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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "HeadSpin.h"
#include "al.h"
#include "alc.h"
#include "efx.h"
#include <MMREG.H>
#ifdef EAX_SDK_AVAILABLE
#include <eax.h>
#endif
#include "hsTimer.h"
#include "hsGeometry3.h"
#include "plgDispatch.h"
#include "plProfile.h"
#include "../plStatusLog/plStatusLog.h"
#include "plSound.h"
#include "plAudioCaps.h"
#include "plAudioSystem.h"
#include "plDSoundBuffer.h"
#include "plEAXEffects.h"
#include "plEAXListenerMod.h"
#include "plVoiceChat.h"
#include "../pnMessage/plAudioSysMsg.h"
#include "../plMessage/plRenderMsg.h"
#include "../pnMessage/plRefMsg.h"
#include "../plMessage/plAgeLoadedMsg.h"
#include "../pnMessage/plTimeMsg.h"
#include "../pnKeyedObject/plFixedKey.h"
#include "../pnKeyedObject/plKey.h"
#define SAFE_RELEASE(p) if(p){ p->Release(); p = nil; }
#define FADE_TIME 3
#define MAX_NUM_SOURCES 128
#define UPDATE_TIME_MS 100
plProfile_CreateTimer("EAX Update", "Sound", SoundEAXUpdate);
plProfile_CreateTimer("Soft Update", "Sound", SoundSoftUpdate);
plProfile_CreateCounter("Max Sounds", "Sound", SoundMaxNum);
plProfile_CreateTimer("AudioUpdate", "RenderSetup", AudioUpdate);
typedef std::vector<DeviceDescriptor>::iterator DeviceIter;
//// Internal plSoftSoundNode Class Definition ///////////////////////////////
class plSoftSoundNode
{
public:
const plKey fSoundKey;
hsScalar fRank;
plSoftSoundNode *fNext;
plSoftSoundNode **fPrev;
plSoftSoundNode *fSortNext;
plSoftSoundNode **fSortPrev;
plSoftSoundNode( const plKey s ) : fSoundKey( s ) { fNext = nil; fPrev = nil; }
~plSoftSoundNode() { Unlink(); }
void Link( plSoftSoundNode **prev )
{
fNext = *prev;
fPrev = prev;
if( fNext != nil )
fNext->fPrev = &fNext;
*prev = this;
}
void Unlink( void )
{
if( fPrev != nil )
{
*fPrev = fNext;
if( fNext )
fNext->fPrev = fPrev;
fPrev = nil;
fNext = nil;
}
}
void SortedLink( plSoftSoundNode **prev, hsScalar rank )
{
fRank = rank;
fSortNext = *prev;
fSortPrev = prev;
if( fSortNext != nil )
fSortNext->fSortPrev = &fSortNext;
*prev = this;
}
// Larger values are first in the list
void AddToSortedLink( plSoftSoundNode *toAdd, hsScalar rank )
{
if( fRank > rank )
{
if( fSortNext != nil )
fSortNext->AddToSortedLink( toAdd, rank );
else
{
toAdd->SortedLink( &fSortNext, rank );
}
}
else
{
// Cute trick here...
toAdd->SortedLink( fSortPrev, rank );
}
}
void BootSourceOff( void )
{
plSound *sound = plSound::ConvertNoRef( fSoundKey->ObjectIsLoaded() );
if( sound != nil )
{
sound->ForceUnregisterFromAudioSys();
}
}
};
// plAudioSystem //////////////////////////////////////////////////////////////////////////
Int32 plAudioSystem::fMaxNumSounds = 16;
Int32 plAudioSystem::fNumSoundsSlop = 8;
plAudioSystem::plAudioSystem() :
fStartTime(0),
fListenerInit(false),
fSoftRegionSounds(nil),
fActiveSofts(nil),
fCurrDebugSound(nil),
fDebugActiveSoundDisplay(nil),
fUsingEAX(false),
fRestartOnDestruct(false),
fWaitingForShutdown(false),
fActive(false),
fDisplayNumBuffers(false),
fStartFade(0),
fFadeLength(FADE_TIME),
fCaptureDevice(nil),
fLastUpdateTimeMs(0)
{
fCurrListenerPos.Set( -1.e30, -1.e30, -1.e30 );
//fCommittedListenerPos.Set( -1.e30, -1.e30, -1.e30 );
fLastPos.Set(100, 100, 100);
}
plAudioSystem::~plAudioSystem()
{
}
void plAudioSystem::IEnumerateDevices()
{
fDeviceList.clear();
plStatusLog::AddLineS("audio.log", "--Audio Devices --" );
char *devices = (char *)alcGetString(nil, ALC_DEVICE_SPECIFIER);
int major, minor;
while(*devices != nil)
{
ALCdevice *device = alcOpenDevice(devices);
if (device)
{
ALCcontext *context = alcCreateContext(device, NULL);
if (context)
{
alcMakeContextCurrent(context);
// if new actual device name isn't already in the list, then add it...
