source: trunk/src/fmod/fmod_audio.cc @ 330

Last change on this file since 330 was 330, checked in by epyon, 11 years ago
  • implemented positional sound interface for audio
  • rudimentary implementations of positional sound for fmod and sdl
File size: 4.2 KB
RevLine 
[319]1// Copyright (C) 2012-2014 ChaosForge Ltd
[194]2// http://chaosforge.org/
3//
4// This file is part of NV Libraries.
5// For conditions of distribution and use, see copyright notice in nv.hh
6
7#include "nv/fmod/fmod_audio.hh"
8
9#include "nv/lib/fmod.hh"
[319]10#include "nv/core/logging.hh"
[194]11
12using namespace nv;
13
14fmod::audio::audio()
15{
16        m_system = nullptr;
17
18        nv::load_fmod_library();
19
20        FMOD_RESULT result;
21        FMOD_SYSTEM* system;
22
23        result = FMOD_System_Create( &system );
24        if ( result != FMOD_OK )
25        {
26                NV_LOG( LOG_CRITICAL, "Failed to create FMOD System -- " << FMOD_ErrorString( result ) );
27                return;
28        }
[330]29        result = FMOD_System_Init( system, 64, FMOD_3D | FMOD_INIT_3D_RIGHTHANDED, 0 );
[194]30        if ( result != FMOD_OK )
31        {
32                NV_LOG( LOG_ERROR, "Failed to initialize FMOD System -- " << FMOD_ErrorString( result ) );
33                return;
34        }
35        m_system = system;
36}
37
[330]38nv::channel nv::fmod::audio::play_sound( sound a_sound, float volume, float pan /*= 0.0f */ )
39{
40        sound_info* info = m_sounds.get( a_sound );
41        if ( info )
42        {
43                FMOD_SYSTEM* system   = (FMOD_SYSTEM*)m_system;
44                FMOD_SOUND* sample    = (FMOD_SOUND*)( info->fmod_sound );
45                FMOD_CHANNEL* channel = nullptr;
46                FMOD_RESULT result    = FMOD_System_PlaySound( system, FMOD_CHANNEL_FREE, sample, true, &channel );
47                if ( result != FMOD_OK )
48                {
49                        NV_LOG( LOG_WARNING, "FMOD failed to play sound -- " << FMOD_ErrorString( result ) );
50                }
51                else
52                {
53                        FMOD_Channel_SetVolume( channel, volume );
54                        FMOD_Channel_SetPan( channel, pan );
55                        FMOD_Channel_SetPaused( channel, false );
56                }
57        }
58        return channel();
59}
[194]60
[330]61nv::channel nv::fmod::audio::play_sound( sound a_sound, vec3 position )
[194]62{
[329]63        sound_info* info = m_sounds.get( a_sound );
64        if ( info )
[194]65        {
[330]66                FMOD_SYSTEM* system   = (FMOD_SYSTEM*)m_system;
67                FMOD_SOUND* sample    = (FMOD_SOUND*)( info->fmod_sound );
68                FMOD_CHANNEL* channel = nullptr;
69                FMOD_RESULT result    = FMOD_System_PlaySound( system, FMOD_CHANNEL_FREE, sample, true, &channel );
[329]70                if ( result != FMOD_OK )
71                {
72                        NV_LOG( LOG_WARNING, "FMOD failed to play sound -- " << FMOD_ErrorString( result ) );
73                }
[330]74                else
75                {
76                        FMOD_VECTOR fmod_position;
77                        fmod_position.x = position.x;
78                        fmod_position.y = position.y;
79                        fmod_position.z = position.z;
80                        FMOD_Channel_Set3DMinMaxDistance( channel, 1, 100000 );
81                        FMOD_Channel_Set3DAttributes( channel, &fmod_position, 0 );
82                        FMOD_Channel_SetPaused( channel, false );
83                }
[194]84        }
[329]85        return channel();
[194]86}
87
[330]88
89
[329]90nv::sound fmod::audio::load_sound( const std::string& a_path )
[194]91{
92        FMOD_SYSTEM* system = (FMOD_SYSTEM*)m_system;
93        FMOD_SOUND* sample;
[330]94        FMOD_RESULT fm_result = FMOD_System_CreateSound( system, a_path.c_str(), FMOD_3D, 0, &sample );
[329]95        if ( fm_result != FMOD_OK )
[194]96        {
[329]97                NV_LOG( LOG_ERROR, "FMOD failed to load sample '" << a_path << "' -- " << FMOD_ErrorString( fm_result ) );
98                return sound();
[194]99        }
[329]100        sound result = m_sounds.create();
101        sound_info* info = m_sounds.get( result );
102        info->fmod_sound = sample;
103        return result;
[194]104}
105
[329]106void nv::fmod::audio::release( sound a_sound )
107{
108        sound_info* info = m_sounds.get( a_sound );
109        if ( info )
110        {
111                FMOD_Sound_Release( (FMOD_SOUND*)info->fmod_sound );
112                m_sounds.destroy( a_sound );
113        }
114}
115
[330]116void nv::fmod::audio::set_orientation( vec3 forward, vec3 up )
[194]117{
[330]118        FMOD_VECTOR fmod_forward;
119        fmod_forward.x = forward.x;
120        fmod_forward.y = forward.y;
121        fmod_forward.z = forward.z;
122        FMOD_VECTOR fmod_up;
123        fmod_up.x = up.x;
124        fmod_up.y = up.y;
125        fmod_up.z = up.z;
126        // TODO: we also need to setup orientation!
127        FMOD_System_Set3DListenerAttributes( (FMOD_SYSTEM*)m_system, 0, 0, 0, &fmod_forward, &fmod_up );
128}
129
130void fmod::audio::update( vec3 position )
131{
132        m_position = position;
133        FMOD_VECTOR fmod_position;
134        fmod_position.x = position.x;
135        fmod_position.y = position.y;
136        fmod_position.z = position.z;
137//      FMOD_VECTOR fmod_up;
138//      fmod_up.x = 0.0f;
139//      fmod_up.y = 0.0f;
140//      fmod_up.z = 0.0f;
141        // TODO: we also need to setup orientation!
142        FMOD_System_Set3DListenerAttributes( (FMOD_SYSTEM*)m_system, 0, &fmod_position, 0, 0, 0 );
[194]143        FMOD_System_Update( (FMOD_SYSTEM*)m_system );
144}
145
146fmod::audio::~audio()
147{
[329]148        while ( m_sounds.size() > 0 )
149                release( m_sounds.get_handle(0) );
[194]150        FMOD_System_Release( (FMOD_SYSTEM*)m_system );
151}
152
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