panda3d/panda/src/audio/audioManager.cxx
2008-11-04 18:25:21 +00:00

339 lines
12 KiB
C++

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