Compiled and linked in sound system (not yet functional)

pull/7/head
Nicolay Korslund 14 years ago
parent 8d85211fa1
commit 34572f0b19

@ -90,7 +90,15 @@ set(OENGINE_GUI
${LIBDIR}/openengine/gui/events.cpp
${LIBDIR}/openengine/gui/manager.cpp
)
set(OENGINE_ALL ${OENGINE_OGRE} ${OENGINE_GUI})
set(OENGINE_SOUND
# Mangle and OEngine sound files are sort of intertwined, so put
# them together here
${LIBDIR}/openengine/sound/sndmanager.cpp
${LIBDIR}/mangle/sound/sources/audiere_source.cpp
${LIBDIR}/mangle/sound/outputs/openal_out.cpp
${LIBDIR}/mangle/stream/clients/audiere_file.cpp
)
set(OENGINE_ALL ${OENGINE_OGRE} ${OENGINE_GUI} ${OENGINE_SOUND})
source_group(libs\\openengine FILES ${OENGINE_ALL})
set(OPENMW_LIBS ${MANGLE_ALL} ${OENGINE_ALL})
@ -110,6 +118,8 @@ find_package(OGRE REQUIRED)
find_package(Boost REQUIRED COMPONENTS system filesystem program_options thread)
find_package(OIS REQUIRED)
find_package(Iconv REQUIRED)
find_package(OpenAL REQUIRED)
find_package(Audiere REQUIRED)
include_directories("."
${OGRE_INCLUDE_DIR} ${OGRE_INCLUDE_DIR}/Ogre
${OIS_INCLUDE_DIR} ${Boost_INCLUDE_DIR}

@ -183,6 +183,8 @@ target_link_libraries(openmw
${OGRE_LIBRARIES}
${OIS_LIBRARIES}
${Boost_LIBRARIES}
${OPENAL_LIBRARY}
${AUDIERE_LIBRARY}
${ICONV_LIBRARIES}
caelum
MyGUIEngine

@ -233,7 +233,8 @@ void OMW::Engine::go()
mExtensions, mNewGame);
// Create sound system
mEnvironment.mSoundManager = new MWSound::SoundManager;
mEnvironment.mSoundManager = new MWSound::SoundManager(mOgre.getRoot(),
mOgre.getCamera());
// Create script system
mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full,

@ -1,12 +1,67 @@
#include "soundmanager.hpp"
#include <iostream> // TODO remove this line, once the real code is in place.
#include <components/interpreter/context.hpp>
#include <openengine/sound/sndmanager.hpp>
/* Set up the sound manager to use Audiere for input (reading sound
files) and OpenAL for output.
*/
#include <mangle/sound/filters/openal_audiere.hpp>
#define SOUND_FACTORY OpenAL_Audiere_Factory
/*
We could allow several options for libraries via external #defines
if we like, controlled through CMake. The only things that need to
change is the include and #define above, and of course the linker
parameters.
*/
using namespace Mangle::Sound;
/* Set the position on a sound based on a Ptr. TODO: We do not support
tracking moving objects yet, once a sound is started it stays in
the same place until it finishes.
This obviously has to be fixed at some point for player/npc
footstep sounds and the like. However, updating all sounds each
frame is expensive, so there should be a special flag for sounds
that need to track their attached object.
*/
static void setPos(SoundPtr snd, MWWorld::Ptr ref)
{
// Get sound position from the reference
float *pos = ref.getCellRef().pos.pos;
// Move the sound. Might need to convert coordinates, test.
snd->setPos(pos[0], pos[1], pos[2]);
}
namespace MWSound
{
struct SoundManager::SoundImpl
{
OEngine::Sound::SoundManager mgr;
SoundImpl()
: mgr(SoundFactoryPtr(new SOUND_FACTORY))
{}
std::map<std::string, std::string> mSounds; // object, sound
};
SoundManager::SoundManager(Ogre::Root *root, Ogre::Camera *camera)
{
mData = new SoundImpl;
// TODO: Set up updater and camera listener.
}
SoundManager::~SoundManager()
{
delete mData;
}
void SoundManager::say (MWWorld::Ptr reference, const std::string& filename,
const std::string& text, Interpreter::Context& context)
{
@ -43,7 +98,7 @@ namespace MWSound
<< " at volume " << volume << ", at pitch " << pitch
<< std::endl;
mSounds[reference.getRefData().getHandle()] = soundId;
mData->mSounds[reference.getRefData().getHandle()] = soundId;
}
void SoundManager::stopSound3D (MWWorld::Ptr reference, const std::string& soundId,
@ -53,16 +108,16 @@ namespace MWSound
<< "sound effect : stop playing sound " << soundId
<< " from " << reference.getRefData().getHandle() << std::endl;
mSounds[reference.getRefData().getHandle()] = "";
mData->mSounds[reference.getRefData().getHandle()] = "";
}
bool SoundManager::getSoundPlaying (MWWorld::Ptr reference, const std::string& soundId,
Interpreter::Context& context) const
{
std::map<std::string, std::string>::const_iterator iter =
mSounds.find (reference.getRefData().getHandle());
mData->mSounds.find (reference.getRefData().getHandle());
if (iter==mSounds.end())
if (iter==mData->mSounds.end())
return false;
return iter->second==soundId;

