _velocity; }