bool bNewName = true;
for (DeviceIter i = fDeviceList.begin(); i != fDeviceList.end(); i++)
{
if (strcmp((*i).GetDeviceName(), devices) == 0)
{
bNewName = false;
}
}
if ((bNewName))
{
alcGetIntegerv(device, ALC_MAJOR_VERSION, sizeof(int), &major);
alcGetIntegerv(device, ALC_MINOR_VERSION, sizeof(int), &minor);
plStatusLog::AddLineS("audio.log", "%s OpenAL ver: %d.%d", devices, major, minor );
// filter out any devices that aren't openal 1.1 compliant
if(major > 1 || (major == 1 && minor >= 1))
{
hsBool supportsEAX = false;
#ifdef EAX_SDK_AVAILABLE
if(alIsExtensionPresent((ALchar *)"EAX4.0") || alIsExtensionPresent((ALchar *) "EAX4.0Emulated"))
{
supportsEAX = true;
}
#endif
DeviceDescriptor desc(devices, supportsEAX);
fDeviceList.push_back(desc);
}
}
alcMakeContextCurrent(nil);
alcDestroyContext(context);
}
alcCloseDevice(device);
}
devices += strlen(devices) + 1;
}
DeviceDescriptor temp("", 0);
// attempt to order devices
for(unsigned i = 0; i < fDeviceList.size(); ++i)
{
if(strstr(fDeviceList[i].GetDeviceName(), "Software"))
{
temp = fDeviceList[i];
fDeviceList[i] = fDeviceList[0];
fDeviceList[0] = temp;
}
if(strstr(fDeviceList[i].GetDeviceName(), "Hardware"))
{
temp = fDeviceList[i];
fDeviceList[i] = fDeviceList[1];
fDeviceList[1] = temp;
}
}
}
//// Init ////////////////////////////////////////////////////////////////////
hsBool plAudioSystem::Init( hsWindowHndl hWnd )
{
plgAudioSys::fRestarting = false;
static hsBool firstTimeInit = true;
plStatusLog::AddLineS( "audio.log", plStatusLog::kBlue, "ASYS: -- Init --" );
fMaxNumSources = 0;
plStatusLog::AddLineS( "audio.log", plStatusLog::kGreen, "ASYS: Detecting caps..." );
plSoundBuffer::Init();
// Set the maximum number of sounds based on priority cutoff slider
SetMaxNumberOfActiveSounds();
const char *deviceName = plgAudioSys::fDeviceName.c_str();
hsBool useDefaultDevice = true;
if(firstTimeInit)
{
IEnumerateDevices();
firstTimeInit = false;
}
if(!fDeviceList.size())
{
plStatusLog::AddLineS( "audio.log", plStatusLog::kRed, "ASYS: ERROR Unable to query any devices, is openal installed?" );
return false;
}
// shouldn't ever happen, but just in case
if(!deviceName)
plgAudioSys::SetDeviceName(DEFAULT_AUDIO_DEVICE_NAME);
for(DeviceIter i = fDeviceList.begin(); i != fDeviceList.end(); i++)
{
if(!strcmp((*i).GetDeviceName(), deviceName))
{
useDefaultDevice = false;
break;
}
}
if(useDefaultDevice)
{
// if no device has been specified we will use the "Generic Software" device by default. If "Generic Software" is unavailable(which can happen) we select the first available device
// We want to use software by default since some audio cards have major problems with hardware + eax.
