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339 lines
12 KiB
C++
339 lines
12 KiB
C++
// Filename: audioManager.cxx
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// Created by: skyler (June 6, 2001)
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// Prior system by: cary
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "config_audio.h"
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#include "audioManager.h"
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#include "atomicAdjust.h"
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#include "nullAudioManager.h"
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#include "windowsRegistry.h"
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#include "virtualFileSystem.h"
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#include "config_util.h"
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#include "load_dso.h"
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#ifdef WIN32
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#include <windows.h> // For GetSystemDirectory()
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#endif
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TypeHandle AudioManager::_type_handle;
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namespace {
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PT(AudioManager) create_NullAudioManger() {
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audio_debug("create_NullAudioManger()");
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return new NullAudioManager();
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}
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}
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Create_AudioManager_proc* AudioManager::_create_AudioManager
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=create_NullAudioManger;
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void AudioManager::register_AudioManager_creator(Create_AudioManager_proc* proc) {
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nassertv(_create_AudioManager==create_NullAudioManger);
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_create_AudioManager=proc;
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}
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// Factory method for getting a platform specific AudioManager:
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PT(AudioManager) AudioManager::create_AudioManager() {
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audio_debug("create_AudioManager()\n audio_library_name=\""<<audio_library_name<<"\"");
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static int lib_load;
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if (!lib_load) {
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lib_load=1;
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if (!audio_library_name.empty() && !(audio_library_name == "null")) {
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Filename dl_name = Filename::dso_filename(
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"lib"+string(audio_library_name)+".so");
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dl_name.to_os_specific();
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audio_debug(" dl_name=\""<<dl_name<<"\"");
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void* lib = load_dso(get_plugin_path().get_value(), dl_name);
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if (!lib) {
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audio_error(" LoadLibrary() failed, will use NullAudioManager");
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audio_error(" "<<load_dso_error());
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nassertr(_create_AudioManager==create_NullAudioManger, 0);
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} else {
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// ...the library will register itself with the AudioManager.
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#if defined(DWORD) && defined(WIN32) && !defined(NDEBUG) //[
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const int bufLen=256;
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char path[bufLen];
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DWORD count = GetModuleFileName((HMODULE)lib, path, bufLen);
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if (count) {
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audio_debug(" GetModuleFileName() \""<<path<<"\"");
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} else {
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audio_debug(" GetModuleFileName() failed.");
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}
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#endif //]
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}
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}
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}
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PT(AudioManager) am = (*_create_AudioManager)();
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if (!am->is_valid()) {
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am = create_NullAudioManger();
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}
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return am;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::Destructor
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// Access: Published, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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AudioManager::
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~AudioManager() {
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if (_null_sound != (AudioSound *)NULL) {
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unref_delete(_null_sound);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::Constructor
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// Access: Protected
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// Description:
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////////////////////////////////////////////////////////////////////
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AudioManager::
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AudioManager() {
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_null_sound = NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::shutdown
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// Access: Published, Virtual
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// Description: Call this at exit time to shut down the audio system.
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// This will invalidate all currently-active
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// AudioManagers and AudioSounds in the system. If you
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// change your mind and want to play sounds again, you
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// will have to recreate all of these objects.
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////////////////////////////////////////////////////////////////////
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void AudioManager::
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shutdown() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::get_null_sound
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// Access: Public
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// Description: Returns a special NullAudioSound object that has all
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// the interface of a normal sound object, but plays no
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// sound. This same object may also be returned by
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// get_sound() if it fails.
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////////////////////////////////////////////////////////////////////
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PT(AudioSound) AudioManager::
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get_null_sound() {
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if (_null_sound == (AudioSound *)NULL) {
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AudioSound *new_sound = new NullAudioSound;
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new_sound->ref();
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void *result = AtomicAdjust::compare_and_exchange_ptr((void * TVOLATILE &)_null_sound, (void *)NULL, (void *)new_sound);
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if (result != NULL) {
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// Someone else must have assigned the AudioSound first. OK.
