panda3d/panda/src/audiotraits/openalAudioSound.cxx
2011-06-18 00:16:48 +00:00

894 lines
27 KiB
C++

// Filename: openalAudioSound.cxx
// Created by: Ben Buchwald <bb2@alumni.cmu.edu>
//
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "pandabase.h"
#ifdef HAVE_OPENAL //[
//Panda Headers
#include "throw_event.h"
#include "openalAudioSound.h"
#include "openalAudioManager.h"
TypeHandle OpenALAudioSound::_type_handle;
#ifndef NDEBUG //[
#define openal_audio_debug(x) \
audio_debug("OpenALAudioSound \""<<get_name() \
<<"\" "<< x )
#else //][
#define openal_audio_debug(x) ((void)0)
#endif //]
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::Constructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
OpenALAudioSound::
OpenALAudioSound(OpenALAudioManager* manager,
MovieAudio *movie,
bool positional,
int mode) :
_movie(movie),
_sd(NULL),
_playing_loops(0),
_playing_rate(0.0),
_loops_completed(0),
_source(0),
_manager(manager),
_volume(1.0f),
_balance(0),
_play_rate(1.0),
_positional(positional),
_min_dist(3.28f),
_max_dist(1000000000.0f),
_drop_off_factor(1.0f),
_length(0.0),
_loop_count(1),
_desired_mode(mode),
_start_time(0.0),
_current_time(0.0),
_basename(movie->get_filename().get_basename()),
_active(true),
_paused(false)
{
_location[0] = 0.0f;
_location[1] = 0.0f;
_location[2] = 0.0f;
_velocity[0] = 0.0f;
_velocity[1] = 0.0f;
_velocity[2] = 0.0f;
require_sound_data();
if (_manager == NULL) {
return;
}
_length = _sd->_length;
if (positional) {
if (_sd->_channels != 1) {
audio_warning("stereo sound " << movie->get_filename() << " will not be spatialized");
}
}
release_sound_data();
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::Destructor
// Access: public
// Description:
////////////////////////////////////////////////////////////////////
OpenALAudioSound::
~OpenALAudioSound() {
cleanup();
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::cleanup
// Access: Private
// Description: Disables the sound forever. Releases resources and
// detaches the sound from its audio manager.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
cleanup() {
if (_manager == 0) {
return;
}
if (_source) {
stop();
}
if (_sd) {
_manager->decrement_client_count(_sd);
_sd = 0;
}
_manager->release_sound(this);
_manager = 0;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::play
// Access: public
// Description: Plays a sound.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
play() {
if (_manager == 0) return;
float px,py,pz,vx,vy,vz;
if (!_active) {
_paused = true;
return;
}
stop();
require_sound_data();
if (_manager == 0) return;
_manager->starting_sound(this);
if (!_source) {
return;
}
_manager->make_current();
alGetError(); // clear errors
// nonpositional sources are made relative to the listener so they don't move
alSourcei(_source,AL_SOURCE_RELATIVE,_positional?AL_FALSE:AL_TRUE);
al_audio_errcheck("alSourcei(_source,AL_SOURCE_RELATIVE)");
// set source properties that we have stored
set_volume(_volume);
//set_balance(_balance);
set_3d_min_distance(_min_dist);
set_3d_max_distance(_max_dist);
set_3d_drop_off_factor(_drop_off_factor);
get_3d_attributes(&px,&py,&pz,&vx,&vy,&vz);
set_3d_attributes(px, py, pz, vx, vy, vz);
_playing_loops = _loop_count;
if (_playing_loops == 0) {
_playing_loops = 1000000000;
}
_loops_completed = 0;
double play_rate = _play_rate * _manager->get_play_rate();
audio_debug("playing. Rate=" << play_rate);
alSourcef(_source, AL_PITCH, play_rate);
_playing_rate = play_rate;
if (_sd->_sample) {
push_fresh_buffers();
alSourcef(_source, AL_SEC_OFFSET, _start_time);
_stream_queued[0]._time_offset = _start_time;
restart_stalled_audio();
} else {
audio_debug("Play: stream tell = " << _sd->_stream->tell() << " seeking " << _start_time);
if (_sd->_stream->tell() != _start_time) {
_sd->_stream->seek(_start_time);
}
push_fresh_buffers();
restart_stalled_audio();
}
double rtc = TrueClock::get_global_ptr()->get_short_time();
set_calibrated_clock(rtc, _start_time, 1.0);
_current_time = _start_time;
_start_time = 0.0;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::stop
// Access: public
// Description: Stop a sound
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
stop() {
if (_manager==0) return;
