Assorted fmod fixes

This commit is contained in:
Josh Yelon 2006-09-18 23:11:31 +00:00
parent 0445017945
commit 02fa407aea
9 changed files with 1229 additions and 1203 deletions

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@ -23,7 +23,7 @@
#begin lib_target
#define TARGET fmod_audio
#define BUILD_TARGET $[HAVE_FMOD]
#define BUILD_TARGET $[HAVE_FMODEX]
#define USE_PACKAGES fmod
#define BUILDING_DLL BUILDING_FMOD_AUDIO
#define LOCAL_LIBS audio event

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@ -17,7 +17,7 @@
////////////////////////////////////////////////////////////////////
#include "pandabase.h"
#ifdef HAVE_FMOD //[
#ifdef HAVE_FMODEX //[
#include "config_fmodAudio.h"

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@ -21,7 +21,7 @@
#include "pandabase.h"
#ifdef HAVE_FMOD //[
#ifdef HAVE_FMODEX //[
#include "notifyCategoryProxy.h"
#include "dconfig.h"

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@ -20,7 +20,7 @@
#include "pandabase.h"
#include "dcast.h"
#ifdef HAVE_FMOD //[
#ifdef HAVE_FMODEX //[
//Panda Headers
#include "config_audio.h"
@ -33,31 +33,29 @@ TypeHandle FmodAudioDSP::_type_handle;
// Function: FmodAudioDSP::FmodAudioDSP
// Access: Protected
// Description: Constructor
// This is a thin wrapper around FMOD-EX.
// This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
////////////////////////////////////////////////////////////////////
FmodAudioDSP::FmodAudioDSP(AudioManager *manager, AudioManager::DSP_category cat) {
FmodAudioDSP::
FmodAudioDSP(AudioManager *manager, AudioManager::DSP_category cat) {
// Intentionally blank.
audio_debug("FmodAudioDSP::FmodAudioDSP() Creating new DSP " );
audio_debug("FmodAudioDSP::FmodAudioDSP() Creating new DSP " );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
//Assign the values we need
DCAST_INTO_V(_manager, manager);
//Assign the values we need
DCAST_INTO_V(_manager, manager);
FMOD_DSP_TYPE dsptype = (FMOD_DSP_TYPE)cat;
FMOD_DSP_TYPE dsptype = (FMOD_DSP_TYPE)cat;
result = _manager->_system->createDSPByType( dsptype, &_dsp);
ERRCHECK(result);
result = _manager->_system->createDSPByType( dsptype, &_dsp);
ERRCHECK(result);
set_in_chain(false);
cerr << get_dsp_name() << endl;
audio_debug("DSP Loaded");
set_in_chain(false);
audio_debug("DSP Loaded");
}
@ -68,21 +66,20 @@ FmodAudioDSP::FmodAudioDSP(AudioManager *manager, AudioManager::DSP_category cat
// Access: Published, Virtual
// Description: DESTRUCTOR!!!
////////////////////////////////////////////////////////////////////
FmodAudioDSP::~FmodAudioDSP() {
FmodAudioDSP::
~FmodAudioDSP() {
audio_debug("FmodAudioSound::FmodAudioDSP() Destruction!!! " );
audio_debug("FmodAudioSound::FmodAudioDSP() Destruction!!! " );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
result = _dsp->remove();
ERRCHECK(result);
result = _dsp->remove();
ERRCHECK(result);
result = _dsp->release();
ERRCHECK(result);
result = _dsp->release();
ERRCHECK(result);
audio_debug("DSP GONE");
audio_debug("DSP GONE");
}
@ -91,20 +88,19 @@ FmodAudioDSP::~FmodAudioDSP() {
// Access: Published, Virtual
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
// [This resets an FMOD DSP to its default values]
// [This resets an FMOD DSP to its default values]
////////////////////////////////////////////////////////////////////
void FmodAudioDSP::reset() {
void FmodAudioDSP::
reset() {
audio_debug("FmodAudioSound::reset() Reset DSP to default settings." );
audio_debug("FmodAudioSound::reset() Reset DSP to default settings." );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
result = _dsp->reset();
ERRCHECK(result);
audio_debug("DSP Reset.");
result = _dsp->reset();
ERRCHECK(result);
audio_debug("DSP Reset.");
}
////////////////////////////////////////////////////////////////////
@ -112,19 +108,19 @@ void FmodAudioDSP::reset() {
// Access: Published, Virtual
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
// [This removes the DSP from an Effects Chain]
// [This removes the DSP from an Effects Chain]
////////////////////////////////////////////////////////////////////
void FmodAudioDSP::remove() {
audio_debug("FmodAudioSound::remove() Removes a DSP from and effect chain." );
void FmodAudioDSP::
remove() {
audio_debug("FmodAudioSound::remove() Removes a DSP from and effect chain." );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
result = _dsp->remove();
ERRCHECK(result);
audio_debug("DSP Removed from relative effects chain.");
result = _dsp->remove();
ERRCHECK(result);
audio_debug("DSP Removed from relative effects chain.");
}
////////////////////////////////////////////////////////////////////
@ -132,18 +128,19 @@ void FmodAudioDSP::remove() {
// Access: Published, Virtual
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
// [This turns the Bypass for an Effect on and off]/
// [This turns the Bypass for an Effect on and off]/
////////////////////////////////////////////////////////////////////
void FmodAudioDSP::set_bypass(bool bypass) {
audio_debug("FmodAudioSound::set_bypass() ." );
void FmodAudioDSP::
set_bypass(bool bypass) {
audio_debug("FmodAudioSound::set_bypass() ." );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
result = _dsp->setBypass(bypass);
ERRCHECK(result);
result = _dsp->setBypass(bypass);
ERRCHECK(result);
audio_debug("DSP Bypass set to:" << bypass );
audio_debug("DSP Bypass set to:" << bypass );
}
////////////////////////////////////////////////////////////////////
@ -152,19 +149,19 @@ void FmodAudioDSP::set_bypass(bool bypass) {
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
////////////////////////////////////////////////////////////////////
bool FmodAudioDSP::get_bypass() {
audio_debug("FmodAudioSound::get_bypass() ." );
bool FmodAudioDSP::
get_bypass() {
audio_debug("FmodAudioSound::get_bypass() ." );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
bool bypass;
bool bypass;
result = _dsp->getBypass(&bypass);
ERRCHECK(result);
return bypass;
result = _dsp->getBypass(&bypass);
ERRCHECK(result);
return bypass;
}
@ -175,19 +172,18 @@ bool FmodAudioDSP::get_bypass() {
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
////////////////////////////////////////////////////////////////////
void FmodAudioDSP::set_parameter(const string &name, float value) {
int parameterIndex = find_parameter(name);
if (parameterIndex < 0) {
return;
}
void FmodAudioDSP::
set_parameter(const string &name, float value) {
int parameterIndex = find_parameter(name);
if (parameterIndex < 0) {
return;
}
//Local Variables that are needed.