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nassertr(_null_sound != new_sound, NULL);
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unref_delete(new_sound);
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}
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nassertr(_null_sound != NULL, NULL);
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}
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return _null_sound;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::getSpeakerSetup()
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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int AudioManager::
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getSpeakerSetup() {
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// intentionally blank
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return 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::setSpeakerSetup()
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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void AudioManager::
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setSpeakerSetup(SpeakerModeCategory cat) {
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// intentionally blank
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::configure_filters
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// Access: Published
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// Description: Configures the global DSP filter chain.
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//
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// There is no guarantee that any given configuration
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// will be supported by the implementation. The only
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// way to find out what's supported is to call
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// configure_filters. If it returns true, the
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// configuration is supported.
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////////////////////////////////////////////////////////////////////
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bool AudioManager::
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configure_filters(FilterProperties *config) {
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const FilterProperties::ConfigVector &conf = config->get_config();
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if (conf.empty()) {
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return true;
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} else {
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return false;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::update()
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// Access: Published, Virtual
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// Description: Must be called every frame. Failure to call this
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// every frame could cause problems for some audio
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// managers.
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////////////////////////////////////////////////////////////////////
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void AudioManager::
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update() {
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// Intentionally blank.
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::audio_3d_set_listener_attributes
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void AudioManager::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) {
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// intentionally blank.
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::audio_3d_get_listener_attributes
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void AudioManager::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) {
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// intentionally blank.
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::audio_3d_set_distance_factor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void AudioManager::audio_3d_set_distance_factor(float factor) {
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// intentionally blank.
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::audio_3d_get_distance_factor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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float AudioManager::audio_3d_get_distance_factor() const {
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// intentionally blank.
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return 0.0f;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::audio_3d_set_doppler_factor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void AudioManager::audio_3d_set_doppler_factor(float factor) {
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// intentionally blank.
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::audio_3d_get_doppler_factor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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float AudioManager::audio_3d_get_doppler_factor() const {
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// intentionally blank.
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return 0.0f;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::audio_3d_set_drop_off_factor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void AudioManager::audio_3d_set_drop_off_factor(float factor) {
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// intentionally blank.
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::audio_3d_get_drop_off_factor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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float AudioManager::audio_3d_get_drop_off_factor() const {
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// intentionally blank.
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return 0.0f;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::get_dls_pathname
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// Access: Published, Static
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// Description: Returns the full pathname to the DLS file, as
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// specified by the Config.prc file, or the default for
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// the current OS if appropriate. Returns empty string
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// if the DLS file is unavailable.
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////////////////////////////////////////////////////////////////////
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Filename AudioManager::
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get_dls_pathname() {
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Filename dls_filename = audio_dls_file;
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if (!dls_filename.empty()) {
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VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
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vfs->resolve_filename(dls_filename, get_model_path());
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return dls_filename;
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}
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#ifdef WIN32
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Filename pathname;
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// Get the registry key from DirectMusic
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string os_filename = WindowsRegistry::get_string_value("SOFTWARE\\Microsoft\\DirectMusic", "GMFilePath", "");
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if (!os_filename.empty()) {
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pathname = Filename::from_os_specific(os_filename);
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} else {
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char sysdir[MAX_PATH+1];
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GetSystemDirectory(sysdir,MAX_PATH+1);
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pathname = Filename(Filename::from_os_specific(sysdir), Filename("drivers/gm.dls"));
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}
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pathname.make_true_case();
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return pathname;
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#elif defined(IS_OSX)
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// This appears to be the standard place for this file on OSX 10.4.
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return Filename("/System/Library/Components/CoreAudio.component/Contents/Resources/gs_instruments.dls");
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#else
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return Filename();
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::output
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// Access: Published, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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void AudioManager::
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output(ostream &out) const {
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out << get_type();
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioManager::write
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// Access: Published, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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void AudioManager::
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write(ostream &out) const {
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out << (*this) << "\n";
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}
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