if (_source) {
_manager->make_current();
alGetError(); // clear errors
alSourceStop(_source);
al_audio_errcheck("stopping a source");
alSourcei(_source, AL_BUFFER, 0);
al_audio_errcheck("clear source buffers");
for (int i=0; i<((int)(_stream_queued.size())); i++) {
ALuint buffer = _stream_queued[i]._buffer;
if (buffer != _sd->_sample) {
alDeleteBuffers(1, &buffer);
al_audio_errcheck("deleting a buffer");
}
}
_stream_queued.resize(0);
}
_manager->stopping_sound(this);
release_sound_data();
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::finished
// Access:
// Description:
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
finished() {
stop();
_current_time = _length;
if (!_finished_event.empty()) {
throw_event(_finished_event);
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_loop
// Access: public
// Description: Turns looping on and off
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_loop(bool loop) {
set_loop_count((loop)?0:1);
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_loop
// Access: public
// Description: Returns whether looping is on or off
////////////////////////////////////////////////////////////////////
bool OpenALAudioSound::
get_loop() const {
return (_loop_count == 0);
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_loop_count
// Access: public
// Description:
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_loop_count(unsigned long loop_count) {
if (_manager==0) return;
if (loop_count >= 1000000000) {
loop_count = 0;
}
_loop_count=loop_count;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_loop_count
// Access: public
// Description: Return how many times a sound will loop.
////////////////////////////////////////////////////////////////////
unsigned long OpenALAudioSound::
get_loop_count() const {
return _loop_count;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::restart_stalled_audio
// Access: public
// Description: When streaming audio, the computer is supposed to
// keep OpenAL's queue full. However, there are times
// when the computer is running slow and the queue
// empties prematurely. In that case, OpenAL will stop.
// When the computer finally gets around to refilling
// the queue, it is necessary to tell OpenAL to resume
// playing.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
restart_stalled_audio() {
ALenum status;
if (_stream_queued.size() == 0) {
return;
}
alGetError();
alGetSourcei(_source, AL_SOURCE_STATE, &status);
if (status != AL_PLAYING) {
alSourcePlay(_source);
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::queue_buffer
// Access: public
// Description: Pushes a buffer into the source queue.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
queue_buffer(ALuint buffer, int samples, int loop_index, double time_offset) {
// Now push the buffer into the stream queue.
alGetError();
alSourceQueueBuffers(_source,1,&buffer);
ALenum err = alGetError();
if (err != AL_NO_ERROR) {
audio_error("could not load sample buffer into the queue");
cleanup();
return;
}
QueuedBuffer buf;
buf._buffer = buffer;
buf._samples = samples;
buf._loop_index = loop_index;
buf._time_offset = time_offset;
_stream_queued.push_back(buf);
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::make_buffer
// Access: public
// Description: Creates an OpenAL buffer object.
////////////////////////////////////////////////////////////////////
ALuint OpenALAudioSound::
make_buffer(int samples, int channels, int rate, unsigned char *data) {
// Allocate a buffer to hold the data.
alGetError();
ALuint buffer;
alGenBuffers(1, &buffer);
if (alGetError() != AL_NO_ERROR) {
audio_error("could not allocate an OpenAL buffer object");
cleanup();
return 0;
}
// Now fill the buffer with the data provided.
alBufferData(buffer,
(channels>1) ? AL_FORMAT_STEREO16 : AL_FORMAT_MONO16,
data, samples * channels * 2, rate);
int err = alGetError();
if (err != AL_NO_ERROR) {
audio_error("could not fill OpenAL buffer object with data");
cleanup();
return 0;
}
return buffer;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::read_stream_data
// Access: public
// Description: Fills a buffer with data from the stream.
// Returns the number of samples stored in the buffer.
