61b8e6792a
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@66 ed5b42cb-e716-0410-a449-f6a68f950b19
308 lines
9.7 KiB
Java
308 lines
9.7 KiB
Java
//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.openal;
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import java.nio.FloatBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.openal.AL10;
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/**
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* Represents an instance of a sound clip which can be positioned in 3D
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* space, gain and pitch adjusted and played or looped.
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*/
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public class Sound
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{
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/** Used to await notification of the starting of a sound which may be
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* delayed in loading. */
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public interface StartObserver
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{
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/** Called when the specified sound has started playing. If
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* sound is null then the sound failed to play but soundStarted
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* was called anyway to perform whatever actions were waiting
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* on the sound. */
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public void soundStarted (Sound sound);
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}
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/**
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* Returns the buffer of audio data associated with this sound.
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*/
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public ClipBuffer getBuffer ()
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{
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return _buffer;
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}
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/**
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* Configures the location of this sound in 3D space. This will not
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* affect an already playing sound but will take effect the next time
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* it is played.
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*/
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public void setLocation (float x, float y, float z)
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{
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if (_position == null) {
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_position = BufferUtils.createFloatBuffer(3);
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}
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_position.put(x).put(y).put(z);
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_position.flip();
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}
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/**
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* Configures the velocity of this sound in 3D space, in delta
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* location per second (see {@link #setLocation}). This will not
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* affect an already playing sound but will take effect the next time
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* it is played.
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*/
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public void setVelocity (float dx, float dy, float dz)
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{
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if (_velocity == null) {
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_velocity = BufferUtils.createFloatBuffer(3);
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}
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_velocity.put(dx).put(dy).put(dz);
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_velocity.flip();
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}
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/**
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* Configures the sounds's pitch. This value can range from 0.5 to
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* 2.0. This will not affect an already playing sound but will take
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* effect the next time it is played.
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*/
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public void setPitch (float pitch)
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{
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_pitch = pitch;
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}
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/**
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* Configures the sound's gain (volume). This value can range from 0.0
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* to 1.0 with 1.0 meaning no attenuation, each division by two
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* corresponding to a -6db attentuation and each multiplication by two
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* corresponding to +6db amplification. This will not affect an
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* already playing sound but will take effect the next time it is
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* played.
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*
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* <p><em>Note:</em> this value is multiplied by the base gain configured
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* in the sound manager.
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*/
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public void setGain (float gain)
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{
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_gain = gain;
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}
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/**
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* Plays this sound from the beginning. While the sound is playing, an
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* audio channel will be locked and then freed when the sound
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* completes.
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*
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* @param allowDefer if false, the sound will be played immediately or
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* not at all. If true, the sound will be queued up for loading if it
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* is currently flushed from the cache and played once loaded.
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*
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* @return true if the sound could be played and was started (or
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* queued up to be loaded and played ASAP if it was specified as
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* deferrable) or false if the sound could not be played either
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* because it was not ready and deferral was not allowed or because
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* too many other sounds were playing concurrently.
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*/
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public boolean play (boolean allowDefer)
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{
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return play(allowDefer, false, null);
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}
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/**
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* Loops this sound, starting from the beginning of the audio data. It
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* will continue to loop until {@link #pause}d or {@link #stop}ped.
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* While the sound is playing an audio channel will be locked.
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*
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* @return true if a channel could be obtained to play the sound (and
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* the sound was thus started) or false if no channels were available.
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*/
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public boolean loop (boolean allowDefer)
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{
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return play(allowDefer, true, null);
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}
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/**
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* Plays this sound from the beginning, notifying the supplied observer
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* when the audio starts.
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*
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* @param loop whether or not to loop the sampe until {@link #stop}ped.
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*/
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public void play (StartObserver obs, boolean loop)
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{
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play(true, loop, obs);
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}
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/**
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* Pauses this sound. A subsequent call to {@link #play} will resume
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* the sound from the precise position that it left off. While the
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* sound is paused, its audio channel will remain locked.