FMOD_RESULT result;
result = _dsp->setParameter(parameterIndex, value);
ERRCHECK(result);
//Local Variables that are needed.
FMOD_RESULT result;
result = _dsp->setParameter(parameterIndex, value);
ERRCHECK(result);
}
@ -197,18 +193,19 @@ void FmodAudioDSP::set_parameter(const string &name, float value) {
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
////////////////////////////////////////////////////////////////////
int FmodAudioDSP::get_num_parameters() {
audio_debug("FmodAudioSound::get_num_parameters() ." );
int FmodAudioDSP::
get_num_parameters() {
audio_debug("FmodAudioSound::get_num_parameters() ." );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
int numOfParameters;
int numOfParameters;
result = _dsp->getNumParameters(&numOfParameters);
ERRCHECK(result);
result = _dsp->getNumParameters(&numOfParameters);
ERRCHECK(result);
return numOfParameters;
return numOfParameters;
}
////////////////////////////////////////////////////////////////////
@ -217,30 +214,30 @@ int FmodAudioDSP::get_num_parameters() {
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
////////////////////////////////////////////////////////////////////
string FmodAudioDSP::get_parameter_name(int parameterIndex) {
// intentionally blank
string FmodAudioDSP::
get_parameter_name(int parameterIndex) {
audio_debug("FmodAudioSound::get_parameter_name()" );
audio_debug("FmodAudioSound::get_parameter_name()" );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
//int parameterIndex;
char parameterName[32];
char parameterLabel[32];
char parameterDescription[32];
int parameterDescriptionLength = 0;
float parameterMin;
float parameterMax;
//int parameterIndex;
char parameterName[32];
char parameterLabel[32];
char parameterDescription[32];
int parameterDescriptionLength = 0;
float parameterMin;
float parameterMax;
result = _dsp->getParameterInfo(parameterIndex, parameterName, parameterLabel, parameterDescription, parameterDescriptionLength, &parameterMin, &parameterMax);
ERRCHECK(result);
result = _dsp->getParameterInfo(parameterIndex, parameterName, parameterLabel, parameterDescription, parameterDescriptionLength, &parameterMin, &parameterMax);
ERRCHECK(result);
string returnInfo = (parameterName);
string returnInfo = (parameterName);
return returnInfo;
return returnInfo;
//return "";
//return "";
}
@ -249,37 +246,38 @@ string FmodAudioDSP::get_parameter_name(int parameterIndex) {
// Access: Published, Virtual
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
// This Method actually returns FMOD's Parameter Label
// Information, and not Description.
// The reason is, that most of the FMOD's Description
// Properties seem to be empty.
// Also the Label sort of serves as as a description by
// return the type of unit the cooresponding parameter
// modifies for a DSP.
// IE. For the Echo. The first parameter is 'Delay'
// and the units for measuring the Delay is in Milliseconds.
// The Label returns Milliseconds letting you know that.
// This Method actually returns FMOD's Parameter Label
// Information, and not Description.
// The reason is, that most of the FMOD's Description
// Properties seem to be empty.
// Also the Label sort of serves as as a description by
// return the type of unit the cooresponding parameter
// modifies for a DSP.
// IE. For the Echo. The first parameter is 'Delay'
// and the units for measuring the Delay is in Milliseconds.
// The Label returns Milliseconds letting you know that.
////////////////////////////////////////////////////////////////////
string FmodAudioDSP::get_parameter_description(int parameterIndex) {
// intentionally blank
string FmodAudioDSP::
get_parameter_description(int parameterIndex) {
// intentionally blank
audio_debug("FmodAudioSound::get_parameter_description()." );
audio_debug("FmodAudioSound::get_parameter_description()." );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
//int parameterIndex;
char parameterName[32];
char parameterLabel[32];
char parameterDescription[32];
int parameterDescriptionLength = 0;
float parameterMin;
float parameterMax;
//int parameterIndex;
char parameterName[32];
char parameterLabel[32];
char parameterDescription[32];
int parameterDescriptionLength = 0;
float parameterMin;
float parameterMax;
result = _dsp->getParameterInfo(parameterIndex, parameterName, parameterLabel, parameterDescription, parameterDescriptionLength, &parameterMin, &parameterMax);
ERRCHECK(result);
result = _dsp->getParameterInfo(parameterIndex, parameterName, parameterLabel, parameterDescription, parameterDescriptionLength, &parameterMin, &parameterMax);
ERRCHECK(result);
return parameterLabel;
return parameterLabel;
}
@ -289,25 +287,26 @@ string FmodAudioDSP::get_parameter_description(int parameterIndex) {
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
////////////////////////////////////////////////////////////////////
float FmodAudioDSP::get_parameter_min(int parameterIndex) {
audio_debug("FmodAudioSound::get_parameter_min()." );
float FmodAudioDSP::
get_parameter_min(int parameterIndex) {
audio_debug("FmodAudioSound::get_parameter_min()." );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
//int parameterIndex;
char parameterName[32];
char parameterLabel[32];
char parameterDescription[32];
int parameterDescriptionLength = 0;
float parameterMin;
float parameterMax;
//int parameterIndex;
char parameterName[32];
char parameterLabel[32];
char parameterDescription[32];
int parameterDescriptionLength = 0;
float parameterMin;
float parameterMax;
result = _dsp->getParameterInfo(parameterIndex, parameterName, parameterLabel, parameterDescription, parameterDescriptionLength, &parameterMin, &parameterMax);
ERRCHECK(result);
result = _dsp->getParameterInfo(parameterIndex, parameterName, parameterLabel, parameterDescription, parameterDescriptionLength, &parameterMin, &parameterMax);
ERRCHECK(result);
return parameterMin;
return parameterMin;
}
////////////////////////////////////////////////////////////////////
@ -316,25 +315,26 @@ float FmodAudioDSP::get_parameter_min(int parameterIndex) {
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
////////////////////////////////////////////////////////////////////
float FmodAudioDSP::get_parameter_max(int parameterIndex) {
audio_debug("FmodAudioSound::get_parameter_min()." );
float FmodAudioDSP::
get_parameter_max(int parameterIndex) {
audio_debug("FmodAudioSound::get_parameter_min()." );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
//int parameterIndex;
char parameterName[32];
char parameterLabel[32];
char parameterDescription[32];
int parameterDescriptionLength = 0;
float parameterMin;
float parameterMax;
//int parameterIndex;
char parameterName[32];
char parameterLabel[32];
char parameterDescription[32];
int parameterDescriptionLength = 0;
float parameterMin;
float parameterMax;
result = _dsp->getParameterInfo(parameterIndex, parameterName, parameterLabel, parameterDescription, parameterDescriptionLength, &parameterMin, &parameterMax);
ERRCHECK(result);
result = _dsp->getParameterInfo(parameterIndex, parameterName, parameterLabel, parameterDescription, parameterDescriptionLength, &parameterMin, &parameterMax);
ERRCHECK(result);
return parameterMax;
return parameterMax;
}
@ -344,25 +344,26 @@ float FmodAudioDSP::get_parameter_max(int parameterIndex) {
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
////////////////////////////////////////////////////////////////////
float FmodAudioDSP::get_parameter_value(const string &name) {
int parameterIndex = find_parameter(name);
if (parameterIndex < 0) {
return 0.0;
}
float FmodAudioDSP::
get_parameter_value(const string &name) {
int parameterIndex = find_parameter(name);
if (parameterIndex < 0) {
return 0.0;
}
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
float parameterValue;
char valuestr[32];
int valuestrlen = 32;
float parameterValue;
char valuestr[32];
int valuestrlen = 32;
result = _dsp->getParameter(parameterIndex, &parameterValue, valuestr, valuestrlen);
ERRCHECK(result);
result = _dsp->getParameter(parameterIndex, &parameterValue, valuestr, valuestrlen);
ERRCHECK(result);
return parameterValue;
return parameterValue;
}
////////////////////////////////////////////////////////////////////
@ -370,17 +371,18 @@ float FmodAudioDSP::get_parameter_value(const string &name) {
// Access: Private
// Description: Convert a parameter name to an fmod parameter index.