////////////////////////////////////////////////////////////////////
int OpenALAudioSound::
read_stream_data(int bytelen, unsigned char *buffer) {
MovieAudioCursor *cursor = _sd->_stream;
double length = cursor->length();
int channels = cursor->audio_channels();
int rate = cursor->audio_rate();
int space = bytelen / (channels * 2);
int fill = 0;
while (space && (_loops_completed < _playing_loops)) {
double t = cursor->tell();
double remain = length - t;
if (remain > 60.0) {
remain = 60.0;
}
int samples = (int)(remain * rate);
if (samples <= 0) {
_loops_completed += 1;
cursor->seek(0.0);
continue;
}
if (_sd->_stream->ready() == 0) {
if (_sd->_stream->aborted()) {
_loops_completed = _playing_loops;
}
return fill;
}
if (samples > space) {
samples = space;
}
if (samples > _sd->_stream->ready()) {
samples = _sd->_stream->ready();
}
cursor->read_samples(samples, (PN_int16 *)buffer);
size_t hval = AddHash::add_hash(0, (PN_uint8*)buffer, samples*channels*2);
audio_debug("Streaming " << cursor->get_source()->get_name() << " at " << t << " hash " << hval);
fill += samples;
space -= samples;
buffer += (samples * channels * 2);
}
return fill;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::correct_calibrated_clock
// Access: public
// Description: Compares the specified time to the value of the
// calibrated clock, and adjusts the calibrated
// clock speed to make it closer to the target value.
// This routine is quite careful to make sure that
// the calibrated clock moves in a smooth, monotonic
// way.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
correct_calibrated_clock(double rtc, double t) {
double cc = (rtc - _calibrated_clock_base) * _calibrated_clock_scale;
double diff = cc-t;
_calibrated_clock_decavg = (_calibrated_clock_decavg * 0.95) + (diff * 0.05);
if (diff > 0.5) {
set_calibrated_clock(rtc, t, 1.0);
_calibrated_clock_decavg = 0.0;
} else {
double scale = 1.0;
if ((_calibrated_clock_decavg > 0.01) && (diff > 0.01)) {
scale = 0.98;
}
if ((_calibrated_clock_decavg < -0.01) && (diff < -0.01)) {
scale = 1.03;
}
if ((_calibrated_clock_decavg < -0.05) && (diff < -0.05)) {
scale = 1.2;
}
if ((_calibrated_clock_decavg < -0.15) && (diff < -0.15)) {
scale = 1.5;
}
set_calibrated_clock(rtc, cc, scale);
}
cc = (rtc - _calibrated_clock_base) * _calibrated_clock_scale;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::pull_used_buffers
// Access: public
// Description: Pulls any used buffers out of OpenAL's queue.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
pull_used_buffers() {
while (_stream_queued.size()) {
ALuint buffer = 0;
alGetError();
alSourceUnqueueBuffers(_source, 1, &buffer);
int err = alGetError();
if (err == AL_NO_ERROR) {
if (_stream_queued[0]._buffer != buffer) {
audio_error("corruption in stream queue");
cleanup();
return;
}
_stream_queued.pop_front();
if (_stream_queued.size()) {
double al = _stream_queued[0]._time_offset + _stream_queued[0]._loop_index * _length;
double rtc = TrueClock::get_global_ptr()->get_short_time();
correct_calibrated_clock(rtc, al);
}
if (buffer != _sd->_sample) {
alDeleteBuffers(1,&buffer);
}
} else {
break;
}
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::push_fresh_buffers
// Access: public
// Description: Pushes fresh buffers into OpenAL's queue until
// the queue is "full" (ie, has plenty of data).
