Files
nenya/src/java/com/threerings/openal/Sound.java
T
Charlie Groves 7266e22085 Widening, modernization
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@620 ed5b42cb-e716-0410-a449-f6a68f950b19
2008-08-11 04:34:50 +00:00

296 lines
9.6 KiB
Java

//
// $Id$
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// 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.
*
* <p>
* <em>Note:</em> 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;
}