////////////////////////////////////////////////////////////////////
int FmodAudioDSP::find_parameter(const string &name) {
int np = get_num_parameters();
for (int i=0; i<np; i++) {
if ( name == get_parameter_name(i) ) {
int FmodAudioDSP::
find_parameter(const string &name) {
int np = get_num_parameters();
for (int i=0; i<np; i++) {
if ( name == get_parameter_name(i) ) {
audio_debug("FmodAudioSound::find_parameter() returning: " << get_parameter_name(i) << " " << i );
audio_debug("FmodAudioSound::find_parameter() returning: " << get_parameter_name(i) << " " << i );
return i;
}
}
return -1;
return i;
}
}
return -1;
}
////////////////////////////////////////////////////////////////////
@ -389,28 +391,27 @@ int FmodAudioDSP::find_parameter(const string &name) {
// Description: This is a thin wrapper around FMOD-EX.
// See the FMOD-EX documentation.
////////////////////////////////////////////////////////////////////
string FmodAudioDSP::get_dsp_name() {
audio_debug("FmodAudioSound::get_dsp_name()." );
string FmodAudioDSP::
get_dsp_name() {
audio_debug("FmodAudioSound::get_dsp_name()." );
//Local Variables that are needed.
FMOD_RESULT result;
char name[32];
unsigned int version;
int channels;
int configwidth;
int configheight;
//Local Variables that are needed.
FMOD_RESULT result;
char name[32];
unsigned int version;
int channels;
int configwidth;
int configheight;
result = _dsp->getInfo(name, &version, &channels, &configwidth, &configheight);
ERRCHECK(result);
result = _dsp->getInfo(name, &version, &channels, &configwidth, &configheight);
ERRCHECK(result);
string returnInfo = (name);
//returnInfo.append(" Version: ");
//returnInfo.append(version);
//returnInfo.append("\n");
return returnInfo;
string returnInfo = (name);
//returnInfo.append(" Version: ");
//returnInfo.append(version);
//returnInfo.append("\n");
return returnInfo;
}
@ -418,17 +419,15 @@ string FmodAudioDSP::get_dsp_name() {
// Function: FmodAudioDSP::get_in_chain()
// Access: Published, Virtual
// Description: This is a functiont to query if a DSP have been assigned
// to the GLOBAL or a SOUND's effect chain.
// This is to make sure you 'remove' an effect from a chain
// before you move it somewhere else or destroy it.
// to the GLOBAL or a SOUND's effect chain.
// This is to make sure you 'remove' an effect from a chain
// before you move it somewhere else or destroy it.
////////////////////////////////////////////////////////////////////
bool FmodAudioDSP::get_in_chain() {
audio_debug("FmodAudioSound::get_in_chain()." );
return _in_chain;
bool FmodAudioDSP::
get_in_chain() {
audio_debug("FmodAudioSound::get_in_chain()." );
return _in_chain;
}
@ -436,16 +435,14 @@ bool FmodAudioDSP::get_in_chain() {
// Function: FmodAudioDSP::set_in_chain()
// Access: Published, Virtual
// Description: This is a functiont to set if a DSP have been assigned
// to the GLOBAL or a SOUND's effect chain.
// to the GLOBAL or a SOUND's effect chain.
////////////////////////////////////////////////////////////////////
void FmodAudioDSP::set_in_chain(bool chain_state) {
audio_debug("FmodAudioSound::set_in_chain()." );
_in_chain = chain_state;
void FmodAudioDSP::
set_in_chain(bool chain_state) {
audio_debug("FmodAudioSound::set_in_chain()." );
_in_chain = chain_state;
}
#endif //]

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@ -72,7 +72,7 @@
#include <pandabase.h>
#ifdef HAVE_FMOD //[
#ifdef HAVE_FMODEX //[
#include "audioManager.h"
#include "audioDSP.h"

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@ -23,7 +23,7 @@
#include "config_audio.h"
#include "dcast.h"
#ifdef HAVE_FMOD //[
#ifdef HAVE_FMODEX //[
//Panda headers.