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
push_fresh_buffers() {
static unsigned char data[65536];
if (_sd->_sample) {
while ((_loops_completed < _playing_loops) &&
(_stream_queued.size() < 100)) {
queue_buffer(_sd->_sample, 0,_loops_completed, 0.0);
_loops_completed += 1;
}
} else {
MovieAudioCursor *cursor = _sd->_stream;
int channels = cursor->audio_channels();
int rate = cursor->audio_rate();
int fill = 0;
for (size_t i = 0; i < _stream_queued.size(); i++) {
fill += _stream_queued[i]._samples;
}
while ((_loops_completed < _playing_loops) &&
(fill < (int)(audio_buffering_seconds * rate * channels))) {
int loop_index = _loops_completed;
double time_offset = cursor->tell();
int samples = read_stream_data(65536, data);
if (samples == 0) {
break;
}
ALuint buffer = make_buffer(samples, channels, rate, data);
if (_manager == 0) return;
queue_buffer(buffer, samples, loop_index, time_offset);
if (_manager == 0) return;
fill += samples;
}
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_time
// Access: public
// Description: The next time you call play, the sound will
// start from the specified offset.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_time(float time) {
_start_time = time;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_time
// Access: public
// Description: Gets the play position within the sound
////////////////////////////////////////////////////////////////////
float OpenALAudioSound::
get_time() const {
if (_manager == 0) {
return 0.0;
}
return _current_time;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::cache_time
// Access: Private
// Description: Updates the current_time field of a playing sound.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
cache_time(double rtc) {
assert(_source != 0);
double t=get_calibrated_clock(rtc);
double max = _length * _playing_loops;
if (t >= max) {
_current_time = _length;
} else {
_current_time = fmod(t, _length);
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_volume(float vol)
// Access: public
// Description: 0.0 to 1.0 scale of volume converted to Fmod's
// internal 0.0 to 255.0 scale.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_volume(float volume) {
_volume=volume;
if (_source) {
volume*=_manager->get_volume();
_manager->make_current();
alGetError(); // clear errors
alSourcef(_source,AL_GAIN,volume);
al_audio_errcheck("alSourcef(_source,AL_GAIN)");
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_volume
// Access: public
// Description: Gets the current volume of a sound. 1 is Max. O is Min.
////////////////////////////////////////////////////////////////////
float OpenALAudioSound::
get_volume() const {
return _volume;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_balance(float bal)
// Access: public
// Description: -1.0 to 1.0 scale
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_balance(float balance_right) {
audio_debug("OpenALAudioSound::set_balance() not implemented");
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_balance
// Access: public
// Description: -1.0 to 1.0 scale
// -1 should be all the way left.
// 1 is all the way to the right.
////////////////////////////////////////////////////////////////////
float OpenALAudioSound::
get_balance() const {
audio_debug("OpenALAudioSound::get_balance() not implemented");
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_play_rate(float rate)
// Access: public
// Description: Sets the speed at which a sound plays back.
// The rate is a multiple of the sound, normal playback speed.
// IE 2 would play back 2 times fast, 3 would play 3 times, and so on.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_play_rate(float play_rate) {
_play_rate = play_rate;
if (_source) {
alSourcef(_source, AL_PITCH, play_rate);
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_play_rate
// Access: public
// Description:
////////////////////////////////////////////////////////////////////
float OpenALAudioSound::
get_play_rate() const {
return _play_rate;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::length
// Access: public
// Description: Get length
////////////////////////////////////////////////////////////////////
float OpenALAudioSound::
length() const {
return _length;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_3d_attributes
// Access: public
// Description: Set position and velocity of this sound
//
// Both Panda3D and OpenAL use a right handed
// coordinate system. However, in Panda3D the
// Y-Axis is going into the Screen and the
// Z-Axis is going up. In OpenAL the Y-Axis is
// going up and the Z-Axis is coming out of
// the screen.
