- Implement IDisposable interface correctly, with sealed classes where possible for simplicity. - Add using statement around undisposed local variables.
812 lines
21 KiB
C#
812 lines
21 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.FileSystem;
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using OpenRA.GameRules;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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using OpenTK;
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using OpenTK.Audio.OpenAL;
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namespace OpenRA
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{
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public static class Sound
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{
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static ISoundEngine soundEngine;
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static Cache<string, ISoundSource> sounds;
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static ISoundSource rawSource;
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static ISound music;
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static ISound video;
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static MusicInfo currentMusic;
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static ISoundSource LoadSound(string filename)
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{
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if (!GlobalFileSystem.Exists(filename))
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{
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Log.Write("sound", "LoadSound, file does not exist: {0}", filename);
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return null;
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}
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if (filename.ToLowerInvariant().EndsWith("wav"))
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using (var s = GlobalFileSystem.Open(filename))
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return LoadWave(new WavLoader(s));
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using (var s = GlobalFileSystem.Open(filename))
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return LoadSoundRaw(AudLoader.LoadSound(s));
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}
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static ISoundSource LoadWave(WavLoader wave)
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{
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return soundEngine.AddSoundSourceFromMemory(wave.RawOutput, wave.Channels, wave.BitsPerSample, wave.SampleRate);
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}
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static ISoundSource LoadSoundRaw(byte[] rawData)
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{
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return soundEngine.AddSoundSourceFromMemory(rawData, 1, 16, 22050);
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}
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static ISoundEngine CreateEngine(string engine)
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{
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engine = Game.Settings.Server.Dedicated ? "Null" : engine;
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switch (engine)
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{
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case "AL": return new OpenAlSoundEngine();
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case "Null": return new NullSoundEngine();
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default:
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throw new InvalidOperationException("Unsupported sound engine: {0}".F(engine));
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}
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}
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public static void Create(string engine)
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{
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soundEngine = CreateEngine(engine);
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}
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public static void Initialize()
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{
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sounds = new Cache<string, ISoundSource>(LoadSound);
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music = null;
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currentMusic = null;
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video = null;
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}
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public static SoundDevice[] AvailableDevices()
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{
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var defaultDevices = new[]
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{
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new SoundDevice("AL", null, "Default Output"),
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new SoundDevice("Null", null, "Output Disabled")
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};
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var devices = OpenAlSoundEngine.AvailableDevices()
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.Select(d => new SoundDevice("AL", d, d));
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return defaultDevices.Concat(devices).ToArray();
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}
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public static void SetListenerPosition(WPos position)
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{
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soundEngine.SetListenerPosition(position);
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}
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static ISound Play(Player player, string name, bool headRelative, WPos pos, float volumeModifier)
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{
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if (string.IsNullOrEmpty(name))
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return null;
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if (player != null && player != player.World.LocalPlayer)
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return null;
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return soundEngine.Play2D(sounds[name],
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false, headRelative, pos,
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InternalSoundVolume * volumeModifier, true);
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}
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public static ISound Play(string name) { return Play(null, name, true, WPos.Zero, 1); }
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public static ISound Play(string name, WPos pos) { return Play(null, name, false, pos, 1); }
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public static ISound Play(string name, float volumeModifier) { return Play(null, name, true, WPos.Zero, volumeModifier); }
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public static ISound Play(string name, WPos pos, float volumeModifier) { return Play(null, name, false, pos, volumeModifier); }
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public static ISound PlayToPlayer(Player player, string name) { return Play(player, name, true, WPos.Zero, 1); }
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public static ISound PlayToPlayer(Player player, string name, WPos pos) { return Play(player, name, false, pos, 1); }
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public static void PlayVideo(byte[] raw)
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{
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rawSource = LoadSoundRaw(raw);
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video = soundEngine.Play2D(rawSource, false, true, WPos.Zero, InternalSoundVolume, false);
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}
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public static void PlayVideo()
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{
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if (video != null)
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soundEngine.PauseSound(video, false);
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}
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public static void PauseVideo()
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{
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if (video != null)
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soundEngine.PauseSound(video, true);
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}
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public static void StopVideo()
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{
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if (video != null)
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soundEngine.StopSound(video);
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}
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public static void Tick()
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{
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// Song finished