const char *defaultDev = fDeviceList.front().GetDeviceName();
for(DeviceIter i = fDeviceList.begin(); i != fDeviceList.end(); i++)
{
if(!strcmp(DEFAULT_AUDIO_DEVICE_NAME, (*i).GetDeviceName()))
{
defaultDev = DEFAULT_AUDIO_DEVICE_NAME;
break;
}
}
plgAudioSys::SetDeviceName(defaultDev, false);
fDevice = alcOpenDevice(defaultDev);
plStatusLog::AddLineS( "audio.log", plStatusLog::kRed, "ASYS: %s device selected", defaultDev );
deviceName = defaultDev;
}
else
{
plgAudioSys::SetDeviceName(deviceName, false);
fDevice = alcOpenDevice(deviceName);
plStatusLog::AddLineS( "audio.log", plStatusLog::kRed, "ASYS: %s device selected", deviceName );
}
if(!fDevice)
{
plStatusLog::AddLineS( "audio.log", plStatusLog::kRed, "ASYS: ERROR initializing OpenAL" );
return false;
}
fContext = alcCreateContext(fDevice, 0);
alcMakeContextCurrent(fContext);
ALenum error;
if(alGetError() != AL_NO_ERROR)
{
plStatusLog::AddLineS( "audio.log", plStatusLog::kRed, "ASYS: ERROR alcMakeContextCurrent failed" );
return false;
}
plStatusLog::AddLineS("audio.log", "OpenAL vendor: %s", alGetString(AL_VENDOR));
plStatusLog::AddLineS("audio.log", "OpenAL version: %s", alGetString(AL_VERSION));
plStatusLog::AddLineS("audio.log", "OpenAL renderer: %s", alGetString(AL_RENDERER));
plStatusLog::AddLineS("audio.log", "OpenAL extensions: %s", alGetString(AL_EXTENSIONS));
plAudioCaps caps = plAudioCapsDetector::Detect();
if(strcmp(deviceName, DEFAULT_AUDIO_DEVICE_NAME))
{
// we are using a hardware device, set priority based on number of hardware voices
unsigned int numVoices = caps.GetMaxNumVoices();
if(numVoices < 16)
plgAudioSys::SetPriorityCutoff(3);
SetMaxNumberOfActiveSounds();
}
// setup capture device
ALCsizei bufferSize = FREQUENCY * 2 * BUFFER_LEN_SECONDS; // times 2 for 16-bit format
//const char *dev = alcGetString(fDevice, ALC_CAPTURE_DEFAULT_DEVICE_SPECIFIER);
fCaptureDevice = alcCaptureOpenDevice(nil, FREQUENCY, AL_FORMAT_MONO16, bufferSize);
fMaxNumSources = caps.GetMaxNumVoices();
// attempt to init the EAX listener.
if( plgAudioSys::fEnableEAX )
{
fUsingEAX = plEAXListener::GetInstance().Init();
if( fUsingEAX )
{
plStatusLog::AddLineS( "audio.log", plStatusLog::kGreen, "ASYS: EAX support detected and enabled." );
}
else
{
plStatusLog::AddLineS( "audio.log", plStatusLog::kRed, "ASYS: EAX support NOT detected. EAX effects disabled." );
}
}
else
fUsingEAX = false;
plProfile_Set(SoundMaxNum, fMaxNumSounds);
alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
error = alGetError();
fWaitingForShutdown = false;
plgDispatch::Dispatch()->RegisterForExactType( plAgeLoadedMsg::Index(), GetKey() );
return true;
}
//// Shutdown ////////////////////////////////////////////////////////////////
void plAudioSystem::Shutdown()
{
plStatusLog::AddLineS( "audio.log", plStatusLog::kBlue, "ASYS: -- Shutdown --" );
plSoundBuffer::Shutdown();
// Delete our active sounds list
delete fDebugActiveSoundDisplay;
fDebugActiveSoundDisplay = nil;
// Unregister soft sounds
while( fSoftRegionSounds != nil )
{
fSoftRegionSounds->BootSourceOff();
delete fSoftRegionSounds;
}
while( fActiveSofts != nil )
{
fActiveSofts->BootSourceOff();
delete fActiveSofts;
}
while( fEAXRegions.GetCount() > 0 )
{
if( fEAXRegions[ 0 ] != nil && fEAXRegions[ 0 ]->GetKey() != nil )
{
GetKey()->Release( fEAXRegions[ 0 ]->GetKey() );
}
fEAXRegions.Remove( 0 );
}
plEAXListener::GetInstance().ClearProcessCache();
plSound::SetCurrDebugPlate( nil );
fCurrDebugSound = nil;
// Reset this, just in case
fPendingRegisters.Reset();
//fListenerInit = false;
if( fUsingEAX )
{
plEAXListener::GetInstance().Shutdown();
}
alcCaptureStop(fCaptureDevice);
alcCaptureCloseDevice(fCaptureDevice);
