mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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120 lines
3.6 KiB
C++
120 lines
3.6 KiB
C++
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#include "soundmanager.hpp"
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#include <openengine/sound/sndmanager.hpp>
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/* Set up the sound manager to use Audiere for input (reading sound
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files) and OpenAL for output.
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*/
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#include <mangle/sound/filters/openal_audiere.hpp>
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#define SOUND_FACTORY OpenAL_Audiere_Factory
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/*
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We could allow several options for libraries via external #defines
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if we like, controlled through CMake. The only things that need to
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change is the include and #define above, and of course the linker
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parameters.
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*/
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using namespace Mangle::Sound;
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/* Set the position on a sound based on a Ptr. TODO: We do not support
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tracking moving objects yet, once a sound is started it stays in
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the same place until it finishes.
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This obviously has to be fixed at some point for player/npc
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footstep sounds and the like. However, updating all sounds each
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frame is expensive, so there should be a special flag for sounds
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that need to track their attached object.
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*/
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static void setPos(SoundPtr snd, MWWorld::Ptr ref)
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{
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// Get sound position from the reference
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float *pos = ref.getCellRef().pos.pos;
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// Move the sound. Might need to convert coordinates, test.
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snd->setPos(pos[0], pos[1], pos[2]);
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}
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namespace MWSound
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{
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struct SoundManager::SoundImpl
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{
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OEngine::Sound::SoundManager mgr;
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SoundImpl()
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: mgr(SoundFactoryPtr(new SOUND_FACTORY))
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{}
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std::map<std::string, std::string> mSounds; // object, sound
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};
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SoundManager::SoundManager(Ogre::Root *root, Ogre::Camera *camera)
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{
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mData = new SoundImpl;
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// TODO: Set up updater and camera listener.
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}
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SoundManager::~SoundManager()
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{
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delete mData;
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}
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void SoundManager::say (MWWorld::Ptr reference, const std::string& filename,
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const std::string& text)
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{
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std::cout << "sound effect: " << reference.getRefData().getHandle() << " is speaking" << std::endl;
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}
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bool SoundManager::sayDone (MWWorld::Ptr reference) const
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{
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return false;
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}
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void SoundManager::streamMusic (const std::string& filename)
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{
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std::cout << "sound effect: playing music" << filename << std::endl;
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}
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void SoundManager::playSound (const std::string& soundId, float volume, float pitch)
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{
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std::cout
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<< "sound effect: playing sound " << soundId
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<< " at volume " << volume << ", at pitch " << pitch
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<< std::endl;
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}
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void SoundManager::playSound3D (MWWorld::Ptr reference, const std::string& soundId,
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float volume, float pitch, bool loop)
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{
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std::cout
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<< "sound effect: playing sound " << soundId
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<< " from " << reference.getRefData().getHandle()
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<< " at volume " << volume << ", at pitch " << pitch
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<< std::endl;
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mData->mSounds[reference.getRefData().getHandle()] = soundId;
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}
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void SoundManager::stopSound3D (MWWorld::Ptr reference, const std::string& soundId)
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{
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std::cout
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<< "sound effect : stop playing sound " << soundId
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<< " from " << reference.getRefData().getHandle() << std::endl;
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mData->mSounds[reference.getRefData().getHandle()] = "";
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}
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bool SoundManager::getSoundPlaying (MWWorld::Ptr reference, const std::string& soundId) const
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{
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std::map<std::string, std::string>::const_iterator iter =
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mData->mSounds.find (reference.getRefData().getHandle());
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if (iter==mData->mSounds.end())
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return false;
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return iter->second==soundId;
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}
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}
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