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if (MusicPlaying && !music.Playing)
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{
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StopMusic();
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onMusicComplete();
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}
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}
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static Action onMusicComplete;
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public static bool MusicPlaying { get; private set; }
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public static MusicInfo CurrentMusic { get { return currentMusic; } }
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public static void PlayMusic(MusicInfo m)
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{
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PlayMusicThen(m, () => { });
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}
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public static void PlayMusicThen(MusicInfo m, Action then)
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{
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if (m == null || !m.Exists)
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return;
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onMusicComplete = then;
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if (m == currentMusic && music != null)
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{
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soundEngine.PauseSound(music, false);
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MusicPlaying = true;
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return;
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}
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StopMusic();
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var sound = sounds[m.Filename];
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if (sound == null)
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return;
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music = soundEngine.Play2D(sound, false, true, WPos.Zero, MusicVolume, false);
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currentMusic = m;
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MusicPlaying = true;
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}
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public static void PlayMusic()
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{
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if (music == null)
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return;
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MusicPlaying = true;
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soundEngine.PauseSound(music, false);
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}
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public static void StopSound(ISound sound)
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{
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if (sound != null)
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soundEngine.StopSound(sound);
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}
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public static void StopMusic()
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{
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if (music != null)
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soundEngine.StopSound(music);
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MusicPlaying = false;
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currentMusic = null;
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}
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public static void PauseMusic()
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{
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if (music == null)
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return;
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MusicPlaying = false;
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soundEngine.PauseSound(music, true);
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}
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public static float GlobalVolume
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{
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get { return soundEngine.Volume; }
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set { soundEngine.Volume = value; }
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}
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static float soundVolumeModifier = 1.0f;
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public static float SoundVolumeModifier
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{
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get
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{
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return soundVolumeModifier;
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}
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set
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{
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soundVolumeModifier = value;
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soundEngine.SetSoundVolume(InternalSoundVolume, music, video);
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}
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}
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static float InternalSoundVolume { get { return SoundVolume * soundVolumeModifier; } }
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public static float SoundVolume
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{
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get
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{
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return Game.Settings.Sound.SoundVolume;
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}
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set
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{
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Game.Settings.Sound.SoundVolume = value;
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soundEngine.SetSoundVolume(InternalSoundVolume, music, video);
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}
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}
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public static float MusicVolume
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{
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get
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{
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return Game.Settings.Sound.MusicVolume;
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}
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set
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{
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Game.Settings.Sound.MusicVolume = value;
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if (music != null)
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music.Volume = value;
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}
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}
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public static float VideoVolume
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{
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get
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{
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return Game.Settings.Sound.VideoVolume;
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}
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set
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{
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Game.Settings.Sound.VideoVolume = value;
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if (video != null)
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video.Volume = value;
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}
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}
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public static float MusicSeekPosition
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{
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get { return music != null ? music.SeekPosition : 0; }
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}
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public static float VideoSeekPosition
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{
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get { return video != null ? video.SeekPosition : 0; }
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}
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// Returns true if played successfully
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public static bool PlayPredefined(Ruleset ruleset, Player p, Actor voicedUnit, string type, string definition, string variant, bool relative, WPos pos, float volumeModifier, bool attenuateVolume)
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{
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if (ruleset == null)
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throw new ArgumentNullException("ruleset");
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if (definition == null)