#include "config_audio.h"
@ -61,13 +61,13 @@ TypeHandle FmodAudioManager::_type_handle;
// Python Prompt
/////////////////////////////////////////////////////////////////////
void ERRCHECK(FMOD_RESULT result){
audio_debug("FMOD State: "<< result <<" "<< FMOD_ErrorString(result) );
audio_debug("FMOD State: "<< result <<" "<< FMOD_ErrorString(result) );
}
PT(AudioManager) Create_AudioManager() {
audio_debug("Create_AudioManager() Fmod.");
return new FmodAudioManager;
audio_debug("Create_AudioManager() Fmod.");
return new FmodAudioManager;
}
@ -76,92 +76,91 @@ PT(AudioManager) Create_AudioManager() {
// Access: Public
// Description: Constructor
////////////////////////////////////////////////////////////////////
FmodAudioManager::FmodAudioManager() {
FmodAudioManager::
FmodAudioManager() {
//OK Lets create the FMOD Audio Manager.
audio_debug("FmodAudioManager::FmodAudioManager()");
//OK Lets create the FMOD Audio Manager.
audio_debug("FmodAudioManager::FmodAudioManager()");
FMOD_RESULT result;
FMOD_RESULT result;
//We need a varible temporary to check the FMOD Version.
unsigned int version;
//We need a varible temporary to check the FMOD Version.
unsigned int version;
//Init 3D attributes
_position.x = 0;
_position.y = 0;
_position.z = 0;
//Init 3D attributes
_position.x = 0;
_position.y = 0;
_position.z = 0;
_velocity.x = 0;
_velocity.y = 0;
_velocity.z = 0;
_velocity.x = 0;
_velocity.y = 0;
_velocity.z = 0;
_forward.x = 0;
_forward.y = 0;
_forward.z = 0;
_forward.x = 0;
_forward.y = 0;
_forward.z = 0;
_up.x = 0;
_up.y = 0;
_up.z = 0;
_up.x = 0;
_up.y = 0;
_up.z = 0;
audio_debug("FMOD::System_Create()");
result = FMOD::System_Create(&_system);
ERRCHECK(result);
audio_debug("FMOD::System_Create()");
result = FMOD::System_Create(&_system);
ERRCHECK(result);
// Let check the Version of FMOD to make sure the Headers and Libraries are correct.
audio_debug("FMOD::System_Create()");
result = _system->getVersion(&version);
ERRCHECK(result);
// Let check the Version of FMOD to make sure the Headers and Libraries are correct.
audio_debug("FMOD::System_Create()");
result = _system->getVersion(&version);
ERRCHECK(result);
audio_debug("FMOD VERSION:" << hex << version );
audio_debug("FMOD - Getting Version");
audio_debug("FMOD VERSION:" << hex << version );
audio_debug("FMOD - Getting Version");
if (version < FMOD_VERSION){
audio_debug("Error! You are using an old version of FMOD. This program requires:" << FMOD_VERSION);
}
if (version < FMOD_VERSION){
audio_debug("Error! You are using an old version of FMOD. This program requires:" << FMOD_VERSION);
}
//Stick Surround Sound 5.1 thing Here.
//Stick Surround Sound 5.1 thing Here.
audio_debug("Checking for Surround Sound Flag.")
audio_debug("Checking for Surround Sound Flag.");
cerr << fmod_use_surround_sound << endl ;
if (fmod_use_surround_sound) {
audio_debug("Setting FMOD to use 5.1 Surround Sound.");
result = _system->setSpeakerMode( FMOD_SPEAKERMODE_5POINT1 );
ERRCHECK(result);
}
if (fmod_use_surround_sound) {
audio_debug("Setting FMOD to use 5.1 Surround Sound.")
result = _system->setSpeakerMode( FMOD_SPEAKERMODE_5POINT1 );
ERRCHECK(result);
}
//Now we Initialize the System.
//Now we Initialize the System.
audio_debug("FMOD::System_Init");
result = _system->init(fmod_number_of_sound_channels, FMOD_INIT_NORMAL, 0);
ERRCHECK(result);
audio_debug("FMOD::System_Init");
result = _system->init(fmod_number_of_sound_channels, FMOD_INIT_NORMAL, 0);
ERRCHECK(result);
if (result == FMOD_OK){
audio_debug("FMOD Intialized OK, We are good to go Houston!");
_is_valid = true;
} else {
audio_debug("Something is still wrong with FMOD! Check source.");
_is_valid = false;
}
if (result == FMOD_OK){
audio_debug("FMOD Intialized OK, We are good to go Houston!");
_is_valid = true;
} else {
audio_debug("Something is still wrong with FMOD! Check source.");
_is_valid = false;
}
// This sets the distance factor for 3D audio to use feet.
// FMOD uses meters by default.
// Since Panda use feet we need to compensate for that with a factor of 3.28
//
// This can be over written. You just need to call
// audio_3d_set_distance_factor(float factor) and set you new factor.
_doppler_factor = 1;
_distance_factor = 3.28;
_drop_off_factor = 1;
// This sets the distance factor for 3D audio to use feet.
// FMOD uses meters by default.
// Since Panda use feet we need to compensate for that with a factor of 3.28
//
// This can be over written. You just need to call
// audio_3d_set_distance_factor(float factor) and set you new factor.
_doppler_factor = 1;
_distance_factor = 3.28;
_drop_off_factor = 1;
audio_debug("Setting 3D Audio settings: Doppler Factor, Distance Factor, Drop Off Factor");
audio_debug("Setting 3D Audio settings: Doppler Factor, Distance Factor, Drop Off Factor");
result = _system->set3DSettings( _doppler_factor, _distance_factor, _drop_off_factor);
ERRCHECK( result );
result = _system->set3DSettings( _doppler_factor, _distance_factor, _drop_off_factor);
ERRCHECK( result );
}
@ -170,25 +169,26 @@ FmodAudioManager::FmodAudioManager() {
// Access: Public
// Description: DESTRCUTOR !!!
////////////////////////////////////////////////////////////////////
FmodAudioManager::~FmodAudioManager() {
// Be sure to delete associated sounds before deleting the manager!
audio_debug("~FmodAudioManager(): Closing Down");
FmodAudioManager::
~FmodAudioManager() {
// Be sure to delete associated sounds before deleting the manager!
audio_debug("~FmodAudioManager(): Closing Down");
FMOD_RESULT result;
FMOD_RESULT result;
//Release DSPs First
_system_dsp.clear();
//Release DSPs First
_system_dsp.clear();
//Release Sounds Next
_all_sounds.clear();
//Release Sounds Next
_all_sounds.clear();
//result = _system->close();
//ERRCHECK(result);
//result = _system->close();
//ERRCHECK(result);
result = _system->release();
ERRCHECK(result);
result = _system->release();
ERRCHECK(result);
audio_debug("~FmodAudioManager(): System Down.");
audio_debug("~FmodAudioManager(): System Down.");
}
@ -196,11 +196,12 @@ FmodAudioManager::~FmodAudioManager() {
// Function: FmodAudioManager::is_valid
// Access: Public
// Description: This just check to make sure the FMOD System is
// up and running correctly.
// up and running correctly.