fCaptureDevice = nil;
alcMakeContextCurrent(nil);
alcDestroyContext(fContext);
alcCloseDevice(fDevice);
fContext = nil;
fDevice = nil;
fStartTime = 0;
fUsingEAX = false;
fCurrListenerPos.Set( -1.e30, -1.e30, -1.e30 );
//fCommittedListenerPos.Set( -1.e30, -1.e30, -1.e30 );
if( fRestartOnDestruct )
{
fRestartOnDestruct = false;
plgAudioSys::Activate( true );
}
plgDispatch::Dispatch()->UnRegisterForExactType(plAgeLoadedMsg::Index(), GetKey() );
fWaitingForShutdown = false;
}
int plAudioSystem::GetNumAudioDevices()
{
return fDeviceList.size();
}
const char *plAudioSystem::GetAudioDeviceName(int index)
{
if(index < 0 || index >= fDeviceList.size())
{
hsAssert(false, "Invalid index passed to GetAudioDeviceName");
return nil;
}
return fDeviceList[index].GetDeviceName();
}
hsBool plAudioSystem::SupportsEAX(const char *deviceName)
{
for(DeviceIter i = fDeviceList.begin(); i != fDeviceList.end(); i++)
{
if(!strcmp((*i).GetDeviceName(), deviceName))
{
return (*i).SupportsEAX();
}
}
return false;
}
void plAudioSystem::SetDistanceModel(int i)
{
switch(i)
{
case 0: alDistanceModel(AL_NONE); break;
case 1: alDistanceModel(AL_INVERSE_DISTANCE ); break;
case 2: alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED); break;
case 3: alDistanceModel(AL_LINEAR_DISTANCE ); break;
case 4: alDistanceModel(AL_LINEAR_DISTANCE_CLAMPED ); break;
case 5: alDistanceModel(AL_EXPONENT_DISTANCE ); break;
case 6: alDistanceModel(AL_EXPONENT_DISTANCE_CLAMPED); break;
}
}
// Set the number of active sounds the audio system is allowed to play, based on the priority cutoff
void plAudioSystem::SetMaxNumberOfActiveSounds()
{
UInt16 priorityCutoff = plgAudioSys::GetPriorityCutoff();
int maxNumSounds = 24;
// Keep this to a reasonable amount based on the users hardware, since we want the sounds to be played in hardware
if(maxNumSounds > fMaxNumSources && fMaxNumSources != 0 )
maxNumSounds = fMaxNumSources / 2;
// Allow a certain number of sounds based on a user specified setting.
// Above that limit, we want 1/2 more sounds (8 for the max of 16) for a slop buffer,
// if they fit, so that sounds that shouldn't be playing can still play in case they suddenly pop
// back into priority range (so we don't incur performance hits when sounds hover on
// the edge of being high enough priority to play)
fMaxNumSounds = maxNumSounds;
fNumSoundsSlop = fMaxNumSounds / 2;
plStatusLog::AddLineS( "audio.log", "Max Number of Sounds Set to: %d", fMaxNumSounds);
}
void plAudioSystem::SetListenerPos(const hsPoint3 pos)
{
fCurrListenerPos = pos;
alListener3f(AL_POSITION, pos.fX, pos.fZ, -pos.fY); // negate z coord, since openal uses opposite handedness
}
void plAudioSystem::SetListenerVelocity(const hsVector3 vel)
{
alListener3f(AL_VELOCITY, 0, 0, 0); // no doppler shift
}
void plAudioSystem::SetListenerOrientation(const hsVector3 view, const hsVector3 up)
{
ALfloat orientation[] = { view.fX, view.fZ, -view.fY, up.fX, up.fZ, -up.fY };
alListenerfv(AL_ORIENTATION, orientation);
}
void plAudioSystem::SetActive( hsBool b )
{
fActive = b;
if( fActive )
{
// Clear to send activate message (if listener not inited yet, delay until then)
plgDispatch::MsgSend( TRACKED_NEW plAudioSysMsg( plAudioSysMsg::kActivate ) );
}
}
//// IRegisterSoftSound //////////////////////////////////////////////////////
// Note: each sound might kick another off the top-n-ranked-sounds list, so
// we call IUpdateSoftSounds() each time one is added. Ugly as sin, but at
// least all the calc code is in one place. Possible optimization in the
// future: when calling IUpdate(), any sounds that are already active don't
// need to be recalced, just resorted.