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return false;
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if (ruleset.Voices == null || ruleset.Notifications == null)
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return false;
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var rules = (voicedUnit != null) ? ruleset.Voices[type] : ruleset.Notifications[type];
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if (rules == null)
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return false;
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var id = voicedUnit != null ? voicedUnit.ActorID : 0;
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string clip;
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var suffix = rules.DefaultVariant;
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var prefix = rules.DefaultPrefix;
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if (voicedUnit != null)
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{
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if (!rules.VoicePools.Value.ContainsKey("Attack"))
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rules.VoicePools.Value.Add("Attack", rules.VoicePools.Value["Move"]);
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if (!rules.VoicePools.Value.ContainsKey("AttackMove"))
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rules.VoicePools.Value.Add("AttackMove", rules.VoicePools.Value["Move"]);
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if (!rules.VoicePools.Value.ContainsKey(definition))
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throw new InvalidOperationException("Can't find {0} in voice pool.".F(definition));
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clip = rules.VoicePools.Value[definition].GetNext();
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}
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else
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{
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if (!rules.NotificationsPools.Value.ContainsKey(definition))
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throw new InvalidOperationException("Can't find {0} in notification pool.".F(definition));
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clip = rules.NotificationsPools.Value[definition].GetNext();
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}
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if (string.IsNullOrEmpty(clip))
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return false;
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if (variant != null)
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{
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if (rules.Variants.ContainsKey(variant) && !rules.DisableVariants.Contains(definition))
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suffix = rules.Variants[variant][id % rules.Variants[variant].Length];
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if (rules.Prefixes.ContainsKey(variant) && !rules.DisablePrefixes.Contains(definition))
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prefix = rules.Prefixes[variant][id % rules.Prefixes[variant].Length];
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}
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var name = prefix + clip + suffix;
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if (!string.IsNullOrEmpty(name) && (p == null || p == p.World.LocalPlayer))
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soundEngine.Play2D(sounds[name],
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false, relative, pos,
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(InternalSoundVolume * volumeModifier), attenuateVolume);
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return true;
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}
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public static bool PlayVoice(string phrase, Actor voicedUnit, string variant)
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{
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if (voicedUnit == null || phrase == null)
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return false;
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var mi = voicedUnit.Info.Traits.GetOrDefault<SelectableInfo>();
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if (mi == null || mi.Voice == null)
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return false;
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var type = mi.Voice.ToLowerInvariant();
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return PlayPredefined(voicedUnit.World.Map.Rules, null, voicedUnit, type, phrase, variant, true, WPos.Zero, 1f, true);
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}
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public static bool PlayVoiceLocal(string phrase, Actor voicedUnit, string variant, WPos pos, float volume)
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{
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if (voicedUnit == null || phrase == null)
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return false;
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var mi = voicedUnit.Info.Traits.GetOrDefault<SelectableInfo>();
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if (mi == null || mi.Voice == null)
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return false;
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var type = mi.Voice.ToLowerInvariant();
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return PlayPredefined(voicedUnit.World.Map.Rules, null, voicedUnit, type, phrase, variant, false, pos, volume, true);
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}
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public static bool PlayNotification(Ruleset rules, Player player, string type, string notification, string variant)
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{
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if (rules == null)
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throw new ArgumentNullException("rules");
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if (type == null || notification == null)
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return false;
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return PlayPredefined(rules, player, null, type.ToLowerInvariant(), notification, variant, true, WPos.Zero, 1f, false);
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}
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}
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interface ISoundEngine
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{
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ISoundSource AddSoundSourceFromMemory(byte[] data, int channels, int sampleBits, int sampleRate);
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ISound Play2D(ISoundSource sound, bool loop, bool relative, WPos pos, float volume, bool attenuateVolume);
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float Volume { get; set; }
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void PauseSound(ISound sound, bool paused);
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void StopSound(ISound sound);
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void SetAllSoundsPaused(bool paused);
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void StopAllSounds();
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void SetListenerPosition(WPos position);
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void SetSoundVolume(float volume, ISound music, ISound video);
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}
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public class SoundDevice
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{
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public readonly string Engine;
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public readonly string Device;
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public readonly string Label;
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public SoundDevice(string engine, string device, string label)
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{
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Engine = engine;
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Device = device;
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Label = label;
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// Limit label to 32 characters
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if (Label.Length > 32)
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Label = "..." + Label.Substring(Label.Length - 32);
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}
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}
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interface ISoundSource { }
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public interface ISound
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{
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float Volume { get; set; }
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float SeekPosition { get; }
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bool Playing { get; }
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}
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class OpenAlSoundEngine : ISoundEngine