@ -11,26 +11,28 @@ namespace Interpreter
class Context;
}
namespace Ogre
{
class Root;
class Camera;
}
namespace MWSound
{
// Note to the sound implementor (can be removed once the implementation is complete):
//
// - the dummy implementation allows only one sound effect per object at a time. I am
// not sure, if that is what Morrowind does. Beyond the dummy code in this class the script
// system does not make any assumption about the number of sound effects.
//
// - all text-output (error messages and such) must be directed through the
// context.messageBox interface.
//
// - the -> script syntax is not implemented yet ( script instructions of the type
// npc_x -> say "file", "text"
// aren't working)
// Note: the -> script syntax is not implemented yet ( script
// instructions of the type npc_x -> say "file", "text" aren't
// working)
class SoundManager
{
std::map<std::string, std::string> mSounds; // object, sound (for testing only)
// Hide implementation details - engine.cpp is compiling
// enough as it is.
struct SoundImpl;
SoundImpl *mData;
public:
SoundManager(Ogre::Root*, Ogre::Camera*);
~SoundManager();
void say (MWWorld::Ptr reference, const std::string& filename,
const std::string& text, Interpreter::Context& context);

@ -0,0 +1,57 @@
# Locate Audiere
# This module defines
# AUDIERE_LIBRARY
# AUDIERE_FOUND, if false, do not try to link to Audiere
# AUDIERE_INCLUDE_DIR, where to find the headers
#
# Created by Nicolay Korslund for OpenMW (http://openmw.com)
#
# More or less a direct ripoff of FindOpenAL.cmake by Eric Wing.
#=============================================================================
# Copyright 2005-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distributed this file outside of CMake, substitute the full
# License text for the above reference.)
FIND_PATH(AUDIERE_INCLUDE_DIR audiere.h
HINTS
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
FIND_LIBRARY(AUDIERE_LIBRARY
NAMES audiere
HINTS
PATH_SUFFIXES lib64 lib libs64 libs libs/Win32 libs/Win64
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw
/opt/local
/opt/csw
/opt
)
SET(AUDIERE_FOUND "NO")
IF(AUDIERE_LIBRARY AND AUDIERE_INCLUDE_DIR)
SET(AUDIERE_FOUND "YES")
ENDIF(AUDIERE_LIBRARY AND AUDIERE_INCLUDE_DIR)

@ -1 +1 @@
Subproject commit c7b179d6546688208528c8eef681d42b7c1ec7be
Subproject commit fb2d077ca9935374dd46576e643d111feb325c90

@ -1 +1 @@
Subproject commit c04d72cbe380217c2d1d60f8a2c6e4810fe4c050
Subproject commit b9d4dc448bc3be908653f9dea3c3450fb85ed107
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