void plAudioSystem::RegisterSoftSound( const plKey soundKey )
{
plSoftSoundNode *node = TRACKED_NEW plSoftSoundNode( soundKey );
node->Link( &fSoftRegionSounds );
fCurrDebugSound = nil;
plSound::SetCurrDebugPlate( nil );
}
//// IUnregisterSoftSound ////////////////////////////////////////////////////
void plAudioSystem::UnregisterSoftSound( const plKey soundKey )
{
plSoftSoundNode *node;
for( node = fActiveSofts; node != nil; node = node->fNext )
{
if( node->fSoundKey == soundKey )
{
delete node;
return;
}
}
for( node = fSoftRegionSounds; node != nil; node = node->fNext )
{
if( node->fSoundKey == soundKey )
{
delete node;
return;
}
}
// We might have unregistered it ourselves on destruction, so don't bother
fCurrDebugSound = nil;
plSound::SetCurrDebugPlate( nil );
}
//// IUpdateSoftSounds ///////////////////////////////////////////////////////
// OK, so the listener moved. Since our sound soft volumes are all based on
// the listener's position, we have to update all sounds with soft volumes
// now. This involves some steps:
// - Determining what volumes the listener has moved out of
// - Determining what volumes the listener has changed position in
// - Determining what volumes the listener has entered
// - Updating the levels of all sounds associated with all of the above
// volumes
// The first two tests are easy, since we'll have kept track of what volumes
// the listener was in last time. The last part is the tricky one and the
// one that will kill us in performance if we're not careful. However, we
// can first check the bounding box of the sounds in question, since outside
// of them the soft volume won't have any effect. The last part is simply a
// matter of querying the sound volumes based on the listener's position and
// setting the soft volume attenuation on the sound to that level.
//
// Note: for each sound that is still in range, we call CalcSoftVolume() and
// use the resulting value to rank each sound. Then, we take the top n sounds
// and disable the rest. We *could* rank by distance to listener, which would
// be far faster; however, we could have a sound (or background music) that
// is technically closest to the listener but completely faded by a soft volume,
// thus needlessly cutting off another sound that might be more important.
// This way is slower, but better quality.
// Also note: to differentiate between two sounds in the same soft volume at
// full strength, we divide the soft volume ranks by the distSquared, thus
// giving us a reasonable approximation at a good rank...<sigh>
void plAudioSystem::IUpdateSoftSounds( const hsPoint3 &newPosition )
{
plSoftSoundNode *node, *myNode;
hsScalar distSquared, rank;
plSoftSoundNode *sortedList = nil;
Int32 i;
plProfile_BeginTiming(SoundSoftUpdate);
// Check the sounds the listener is already inside of. If we moved out, stop sound, else
// just change attenuation
for( node = fActiveSofts; node != nil; )
{
plSound *sound = plSound::ConvertNoRef( node->fSoundKey->ObjectIsLoaded() );
bool notActive = false;
if(sound)
sound->Update();
// Quick checks for not-active
if( sound == nil )
notActive = true;
else if( !sound->IsWithinRange( newPosition, &distSquared ) )
notActive = true;
else if(sound->GetPriority() > plgAudioSys::GetPriorityCutoff())
notActive = true;
if(plgAudioSys::fMutedStateChange)
{
sound->SetMuted(plgAudioSys::fMuted);
}
if( !notActive )
{
/// Our initial guess is that it's enabled...
sound->CalcSoftVolume( true, distSquared );
rank = sound->GetVolumeRank();
if( rank <= 0.f )
notActive = true;
else
{
/// Queue up in our sorted list...
if( sortedList == nil )
node->SortedLink( &sortedList, (10.0f - sound->GetPriority()) * rank );
else
sortedList->AddToSortedLink( node, (10.0f - sound->GetPriority()) * rank );
/// Still in radius, so consider it still "active".
node = node->fNext;
}
}
if( notActive )
{
/// Moved out of range of the sound--stop the sound entirely and move it to our
/// yeah-they're-registered-but-not-active list
myNode = node;
node = node->fNext;
myNode->Unlink();
myNode->Link( &fSoftRegionSounds );
/// We know this sound won't be enabled, so skip the Calc() call
if( sound != nil )
sound->UpdateSoftVolume( false );
}
}
// Now check remaining sounds to see if the listener moved into them
for( node = fSoftRegionSounds; node != nil; )
{
if( !fListenerInit )
{
node = node->fNext;
continue;
}
plSound *sound = plSound::ConvertNoRef( node->fSoundKey->ObjectIsLoaded() );
if( !sound || sound->GetPriority() > plgAudioSys::GetPriorityCutoff() )
{
node = node->fNext;
continue;
}
sound->Update();
if(plgAudioSys::fMutedStateChange)
{
sound->SetMuted(plgAudioSys::fMuted);
}
if( sound->IsWithinRange( newPosition, &distSquared ) )
{
/// Our initial guess is that it's enabled...