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{
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class PoolSlot
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{
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public bool IsActive;
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public int FrameStarted;
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public WPos Pos;
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public bool IsRelative;
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public ISoundSource Sound;
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}
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const int MaxInstancesPerFrame = 3;
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const int GroupDistance = 2730;
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const int GroupDistanceSqr = GroupDistance * GroupDistance;
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const int PoolSize = 32;
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float volume = 1f;
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Dictionary<int, PoolSlot> sourcePool = new Dictionary<int, PoolSlot>();
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static string[] QueryDevices(string label, AlcGetStringList type)
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{
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// Clear error bit
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AL.GetError();
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var devices = Alc.GetString(IntPtr.Zero, type).ToArray();
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if (AL.GetError() != ALError.NoError)
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{
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Log.Write("sound", "Failed to query OpenAL device list using {0}", label);
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return new string[] { };
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}
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return devices;
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}
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public static string[] AvailableDevices()
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{
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// Returns all devices under Windows Vista and newer
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if (Alc.IsExtensionPresent(IntPtr.Zero, "ALC_ENUMERATE_ALL_EXT"))
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return QueryDevices("ALC_ENUMERATE_ALL_EXT", AlcGetStringList.AllDevicesSpecifier);
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if (Alc.IsExtensionPresent(IntPtr.Zero, "ALC_ENUMERATION_EXT"))
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return QueryDevices("ALC_ENUMERATION_EXT", AlcGetStringList.DeviceSpecifier);
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return new string[] { };
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}
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public OpenAlSoundEngine()
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{
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Console.WriteLine("Using OpenAL sound engine");
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if (Game.Settings.Sound.Device != null)
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Console.WriteLine("Using device `{0}`", Game.Settings.Sound.Device);
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else
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Console.WriteLine("Using default device");
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var dev = Alc.OpenDevice(Game.Settings.Sound.Device);
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if (dev == IntPtr.Zero)
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{
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Console.WriteLine("Failed to open device. Falling back to default");
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dev = Alc.OpenDevice(null);
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if (dev == IntPtr.Zero)
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throw new InvalidOperationException("Can't create OpenAL device");
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}
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var ctx = Alc.CreateContext(dev, (int[])null);
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if (ctx == ContextHandle.Zero)
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throw new InvalidOperationException("Can't create OpenAL context");
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Alc.MakeContextCurrent(ctx);
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for (var i = 0; i < PoolSize; i++)
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{
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var source = 0;
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AL.GenSources(1, out source);
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if (0 != AL.GetError())
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{
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Log.Write("sound", "Failed generating OpenAL source {0}", i);
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return;
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}
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sourcePool.Add(source, new PoolSlot() { IsActive = false });
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}
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}
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int GetSourceFromPool()
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{
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foreach (var kvp in sourcePool)
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{
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if (!kvp.Value.IsActive)
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{
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sourcePool[kvp.Key].IsActive = true;
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return kvp.Key;
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}
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}
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List<int> freeSources = new List<int>();
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foreach (int key in sourcePool.Keys)
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{
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int state;
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AL.GetSource(key, ALGetSourcei.SourceState, out state);
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if (state != (int)ALSourceState.Playing && state != (int)ALSourceState.Paused)
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freeSources.Add(key);
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}
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if (freeSources.Count == 0)
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return -1;
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foreach (int i in freeSources)
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sourcePool[i].IsActive = false;
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sourcePool[freeSources[0]].IsActive = true;
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return freeSources[0];
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}
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public ISoundSource AddSoundSourceFromMemory(byte[] data, int channels, int sampleBits, int sampleRate)
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{
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return new OpenAlSoundSource(data, channels, sampleBits, sampleRate);
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}
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public ISound Play2D(ISoundSource sound, bool loop, bool relative, WPos pos, float volume, bool attenuateVolume)
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{
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if (sound == null)
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{
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Log.Write("sound", "Attempt to Play2D a null `ISoundSource`");
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return null;
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}
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var currFrame = Game.orderManager.LocalFrameNumber;
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var atten = 1f;
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// Check if max # of instances-per-location reached:
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if (attenuateVolume)
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{
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int instances = 0, activeCount = 0;
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foreach (var s in sourcePool.Values)
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{
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if (!s.IsActive)
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continue;
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if (s.IsRelative != relative)
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continue;
|
|
|
|
++activeCount;
|
|
if (s.Sound != sound)
|
|
continue;
|
|
if (currFrame - s.FrameStarted >= 5)
|
|
continue;
|
|
|
|
// Too far away to count?