////////////////////////////////////////////////////////////////////
bool FmodAudioManager::is_valid() {
audio_debug("FmodAudioManager::is_valid() = " << _is_valid );
return _is_valid;
bool FmodAudioManager::
is_valid() {
audio_debug("FmodAudioManager::is_valid() = " << _is_valid );
return _is_valid;
}
////////////////////////////////////////////////////////////////////
@ -208,23 +209,24 @@ bool FmodAudioManager::is_valid() {
// Access: Public
// Description: This is what creates a sound instance.
////////////////////////////////////////////////////////////////////
PT(AudioSound) FmodAudioManager::get_sound(const string &file_name, bool positional) {
PT(AudioSound) FmodAudioManager::
get_sound(const string &file_name, bool positional) {
audio_debug("FmodAudioManager::get_sound(file_name=\""<<file_name<<"\")");
audio_debug("FmodAudioManager::get_sound(file_name=\""<<file_name<<"\")");
//Needed so People use Panda's Generic UNIX Style Paths for Filename.
//path.to_os_specific() converts it back to the proper OS version later on.
Filename path = file_name;
//Needed so People use Panda's Generic UNIX Style Paths for Filename.
//path.to_os_specific() converts it back to the proper OS version later on.
Filename path = file_name;
// Build a new AudioSound from the audio data.
PT(AudioSound) audioSound = 0;
PT(FmodAudioSound) fmodAudioSound = new FmodAudioSound(this, path.to_os_specific(), positional );
// Build a new AudioSound from the audio data.
PT(AudioSound) audioSound = 0;
PT(FmodAudioSound) fmodAudioSound = new FmodAudioSound(this, path.to_os_specific(), positional );
_all_sounds.insert(fmodAudioSound);
_all_sounds.insert(fmodAudioSound);
audioSound = fmodAudioSound;
audioSound = fmodAudioSound;
return audioSound;
return audioSound;
}
@ -234,14 +236,14 @@ PT(AudioSound) FmodAudioManager::get_sound(const string &file_name, bool positio
// Access: Published
// Description: This is what creates a DSP instance.
////////////////////////////////////////////////////////////////////
PT(AudioDSP) FmodAudioManager::create_dsp(DSP_category index) {
audio_debug("FmodAudioManager()::create_dsp");
// Build a new AudioSound from the audio data.
PT(FmodAudioDSP) fmodAudioDSP = new FmodAudioDSP(this, index);
return (AudioDSP*)fmodAudioDSP;
PT(AudioDSP) FmodAudioManager::
create_dsp(DSP_category index) {
audio_debug("FmodAudioManager()::create_dsp");
// Build a new AudioSound from the audio data.
PT(FmodAudioDSP) fmodAudioDSP = new FmodAudioDSP(this, index);
return (AudioDSP*)fmodAudioDSP;
}
@ -249,37 +251,38 @@ PT(AudioDSP) FmodAudioManager::create_dsp(DSP_category index) {
// Function: FmodAudioManager::add_dsp()
// Access: Published
// Description: This stick the DSP in the Global Effect Chain
// DSP effects here, affect all the SOUNDS being played
// in panda.
// DSP effects here, affect all the SOUNDS being played
// in panda.
////////////////////////////////////////////////////////////////////
bool FmodAudioManager::add_dsp( PT(AudioDSP) x) {
// intentionally blank
bool FmodAudioManager::
add_dsp( PT(AudioDSP) x) {
// intentionally blank
FMOD_RESULT result;
FMOD_RESULT result;
FmodAudioDSP *fdsp;
FmodAudioDSP *fdsp;
DCAST_INTO_R(fdsp, x, false);
DCAST_INTO_R(fdsp, x, false);
if ( fdsp->get_in_chain() ) {
if ( fdsp->get_in_chain() ) {
audio_debug("FmodAudioManager()::add_dsp");
audio_debug("This DSP has already been assigned to the system or a sound.");
audio_debug("FmodAudioManager()::add_dsp");
audio_debug("This DSP has already been assigned to the system or a sound.");
return false;
return false;
} else
{
} else
{
result = _system->addDSP( fdsp->_dsp );
ERRCHECK( result );
result = _system->addDSP( fdsp->_dsp );
ERRCHECK( result );
_system_dsp.insert(fdsp);
_system_dsp.insert(fdsp);
fdsp->set_in_chain(true);
fdsp->set_in_chain(true);
return true;
}
return true;
}
}
@ -288,37 +291,37 @@ bool FmodAudioManager::add_dsp( PT(AudioDSP) x) {
// Access: Published
// Description: This removes the DSP from the Global Effect chain but does not destroy it.
// Just remember a "Removed" DSP is still availible for use
// in another chain Global or a specific sound.
// in another chain Global or a specific sound.
////////////////////////////////////////////////////////////////////
bool FmodAudioManager::
remove_dsp(PT(AudioDSP) x) {
// intentionally blank
// intentionally blank
FMOD_RESULT result;
FMOD_RESULT result;
FmodAudioDSP *fdsp;
DCAST_INTO_R(fdsp, x, false);
FmodAudioDSP *fdsp;
DCAST_INTO_R(fdsp, x, false);
if ( fdsp->get_in_chain() ) {
if ( fdsp->get_in_chain() ) {
result = fdsp->_dsp->remove();
ERRCHECK( result );
result = fdsp->_dsp->remove();
ERRCHECK( result );
_system_dsp.erase(fdsp);
_system_dsp.erase(fdsp);
fdsp->set_in_chain(false);
fdsp->set_in_chain(false);
return true;
return true;
} else
{
} else
{
audio_debug("FmodAudioManager()::remove_dsp()");
audio_debug("This DSP doesn't exist in this chain.");
audio_debug("FmodAudioManager()::remove_dsp()");
audio_debug("This DSP doesn't exist in this chain.");
return false;
return false;
}
}
}
@ -330,85 +333,85 @@ remove_dsp(PT(AudioDSP) x) {
////////////////////////////////////////////////////////////////////
int FmodAudioManager::
getSpeakerSetup() {
// intentionally blank
// intentionally blank
FMOD_RESULT result;
FMOD_SPEAKERMODE speakerMode;
int returnMode;
FMOD_RESULT result;
FMOD_SPEAKERMODE speakerMode;
int returnMode;
result = _system->getSpeakerMode( &speakerMode );
ERRCHECK( result );
result = _system->getSpeakerMode( &speakerMode );
ERRCHECK( result );
switch (speakerMode) {
case FMOD_SPEAKERMODE_RAW:
returnMode = 0;
break;
case FMOD_SPEAKERMODE_MONO:
returnMode = 1;
break;
case FMOD_SPEAKERMODE_STEREO:
returnMode = 2;
break;
case FMOD_SPEAKERMODE_QUAD:
returnMode = 3;
break;
case FMOD_SPEAKERMODE_SURROUND:
returnMode = 4;
break;
case FMOD_SPEAKERMODE_5POINT1:
returnMode = 5;
break;
case FMOD_SPEAKERMODE_7POINT1:
returnMode = 6;
break;
case FMOD_SPEAKERMODE_PROLOGIC:
returnMode = 7;
break;
case FMOD_SPEAKERMODE_MAX:
returnMode = 8;
break;
default:
returnMode = -1;
}
switch (speakerMode) {
case FMOD_SPEAKERMODE_RAW:
returnMode = 0;
break;
case FMOD_SPEAKERMODE_MONO:
returnMode = 1;
break;
case FMOD_SPEAKERMODE_STEREO:
returnMode = 2;
break;
case FMOD_SPEAKERMODE_QUAD:
returnMode = 3;
break;
case FMOD_SPEAKERMODE_SURROUND:
returnMode = 4;
break;
case FMOD_SPEAKERMODE_5POINT1:
returnMode = 5;
break;
case FMOD_SPEAKERMODE_7POINT1:
returnMode = 6;
break;
case FMOD_SPEAKERMODE_PROLOGIC:
returnMode = 7;
break;
case FMOD_SPEAKERMODE_MAX:
returnMode = 8;
break;
default:
returnMode = -1;
}
return returnMode;
return returnMode;
}
////////////////////////////////////////////////////////////////////
// Function: FmodAudioManager::setSpeakerSetup()
// Access: Published
// Description: This is to set up FMOD to use a MultiChannel Setup.