sound->CalcSoftVolume( true, distSquared );
rank = sound->GetVolumeRank();
if( rank > 0.f )
{
/// We just moved into its range, so move it to our active list and start the sucker
myNode = node;
node = node->fNext;
myNode->Unlink();
myNode->Link( &fActiveSofts );
/// Queue up in our sorted list...
if( sortedList == nil )
myNode->SortedLink( &sortedList, (10.0f - sound->GetPriority()) * rank );
else
sortedList->AddToSortedLink( myNode, (10.0f - sound->GetPriority()) * rank );
}
else
{
/// Do NOT notify sound, since we were outside of its range and still are
// (but if we're playing, we shouldn't be, so better update)
if( sound->IsPlaying() )
sound->UpdateSoftVolume( false );
node = node->fNext;
}
}
else
{
/// Do NOT notify sound, since we were outside of its range and still are
node = node->fNext;
sound->Disable(); // ensure that dist attenuation is set to zero so we don't accidentally play
}
}
plgAudioSys::fMutedStateChange = false;
/// Go through sorted list, enabling only the first n sounds and disabling the rest
// DEBUG: Create a screen-only statusLog to display which sounds are what
if( fDebugActiveSoundDisplay == nil )
fDebugActiveSoundDisplay = plStatusLogMgr::GetInstance().CreateStatusLog( 32, "Active Sounds", plStatusLog::kDontWriteFile | plStatusLog::kDeleteForMe | plStatusLog::kFilledBackground );
fDebugActiveSoundDisplay->Clear();
if(fDisplayNumBuffers)
fDebugActiveSoundDisplay->AddLineF(0xffffffff, "Num Buffers: %d", plDSoundBuffer::GetNumBuffers() );
fDebugActiveSoundDisplay->AddLine("Not streamed", plStatusLog::kGreen);
fDebugActiveSoundDisplay->AddLine("Disk streamed", plStatusLog::kYellow);
fDebugActiveSoundDisplay->AddLine("RAM streamed", plStatusLog::kWhite);
fDebugActiveSoundDisplay->AddLine("Ogg streamed", plStatusLog::kRed);
fDebugActiveSoundDisplay->AddLine("Incidentals", 0xff00ffff);
fDebugActiveSoundDisplay->AddLine("--------------------");
for( i = 0; sortedList != nil && i < fMaxNumSounds; sortedList = sortedList->fSortNext )
{
plSound *sound = plSound::ConvertNoRef( sortedList->fSoundKey->GetObjectPtr() );
if(!sound) continue;
/// Notify sound that it really is still enabled
sound->UpdateSoftVolume( true );
UInt32 color = plStatusLog::kGreen;
switch (sound->GetStreamType())
{
case plSound::kStreamFromDisk: color = plStatusLog::kYellow; break;
case plSound::kStreamFromRAM: color = plStatusLog::kWhite; break;
case plSound::kStreamCompressed: color = plStatusLog::kRed; break;
}
if(sound->GetType() == plgAudioSys::kVoice) color = 0xffff8800;
if(sound->IsPropertySet(plSound::kPropIncidental)) color = 0xff00ffff;
if( fUsingEAX && sound->GetEAXSettings().IsEnabled() )
{
fDebugActiveSoundDisplay->AddLineF(
color,
"%d %1.2f %1.2f (%d occ) %s",
sound->GetPriority(),
sortedList->fRank,
sound->GetVolume() ? sound->GetVolumeRank() / sound->GetVolume() : 0,
sound->GetEAXSettings().GetCurrSofts().GetOcclusion(),
sound->GetKeyName()
);
}
else
{
fDebugActiveSoundDisplay->AddLineF(
color,
"%d %1.2f %1.2f %s",
sound->GetPriority(),
sortedList->fRank,
sound->GetVolume() ? sound->GetVolumeRank() / sound->GetVolume() : 0,
sound->GetKeyName()
);
}
i++;
}
for( ; sortedList != nil; sortedList = sortedList->fSortNext, i++ )
{
plSound *sound = plSound::ConvertNoRef( sortedList->fSoundKey->GetObjectPtr() );
if(!sound) continue;
/// These unlucky sounds don't get to play (yet). Also, be extra mean