|
|
var lensqr = (s.Pos - pos).LengthSquared;
|
|
if (lensqr >= GroupDistanceSqr)
|
|
continue;
|
|
|
|
// If we are starting too many instances of the same sound within a short time then stop this one:
|
|
if (++instances == MaxInstancesPerFrame)
|
|
return null;
|
|
}
|
|
|
|
// Attenuate a little bit based on number of active sounds:
|
|
atten = 0.66f * ((PoolSize - activeCount * 0.5f) / PoolSize);
|
|
}
|
|
|
|
var source = GetSourceFromPool();
|
|
if (source == -1)
|
|
return null;
|
|
|
|
var slot = sourcePool[source];
|
|
slot.Pos = pos;
|
|
slot.FrameStarted = currFrame;
|
|
slot.Sound = sound;
|
|
slot.IsRelative = relative;
|
|
return new OpenAlSound(source, ((OpenAlSoundSource)sound).Buffer, loop, relative, pos, volume * atten);
|
|
}
|
|
|
|
public float Volume
|
|
{
|
|
get { return volume; }
|
|
set { AL.Listener(ALListenerf.Gain, volume = value); }
|
|
}
|
|
|
|
public void PauseSound(ISound sound, bool paused)
|
|
{
|
|
if (sound == null)
|
|
return;
|
|
|
|
var key = ((OpenAlSound)sound).Source;
|
|
int state;
|
|
AL.GetSource(key, ALGetSourcei.SourceState, out state);
|
|
if (state == (int)ALSourceState.Playing && paused)
|
|
AL.SourcePause(key);
|
|
else if (state == (int)ALSourceState.Paused && !paused)
|
|
AL.SourcePlay(key);
|
|
}
|
|
|
|
public void SetAllSoundsPaused(bool paused)
|
|
{
|
|
foreach (var key in sourcePool.Keys)
|
|
{
|
|
int state;
|
|
AL.GetSource(key, ALGetSourcei.SourceState, out state);
|
|
if (state == (int)ALSourceState.Playing && paused)
|
|
AL.SourcePause(key);
|
|
else if (state == (int)ALSourceState.Paused && !paused)
|
|
AL.SourcePlay(key);
|
|
}
|
|
}
|
|
|
|
public void SetSoundVolume(float volume, ISound music, ISound video)
|
|
{
|
|
var sounds = sourcePool.Select(s => s.Key).Where(b =>
|
|
{
|
|
int state;
|
|
AL.GetSource(b, ALGetSourcei.SourceState, out state);
|
|
return (state == (int)ALSourceState.Playing || state == (int)ALSourceState.Paused) &&
|
|
(music == null || b != ((OpenAlSound)music).Source) &&
|
|
(video == null || b != ((OpenAlSound)video).Source);
|
|
});
|
|
|
|
foreach (var s in sounds)
|
|
AL.Source(s, ALSourcef.Gain, volume);
|
|
}
|
|
|
|
public void StopSound(ISound sound)
|
|
{
|
|
if (sound == null)
|
|
return;
|
|
|
|
var key = ((OpenAlSound)sound).Source;
|
|
int state;
|
|
AL.GetSource(key, ALGetSourcei.SourceState, out state);
|
|
if (state == (int)ALSourceState.Playing || state == (int)ALSourceState.Paused)
|
|
AL.SourceStop(key);
|
|
}
|
|
|
|
public void StopAllSounds()
|
|
{
|
|
foreach (var key in sourcePool.Keys)
|
|
{
|
|
int state;
|
|
AL.GetSource(key, ALGetSourcei.SourceState, out state);
|
|
if (state == (int)ALSourceState.Playing || state == (int)ALSourceState.Paused)
|
|
AL.SourceStop(key);
|
|
}
|
|
}
|
|
|
|
public void SetListenerPosition(WPos position)
|
|
{
|
|
// Move the listener out of the plane so that sounds near the middle of the screen aren't too positional
|
|
AL.Listener(ALListener3f.Position, position.X, position.Y, position.Z + 2133);
|
|
|
|
var orientation = new[] { 0f, 0f, 1f, 0f, -1f, 0f };
|
|