//
// The solution is simple, we just flip the Y
// and Z axis and negate the Z, as we move
// coordinates from Panda to OpenAL and back.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_3d_attributes(float px, float py, float pz, float vx, float vy, float vz) {
_location[0] = px;
_location[1] = pz;
_location[2] = -py;
_velocity[0] = vx;
_velocity[1] = vz;
_velocity[2] = -vy;
if (_source) {
_manager->make_current();
alGetError(); // clear errors
alSourcefv(_source,AL_POSITION,_location);
al_audio_errcheck("alSourcefv(_source,AL_POSITION)");
alSourcefv(_source,AL_VELOCITY,_velocity);
al_audio_errcheck("alSourcefv(_source,AL_VELOCITY)");
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_3d_attributes
// Access: public
// Description: Get position and velocity of this sound
// Currently unimplemented. Get the attributes of the attached object.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
get_3d_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz) {
*px = _location[0];
*py = -_location[2];
*pz = _location[1];
*vx = _velocity[0];
*vy = -_velocity[2];
*vz = _velocity[1];
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_3d_min_distance
// Access: public
// Description: Set the distance that this sound begins to fall off. Also
// affects the rate it falls off.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_3d_min_distance(float dist) {
_min_dist = dist;
if (_source) {
_manager->make_current();
alGetError(); // clear errors
alSourcef(_source,AL_REFERENCE_DISTANCE,_min_dist*_manager->audio_3d_get_distance_factor());
al_audio_errcheck("alSourcefv(_source,AL_REFERENCE_DISTANCE)");
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_3d_min_distance
// Access: public
// Description: Get the distance that this sound begins to fall off
////////////////////////////////////////////////////////////////////
float OpenALAudioSound::
get_3d_min_distance() const {
return _min_dist;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_3d_max_distance
// Access: public
// Description: Set the distance that this sound stops falling off
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_3d_max_distance(float dist) {
_max_dist = dist;
if (_source) {
_manager->make_current();
alGetError(); // clear errors
alSourcef(_source,AL_MAX_DISTANCE,_max_dist*_manager->audio_3d_get_distance_factor());
al_audio_errcheck("alSourcefv(_source,AL_MAX_DISTANCE)");
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_3d_max_distance
// Access: public
// Description: Get the distance that this sound stops falling off
////////////////////////////////////////////////////////////////////
float OpenALAudioSound::
get_3d_max_distance() const {
return _max_dist;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_3d_drop_off_factor
// Access: public
// Description: Control the effect distance has on audability.
// Defaults to 1.0
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_3d_drop_off_factor(float factor) {
_drop_off_factor = factor;
if (_source) {
_manager->make_current();
alGetError(); // clear errors
alSourcef(_source,AL_ROLLOFF_FACTOR,_drop_off_factor*_manager->audio_3d_get_drop_off_factor());
al_audio_errcheck("alSourcefv(_source,AL_ROLLOFF_FACTOR)");
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_3d_drop_off_factor
// Access: public
// Description: Control the effect distance has on audability.
// Defaults to 1.0
////////////////////////////////////////////////////////////////////
float OpenALAudioSound::
get_3d_drop_off_factor() const {
return _drop_off_factor;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_active
// Access: public
// Description: Sets whether the sound is marked "active". By
// default, the active flag true for all sounds. If the
// active flag is set to false for any particular sound,
// the sound will not be heard.
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_active(bool active) {
if (_active!=active) {
_active=active;
if (_active) {
// ...activate the sound.
if (_paused && _loop_count==0) {
// ...this sound was looping when it was paused.
_paused=false;
play();
}
} else {
// ...deactivate the sound.
if (status()==PLAYING) {
if (_loop_count==0) {
// ...we're pausing a looping sound.
_paused=true;
}
stop();
}
}
}
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_active
// Access: public
// Description: Returns whether the sound has been marked "active".
////////////////////////////////////////////////////////////////////
bool OpenALAudioSound::
get_active() const {
return _active;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::set_finished_event
// Access:
// Description:
////////////////////////////////////////////////////////////////////
void OpenALAudioSound::
set_finished_event(const string& event) {
_finished_event = event;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_finished_event
// Access:
// Description:
////////////////////////////////////////////////////////////////////
const string& OpenALAudioSound::
get_finished_event() const {
return _finished_event;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::get_name
// Access: public
// Description: Get name of sound file
////////////////////////////////////////////////////////////////////
const string& OpenALAudioSound::
get_name() const {
return _basename;
}
////////////////////////////////////////////////////////////////////
// Function: OpenALAudioSound::status
// Access: public
// Description: Get status of the sound.
//
// This returns the status as of the
// last push_fresh_buffers
////////////////////////////////////////////////////////////////////
AudioSound::SoundStatus OpenALAudioSound::
status() const {
if (_source==0) {
return AudioSound::READY;
}
if ((_loops_completed >= _playing_loops)&&(_stream_queued.size()==0)) {
return AudioSound::READY;
} else {
return AudioSound::PLAYING;
}
}
#endif //]