// This method is pretty much useless.
// To set a speaker setup in FMOD for Surround Sound,
// stereo, or whatever you have to set the SpeakerMode
// BEFORE you Initialize FMOD.
// Since Panda Inits the FmodAudioManager right when you
// Start it up, you are never given an oppertunity to call
// this function.
// That is why I stuck a BOOL in the CONFIG.PRC file, whichs
// lets you flag if you want to use a Multichannel or not.
// That will set the speaker setup when an instance of this
// class is constructed.
// Still I put this here as a measure of good faith, since you
// can query the speaker setup after everything in Init.
// Also, maybe someone will completely hack Panda someday, in which
// one can init or re-init the AudioManagers after Panda is running.
// This method is pretty much useless.
// To set a speaker setup in FMOD for Surround Sound,
// stereo, or whatever you have to set the SpeakerMode
// BEFORE you Initialize FMOD.
// Since Panda Inits the FmodAudioManager right when you
// Start it up, you are never given an oppertunity to call
// this function.
// That is why I stuck a BOOL in the CONFIG.PRC file, whichs
// lets you flag if you want to use a Multichannel or not.
// That will set the speaker setup when an instance of this
// class is constructed.
// Still I put this here as a measure of good faith, since you
// can query the speaker setup after everything in Init.
// Also, maybe someone will completely hack Panda someday, in which
// one can init or re-init the AudioManagers after Panda is running.
////////////////////////////////////////////////////////////////////
void FmodAudioManager::
setSpeakerSetup(AudioManager::SPEAKERMODE_category cat) {
// intentionally blank
// intentionally blank
audio_debug("FmodAudioSound::setSpeakerSetup() " );
audio_debug("FmodAudioSound::setSpeakerSetup() " );
//Local Variables that are needed.
FMOD_RESULT result;
//Local Variables that are needed.
FMOD_RESULT result;
FMOD_SPEAKERMODE speakerModeType = (FMOD_SPEAKERMODE)cat;
FMOD_SPEAKERMODE speakerModeType = (FMOD_SPEAKERMODE)cat;
result = _system->setSpeakerMode( speakerModeType);
ERRCHECK(result);
result = _system->setSpeakerMode( speakerModeType);
ERRCHECK(result);
audio_debug("Speaker Mode Set");
audio_debug("Speaker Mode Set");
}
@ -416,37 +419,37 @@ setSpeakerSetup(AudioManager::SPEAKERMODE_category cat) {
// Function: FmodAudioManager::set_volume(float volume)
// Access: Public
// Description:
// There isn't a specific system volume function in FMOD-EX,
// so this function is moot now.
// There isn't a specific system volume function in FMOD-EX,
// so this function is moot now.
////////////////////////////////////////////////////////////////////
void FmodAudioManager::set_volume(float volume) {
audio_debug("FmodAudioManager::set_volume()" );
audio_debug("This function has no effect in this version." )
audio_debug("FmodAudioManager::set_volume()" );
audio_debug("This function has no effect in this version." );
}
////////////////////////////////////////////////////////////////////
// Function: FmodAudioManager::get_volume()
// Access: Public
// Description:
// There isn't a specific system volume function in FMOD-EX,
// so this function is moot now.
// There isn't a specific system volume function in FMOD-EX,
// so this function is moot now.
////////////////////////////////////////////////////////////////////
float FmodAudioManager::get_volume() const {
audio_debug("FmodAudioManager::get_volume() returning ");
audio_debug("This function has no effect in this version." )
return 0;
float FmodAudioManager::
get_volume() const {
audio_debug("FmodAudioManager::get_volume() returning ");
audio_debug("This function has no effect in this version." );
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: FmodAudioManager::set_active(bool active)
// Access: Public
// Description: Turn on/off
// Again, this function is pretty much moot in this version now.
// Again, this function is pretty much moot in this version now.
////////////////////////////////////////////////////////////////////
void FmodAudioManager::set_active(bool active) {
audio_debug("FmodAudioManager::set_active(flag="<<active<<")");
void FmodAudioManager::
set_active(bool active) {
audio_debug("FmodAudioManager::set_active(flag="<<active<<")");
}
////////////////////////////////////////////////////////////////////
@ -454,9 +457,10 @@ void FmodAudioManager::set_active(bool active) {
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
bool FmodAudioManager::get_active() const {
audio_debug("FmodAudioManager::get_active() returning "<<_active);
return _active;
bool FmodAudioManager::
get_active() const {
audio_debug("FmodAudioManager::get_active() returning "<<_active);
return _active;
}
////////////////////////////////////////////////////////////////////
@ -464,16 +468,13 @@ bool FmodAudioManager::get_active() const {
// Access: Public
// Description: Stop playback on all sounds managed by this manager.
////////////////////////////////////////////////////////////////////
void FmodAudioManager::stop_all_sounds() {
audio_debug("FmodAudioManager::stop_all_sounds()" );
for (SoundSet::iterator i = _all_sounds.begin(); i != _all_sounds.end(); ++i) {
(*i)->stop();
}
void FmodAudioManager::
stop_all_sounds() {
audio_debug("FmodAudioManager::stop_all_sounds()" );
for (SoundSet::iterator i = _all_sounds.begin(); i != _all_sounds.end(); ++i) {
(*i)->stop();
}
}
////////////////////////////////////////////////////////////////////
@ -483,11 +484,12 @@ void FmodAudioManager::stop_all_sounds() {
// positioned sounds. Normally, you'd want to call this
// once per iteration of your main loop.