/// and pretend we're updating for "the first time", which will force them to
/// stop immediately
// Update: since being extra mean can incur a nasty performance hit when sounds hover back and
// forth around the fMaxNumSounds mark, we have a "slop" allowance: i.e. sounds that we're going
// to say shouldn't be playing but we'll let them play for a bit anyway just in case they raise
// in priority. So only be mean to the sounds outside this slop range
sound->UpdateSoftVolume( false, ( i < fMaxNumSounds + fNumSoundsSlop ) ? false : true );
fDebugActiveSoundDisplay->AddLineF(
0xff808080,
"%d %1.2f %s",
sound->GetPriority(),
sound->GetVolume() ? sound->GetVolumeRank() / sound->GetVolume() : 0,
sound->GetKeyName()
);
}
plProfile_EndTiming(SoundSoftUpdate);
}
void plAudioSystem::NextDebugSound( void )
{
plSoftSoundNode *node;
if( fCurrDebugSound == nil )
fCurrDebugSound = ( fSoftRegionSounds == nil ) ? fActiveSofts : fSoftRegionSounds;
else
{
node = fCurrDebugSound;
fCurrDebugSound = fCurrDebugSound->fNext;
if( fCurrDebugSound == nil )
{
// Trace back to find which list we were in
for( fCurrDebugSound = fSoftRegionSounds; fCurrDebugSound != nil; fCurrDebugSound = fCurrDebugSound->fNext )
{
if( fCurrDebugSound == node ) // Was in first list, move to 2nd
{
fCurrDebugSound = fActiveSofts;
break;
}
}
// else Must've been in 2nd list, so keep nil
}
}
if( fCurrDebugSound != nil )
plSound::SetCurrDebugPlate( fCurrDebugSound->fSoundKey );
else
plSound::SetCurrDebugPlate( nil );
}
void plAudioSystem::SetFadeLength(float lengthSec)
{
fFadeLength = lengthSec;
}
hsBool plAudioSystem::MsgReceive(plMessage* msg)
{
if(plTimeMsg *time = plTimeMsg::ConvertNoRef( msg ) )
{
if(!plgAudioSys::IsMuted())
{
double currTime = hsTimer::GetSeconds();
if(fStartFade == 0)
{
plStatusLog::AddLineS("audio.log", "Starting Fade %f", currTime);
}
if((currTime - fStartFade) > fFadeLength)
{
fStartFade = 0;
plgDispatch::Dispatch()->UnRegisterForExactType( plTimeMsg::Index(), GetKey() );
plStatusLog::AddLineS("audio.log", "Stopping Fade %f", currTime);
plgAudioSys::SetGlobalFadeVolume( 1.0 );
}
else
{
plgAudioSys::SetGlobalFadeVolume( (hsScalar)((currTime-fStartFade) / fFadeLength) );
}
}
return true;
}
if (plAudioSysMsg* pASMsg = plAudioSysMsg::ConvertNoRef( msg ))
{
if (pASMsg->GetAudFlag() == plAudioSysMsg::kPing && fListenerInit)
{
plAudioSysMsg* pMsg = TRACKED_NEW plAudioSysMsg( plAudioSysMsg::kActivate );
pMsg->AddReceiver( pASMsg->GetSender() );
pMsg->SetBCastFlag(plMessage::kBCastByExactType, false);
plgDispatch::MsgSend( pMsg );
return true;
}
else if (pASMsg->GetAudFlag() == plAudioSysMsg::kSetVol)
{
return true;
}
else if( pASMsg->GetAudFlag() == plAudioSysMsg::kDestroy )
{
if( fWaitingForShutdown )
Shutdown();
return true;
}
else if( pASMsg->GetAudFlag() == plAudioSysMsg::kUnmuteAll )
{
if( !pASMsg->HasBCastFlag( plMessage::kBCastByExactType ) )
plgAudioSys::SetMuted( false );
return true;
}
}
if(plRenderMsg* pRMsg = plRenderMsg::ConvertNoRef( msg ))
{
//if( fListener )
{
plProfile_BeginLap(AudioUpdate, this->GetKey()->GetUoid().GetObjectName());
if(hsTimer::GetMilliSeconds() - fLastUpdateTimeMs > UPDATE_TIME_MS)
{
IUpdateSoftSounds( fCurrListenerPos );
if( fUsingEAX )
{
plProfile_BeginTiming(SoundEAXUpdate);
plEAXListener::GetInstance().ProcessMods( fEAXRegions );
plProfile_EndTiming(SoundEAXUpdate);
}
//fCommittedListenerPos = fCurrListenerPos;
}