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*/
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public void pause ()
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{
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if (_sourceId != -1) {
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AL10.alSourcePause(_sourceId);
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}
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}
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/**
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* Stops this sound and rewinds to its beginning. The audio channel
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* being used to play the sound will be released.
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*/
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public void stop ()
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{
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if (_sourceId != -1) {
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AL10.alSourceStop(_sourceId);
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}
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}
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/**
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* Called to check if this sound is currently playing.
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*/
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public boolean isPlaying ()
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{
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return (_sourceId != -1 && AL10.AL_PLAYING ==
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AL10.alGetSourcei(_sourceId, AL10.AL_SOURCE_STATE));
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}
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protected Sound (SoundGroup group, ClipBuffer buffer)
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{
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_group = group;
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_buffer = buffer;
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}
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protected boolean play (
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boolean allowDefer, final boolean loop, final StartObserver obs)
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{
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// if we were unable to get our buffer, fail immediately
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if (_buffer == null) {
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if (obs != null) {
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obs.soundStarted(null);
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}
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return false;
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}
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// if we're not ready to go...
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if (!_buffer.isPlayable()) {
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if (allowDefer) {
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// resolve the buffer and instruct it to play once it is
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// resolved
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_buffer.resolve(new ClipBuffer.Observer() {
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public void clipLoaded (ClipBuffer buffer) {
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play(false, loop, obs);
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}
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public void clipFailed (ClipBuffer buffer) {
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// well, let's pretend like the sound started so that
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// the observer isn't left hanging
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if (obs != null) {
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obs.soundStarted(Sound.this);
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}
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}
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});
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return true;
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} else {
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// sorry charlie...
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if (obs != null) {
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obs.soundStarted(null);
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}
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return false;
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}
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}
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// let the observer know that (as far as they're concerned), we're
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// started
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if (obs != null) {
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obs.soundStarted(this);
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}
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// if we do not already have a source, obtain one
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if (_sourceId == -1) {
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_sourceId = _group.acquireSource(this);
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if (_sourceId == -1) {
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return false;
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}
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// bind our clip buffer to the source and notify it
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AL10.alSourcei(_sourceId, AL10.AL_BUFFER, _buffer.getBufferId());
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_buffer.sourceBound();
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}
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// configure the source with our ephemera
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AL10.alSourcef(_sourceId, AL10.AL_PITCH, _pitch);
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AL10.alSourcef(_sourceId, AL10.AL_GAIN, _gain * _group.getBaseGain());
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if (_position != null) {
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AL10.alSource(_sourceId, AL10.AL_POSITION, _position);
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}
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if (_velocity != null) {
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AL10.alSource(_sourceId, AL10.AL_VELOCITY, _velocity);
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}
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// configure whether or not we should loop
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AL10.alSourcei(_sourceId, AL10.AL_LOOPING,
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loop ? AL10.AL_TRUE : AL10.AL_FALSE);
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// and start that damned thing up!
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AL10.alSourcePlay(_sourceId);
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return true;
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}
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/**
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* Called by the {@link SoundGroup} when it wants to reclaim our
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* source.
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*
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* @return false if we have no source to reclaim or if we're still busy
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* playing our sound, true if we gave up our source.
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*/
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protected boolean reclaim ()
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{
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if (_sourceId != -1 &&
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AL10.alGetSourcei(_sourceId, AL10.AL_SOURCE_STATE) ==
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AL10.AL_STOPPED) {
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AL10.alSourcei(_sourceId, AL10.AL_BUFFER, 0);
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_buffer.sourceUnbound();
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_sourceId = -1;
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return true;
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}
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return false;
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}
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/** The sound group with which we are associated. */
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protected SoundGroup _group;
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/** The OpenAL buffer from which we get our sound data. */
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protected ClipBuffer _buffer;
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/** The source via which we are playing our sound currently. */
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protected int _sourceId = -1;
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/** The pitch adjustment. */
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protected float _pitch = 1;
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/** The gain adjustment. */
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protected float _gain = 1;
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/** The starting position in 3D space. */
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protected FloatBuffer _position;
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/** The velocity vector. */
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protected FloatBuffer _velocity;
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}
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