////////////////////////////////////////////////////////////////////
void FmodAudioManager::audio_3d_update() {
audio_debug("FmodAudioManager::audio_3d_update()");
audio_debug("Calling FMOD's update function");
void FmodAudioManager::
audio_3d_update() {
audio_debug("FmodAudioManager::audio_3d_update()");
audio_debug("Calling FMOD's update function");
_system->update();
_system->update();
}
@ -495,40 +497,41 @@ void FmodAudioManager::audio_3d_update() {
// Function: FmodAudioManager::audio_3d_set_listener_attributes
// Access: Public
// Description: Set position of the "ear" that picks up 3d sounds
// NOW LISTEN UP!!! THIS IS IMPORTANT!
// Both Panda3D and FMOD use a left handed coordinate system.
// But there is a major difference!
// In Panda3D the Y-Axis is going into the Screen and the Z-Axis is going up.
// In FMOD the Y-Axis is going up and the Z-Axis is going into the screen.
// The solution is simple, we just flip the Y and Z axis, as we move coordinates
// from Panda to FMOD and back.
// What does did mean to average Panda user? Nothing, they shouldn't notice anyway.
// But if you decide to do any 3D audio work in here you have to keep it in mind.
// I told you, so you can't say I didn't.
// NOW LISTEN UP!!! THIS IS IMPORTANT!
// Both Panda3D and FMOD use a left handed coordinate system.
// But there is a major difference!
// In Panda3D the Y-Axis is going into the Screen and the Z-Axis is going up.
// In FMOD the Y-Axis is going up and the Z-Axis is going into the screen.
// The solution is simple, we just flip the Y and Z axis, as we move coordinates
// from Panda to FMOD and back.
// What does did mean to average Panda user? Nothing, they shouldn't notice anyway.
// But if you decide to do any 3D audio work in here you have to keep it in mind.
// I told you, so you can't say I didn't.
////////////////////////////////////////////////////////////////////
void FmodAudioManager::audio_3d_set_listener_attributes(float px, float py, float pz, float vx, float vy, float vz, float fx, float fy, float fz, float ux, float uy, float uz) {
audio_debug("FmodAudioManager::audio_3d_set_listener_attributes()");
void FmodAudioManager::
audio_3d_set_listener_attributes(float px, float py, float pz, float vx, float vy, float vz, float fx, float fy, float fz, float ux, float uy, float uz) {
audio_debug("FmodAudioManager::audio_3d_set_listener_attributes()");
FMOD_RESULT result;
_position.x = px;
_position.y = pz;
_position.z = py;
FMOD_RESULT result;
_position.x = px;
_position.y = pz;
_position.z = py;
_velocity.x = vx;
_velocity.y = vz;
_velocity.z = vy;
_velocity.x = vx;
_velocity.y = vz;
_velocity.z = vy;
_forward.x = fx;
_forward.y = fz;
_forward.z = fy;
_forward.x = fx;
_forward.y = fz;
_forward.z = fy;
_up.x = ux;
_up.y = uz;
_up.z = uy;
result = _system->set3DListenerAttributes( 0, &_position, &_velocity, &_forward, &_up);
ERRCHECK( result );
_up.x = ux;
_up.y = uz;
_up.z = uy;
result = _system->set3DListenerAttributes( 0, &_position, &_velocity, &_forward, &_up);
ERRCHECK( result );
}
@ -537,8 +540,9 @@ void FmodAudioManager::audio_3d_set_listener_attributes(float px, float py, floa
// Access: Public
// Description: Get position of the "ear" that picks up 3d sounds
////////////////////////////////////////////////////////////////////
void FmodAudioManager::audio_3d_get_listener_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz, float *fx, float *fy, float *fz, float *ux, float *uy, float *uz) {
audio_error("audio3dGetListenerAttributes: currently unimplemented. Get the attributes of the attached object");
void FmodAudioManager::
audio_3d_get_listener_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz, float *fx, float *fy, float *fz, float *ux, float *uy, float *uz) {
audio_error("audio3dGetListenerAttributes: currently unimplemented. Get the attributes of the attached object");
}
@ -549,15 +553,16 @@ void FmodAudioManager::audio_3d_get_listener_attributes(float *px, float *py, fl
// Description: Set units per meter (Fmod uses meters internally for
// its sound-spacialization calculations)
////////////////////////////////////////////////////////////////////
void FmodAudioManager::audio_3d_set_distance_factor(float factor) {
audio_debug( "FmodAudioManager::audio_3d_set_distance_factor( factor= " << factor << ")" );
FMOD_RESULT result;
void FmodAudioManager::
audio_3d_set_distance_factor(float factor) {
audio_debug( "FmodAudioManager::audio_3d_set_distance_factor( factor= " << factor << ")" );
FMOD_RESULT result;
_distance_factor = factor;
_distance_factor = factor;
result = _system->set3DSettings( _doppler_factor, _distance_factor, _drop_off_factor);
ERRCHECK( result );
result = _system->set3DSettings( _doppler_factor, _distance_factor, _drop_off_factor);
ERRCHECK( result );
}
@ -568,10 +573,11 @@ void FmodAudioManager::audio_3d_set_distance_factor(float factor) {
// Description: Gets units per meter (Fmod uses meters internally for
// its sound-spacialization calculations)
////////////////////////////////////////////////////////////////////
float FmodAudioManager::audio_3d_get_distance_factor() const {
audio_debug("FmodAudioManager::audio_3d_get_distance_factor()");
float FmodAudioManager::
audio_3d_get_distance_factor() const {
audio_debug("FmodAudioManager::audio_3d_get_distance_factor()");
return _distance_factor;
return _distance_factor;
}
////////////////////////////////////////////////////////////////////
@ -580,15 +586,16 @@ float FmodAudioManager::audio_3d_get_distance_factor() const {
// Description: Exaggerates or diminishes the Doppler effect.