AL.Listener(ALListenerfv.Orientation, ref orientation);
|
|
AL.Listener(ALListenerf.EfxMetersPerUnit, .01f);
|
|
}
|
|
}
|
|
|
|
class OpenAlSoundSource : ISoundSource
|
|
{
|
|
public readonly int Buffer;
|
|
|
|
static ALFormat MakeALFormat(int channels, int bits)
|
|
{
|
|
if (channels == 1)
|
|
return bits == 16 ? ALFormat.Mono16 : ALFormat.Mono8;
|
|
else
|
|
return bits == 16 ? ALFormat.Stereo16 : ALFormat.Stereo8;
|
|
}
|
|
|
|
public OpenAlSoundSource(byte[] data, int channels, int sampleBits, int sampleRate)
|
|
{
|
|
AL.GenBuffers(1, out Buffer);
|
|
AL.BufferData(Buffer, MakeALFormat(channels, sampleBits), data, data.Length, sampleRate);
|
|
}
|
|
}
|
|
|
|
class OpenAlSound : ISound
|
|
{
|
|
public readonly int Source = -1;
|
|
float volume = 1f;
|
|
|
|
public OpenAlSound(int source, int buffer, bool looping, bool relative, WPos pos, float volume)
|
|
{
|
|
if (source == -1)
|
|
return;
|
|
|
|
Source = source;
|
|
Volume = volume;
|
|
|
|
AL.Source(source, ALSourcef.Pitch, 1f);
|
|
AL.Source(source, ALSource3f.Position, pos.X, pos.Y, pos.Z);
|
|
AL.Source(source, ALSource3f.Velocity, 0f, 0f, 0f);
|
|
AL.Source(source, ALSourcei.Buffer, buffer);
|
|
AL.Source(source, ALSourceb.Looping, looping);
|
|
AL.Source(source, ALSourceb.SourceRelative, relative);
|
|
|
|
AL.Source(source, ALSourcef.ReferenceDistance, 6826);
|
|
AL.Source(source, ALSourcef.MaxDistance, 136533);
|
|
AL.SourcePlay(source);
|
|
}
|
|
|
|
public float Volume
|
|
{
|
|
get
|
|
{
|
|
return volume;
|
|
}
|
|
|
|
set
|
|
{
|
|
if (Source != -1)
|
|
AL.Source(Source, ALSourcef.Gain, volume = value);
|
|
}
|
|
}
|
|
|
|
public float SeekPosition
|
|
{
|
|
get
|
|
{
|
|
int pos;
|
|
AL.GetSource(Source, ALGetSourcei.SampleOffset, out pos);
|
|
return pos / 22050f;
|
|
}
|
|
}
|
|
|
|
public bool Playing
|
|
{
|
|
get
|
|
{
|
|
int state;
|
|
AL.GetSource(Source, ALGetSourcei.SourceState, out state);
|
|
return state == (int)ALSourceState.Playing;
|
|
}
|
|
}
|
|
}
|
|
|
|
class NullSoundEngine : ISoundEngine
|
|
{
|
|
public NullSoundEngine()
|
|
{
|
|
Console.WriteLine("Using Null sound engine which disables SFX completely");
|
|
}
|
|
|
|
public ISoundSource AddSoundSourceFromMemory(byte[] data, int channels, int sampleBits, int sampleRate)
|
|
{
|
|
return new NullSoundSource();
|
|
}
|
|
|
|
public ISound Play2D(ISoundSource sound, bool loop, bool relative, WPos pos, float volume, bool attenuateVolume)
|
|
{
|
|
return new NullSound();
|
|
}
|
|
|
|
public void PauseSound(ISound sound, bool paused) { }
|
|
public void StopSound(ISound sound) { }
|
|
public void SetAllSoundsPaused(bool paused) { }
|
|
public void StopAllSounds() { }
|
|
public void SetListenerPosition(WPos position) { }
|
|
public void SetSoundVolume(float volume, ISound music, ISound video) { }
|
|
|
|
public float Volume { get; set; }
|
|
}
|
|
|
|
class NullSoundSource : ISoundSource { }
|
|
|
|
class NullSound : ISound
|
|
{
|
|
public float Volume { get; set; }
|
|
public float SeekPosition { get { return 0; } }
|
|
public bool Playing { get { return false; } }
|
|
}
|
|
}
|