// Defaults to 1.0
////////////////////////////////////////////////////////////////////
void FmodAudioManager::audio_3d_set_doppler_factor(float factor) {
audio_debug("FmodAudioManager::audio_3d_set_doppler_factor(factor="<<factor<<")");
void FmodAudioManager::
audio_3d_set_doppler_factor(float factor) {
audio_debug("FmodAudioManager::audio_3d_set_doppler_factor(factor="<<factor<<")");
FMOD_RESULT result;
FMOD_RESULT result;
_doppler_factor = factor;
_doppler_factor = factor;
result = _system->set3DSettings( _doppler_factor, _distance_factor, _drop_off_factor);
ERRCHECK( result );
result = _system->set3DSettings( _doppler_factor, _distance_factor, _drop_off_factor);
ERRCHECK( result );
}
@ -597,10 +604,11 @@ void FmodAudioManager::audio_3d_set_doppler_factor(float factor) {
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
float FmodAudioManager::audio_3d_get_doppler_factor() const {
audio_debug("FmodAudioManager::audio_3d_get_doppler_factor()");
float FmodAudioManager::
audio_3d_get_doppler_factor() const {
audio_debug("FmodAudioManager::audio_3d_get_doppler_factor()");
return _doppler_factor;
return _doppler_factor;
}
////////////////////////////////////////////////////////////////////
@ -609,15 +617,16 @@ float FmodAudioManager::audio_3d_get_doppler_factor() const {
// Description: Control the effect distance has on audability.
// Defaults to 1.0
////////////////////////////////////////////////////////////////////
void FmodAudioManager::audio_3d_set_drop_off_factor(float factor) {
audio_debug("FmodAudioManager::audio_3d_set_drop_off_factor("<<factor<<")");
void FmodAudioManager::
audio_3d_set_drop_off_factor(float factor) {
audio_debug("FmodAudioManager::audio_3d_set_drop_off_factor("<<factor<<")");
FMOD_RESULT result;
FMOD_RESULT result;
_drop_off_factor = factor;
_drop_off_factor = factor;
result = _system->set3DSettings( _doppler_factor, _distance_factor, _drop_off_factor);
ERRCHECK( result );
result = _system->set3DSettings( _doppler_factor, _distance_factor, _drop_off_factor);
ERRCHECK( result );
}
@ -626,10 +635,11 @@ void FmodAudioManager::audio_3d_set_drop_off_factor(float factor) {
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
float FmodAudioManager::audio_3d_get_drop_off_factor() const {
audio_debug("FmodAudioManager::audio_3d_get_drop_off_factor()");
float FmodAudioManager::
audio_3d_get_drop_off_factor() const {
audio_debug("FmodAudioManager::audio_3d_get_drop_off_factor()");
return _drop_off_factor;
return _drop_off_factor;
}
@ -640,7 +650,8 @@ float FmodAudioManager::audio_3d_get_drop_off_factor() const {
// Access: Public
// Description: NOT USED FOR FMOD-EX!!!
////////////////////////////////////////////////////////////////////
void FmodAudioManager::set_concurrent_sound_limit(unsigned int limit) {
void FmodAudioManager::
set_concurrent_sound_limit(unsigned int limit) {
}
@ -649,8 +660,9 @@ void FmodAudioManager::set_concurrent_sound_limit(unsigned int limit) {
// Access: Public
// Description: NOT USED FOR FMOD-EX!!!
////////////////////////////////////////////////////////////////////
unsigned int FmodAudioManager::get_concurrent_sound_limit() const {
return 0;
unsigned int FmodAudioManager::
get_concurrent_sound_limit() const {
return 1000000;
}
////////////////////////////////////////////////////////////////////
@ -658,7 +670,8 @@ unsigned int FmodAudioManager::get_concurrent_sound_limit() const {
// Access: Private
// Description: NOT USED FOR FMOD-EX!!!
////////////////////////////////////////////////////////////////////
void FmodAudioManager::reduce_sounds_playing_to(unsigned int count) {
void FmodAudioManager::
reduce_sounds_playing_to(unsigned int count) {
}
@ -667,10 +680,11 @@ void FmodAudioManager::reduce_sounds_playing_to(unsigned int count) {
// Function: FmodAudioManager::uncache_sound
// Access: Public
// Description: NOT USED FOR FMOD-EX!!!
// Clears a sound out of the sound cache.
// Clears a sound out of the sound cache.
////////////////////////////////////////////////////////////////////
void FmodAudioManager::uncache_sound(const string& file_name) {
audio_debug("FmodAudioManager::uncache_sound(\""<<file_name<<"\")");
void FmodAudioManager::
uncache_sound(const string& file_name) {
audio_debug("FmodAudioManager::uncache_sound(\""<<file_name<<"\")");
}
@ -679,21 +693,23 @@ void FmodAudioManager::uncache_sound(const string& file_name) {
// Function: FmodAudioManager::clear_cache
// Access: Public
// Description: NOT USED FOR FMOD-EX!!!
// Clear out the sound cache.
// Clear out the sound cache.
////////////////////////////////////////////////////////////////////
void FmodAudioManager::clear_cache() {
audio_debug("FmodAudioManager::clear_cache()");
void FmodAudioManager::
clear_cache() {
audio_debug("FmodAudioManager::clear_cache()");
}
////////////////////////////////////////////////////////////////////
// Function: FmodAudioManager::set_cache_limit
// Access: Public
// Description: NOT USED FOR FMOD-EX!!!
// Set the number of sounds that the cache can hold.
// Set the number of sounds that the cache can hold.
////////////////////////////////////////////////////////////////////
void FmodAudioManager::set_cache_limit(unsigned int count) {
audio_debug("FmodAudioManager::set_cache_limit(count="<<count<<")");
void FmodAudioManager::
set_cache_limit(unsigned int count) {
audio_debug("FmodAudioManager::set_cache_limit(count="<<count<<")");
}
@ -701,12 +717,13 @@ void FmodAudioManager::set_cache_limit(unsigned int count) {
// Function: FmodAudioManager::get_cache_limit
// Access: Public
// Description: NOT USED FOR FMOD-EX!!!
// Gets the number of sounds that the cache can hold.
// Gets the number of sounds that the cache can hold.
////////////////////////////////////////////////////////////////////
unsigned int FmodAudioManager::get_cache_limit() const {
audio_debug("FmodAudioManager::get_cache_limit() returning ");
//return _cache_limit;
return 0;
unsigned int FmodAudioManager::
get_cache_limit() const {
audio_debug("FmodAudioManager::get_cache_limit() returning ");
//return _cache_limit;
return 0;
}

View File

@ -71,7 +71,7 @@
#include "pandabase.h"
#include "pset.h"
#ifdef HAVE_FMOD //[
#ifdef HAVE_FMODEX //[
#include "audioManager.h"

File diff suppressed because it is too large Load Diff

View File

@ -71,7 +71,7 @@
#include <pandabase.h>
#ifdef HAVE_FMOD //[
#ifdef HAVE_FMODEX //[
#include "audioSound.h"