plProfile_EndLap(AudioUpdate, this->GetKey()->GetUoid().GetObjectName());
}
return true;
}
if(plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef( msg ))
{
if( refMsg->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
{
fEAXRegions.Append( plEAXListenerMod::ConvertNoRef( refMsg->GetRef() ) );
plEAXListener::GetInstance().ClearProcessCache();
}
else if( refMsg->GetContext() & ( plRefMsg::kOnRemove | plRefMsg::kOnDestroy ) )
{
int idx = fEAXRegions.Find( plEAXListenerMod::ConvertNoRef( refMsg->GetRef() ) );
if( idx != fEAXRegions.kMissingIndex )
fEAXRegions.Remove( idx );
plEAXListener::GetInstance().ClearProcessCache();
}
return true;
}
if(plAgeLoadedMsg *pALMsg = plAgeLoadedMsg::ConvertNoRef(msg))
{
if(!pALMsg->fLoaded)
{
fLastPos = fCurrListenerPos;
fListenerInit = false;
}
else
{
fListenerInit = true;
}
}
return hsKeyedObject::MsgReceive(msg);
}
// plgAudioSystem //////////////////////////////////////////////////////////////////////
plAudioSystem* plgAudioSys::fSys = nil;
hsBool plgAudioSys::fInit = false;
hsBool plgAudioSys::fActive = false;
hsBool plgAudioSys::fUseHardware = false;
hsBool plgAudioSys::fMuted = true;
hsBool plgAudioSys::fDelayedActivate = false;
hsBool plgAudioSys::fEnableEAX = false;
hsWindowHndl plgAudioSys::fWnd = nil;
hsScalar plgAudioSys::fChannelVolumes[ kNumChannels ] = { 1.f, 1.f, 1.f, 1.f, 1.f, 1.f };
hsScalar plgAudioSys::f2D3DBias = 0.75f;
UInt32 plgAudioSys::fDebugFlags = 0;
hsScalar plgAudioSys::fStreamingBufferSize = 2.f;
hsScalar plgAudioSys::fStreamFromRAMCutoff = 10.f;
UInt8 plgAudioSys::fPriorityCutoff = 9; // We cut off sounds above this priority
hsBool plgAudioSys::fEnableExtendedLogs = false;
hsScalar plgAudioSys::fGlobalFadeVolume = 1.f;
hsBool plgAudioSys::fLogStreamingUpdates = false;
std::string plgAudioSys::fDeviceName;
hsBool plgAudioSys::fRestarting = false;
hsBool plgAudioSys::fMutedStateChange = false;
void plgAudioSys::Init(hsWindowHndl hWnd)
{
fSys = TRACKED_NEW plAudioSystem;
fSys->RegisterAs( kAudioSystem_KEY );
plgDispatch::Dispatch()->RegisterForExactType( plAudioSysMsg::Index(), fSys->GetKey() );
plgDispatch::Dispatch()->RegisterForExactType( plRenderMsg::Index(), fSys->GetKey() );
if(hsPhysicalMemory() <= 380)
{
plStatusLog::AddLineS("audio.log", "StreamFromRam Disabled");
fStreamFromRAMCutoff = 4;
}
fWnd = hWnd;
if(fMuted)
SetGlobalFadeVolume(0.0f);
if( fDelayedActivate )
Activate( true );
}
void plgAudioSys::SetActive(hsBool b)
{
fActive = b;
}
void plgAudioSys::SetMuted( hsBool b )
{
fMuted = b;
fMutedStateChange = true;
if(fMuted)
SetGlobalFadeVolume(0.0f);
else
SetGlobalFadeVolume(1.0);
}
void plgAudioSys::SetUseHardware(hsBool b)
{
fUseHardware = b;
if( fActive )
Restart();
}
void plgAudioSys::EnableEAX( hsBool b )
{
fEnableEAX = b;
if( fActive )
Restart();
}
void plgAudioSys::SetAudioMode(AudioMode mode)
{
if(mode == kDisabled)
{
Activate(false);
return;
}
else if(mode == kSoftware)
{
fActive = true;
fUseHardware = false;
fEnableEAX = false;
}
else if(mode == kHardware)
{
fActive = true;
fUseHardware = true;
fEnableEAX = false;
}
else if(mode == kHardwarePlusEAX)
{
fActive = true;
fUseHardware = true;
fEnableEAX = true;
}
Restart();
}
int plgAudioSys::GetAudioMode()
{
if (fActive)
{
if (fUseHardware)
{
if (fEnableEAX)
{
return kHardwarePlusEAX;
}
else
{
return kHardware;
}
}
else
{
return kSoftware;
}
}
else
{
return kDisabled;
}
}
void plgAudioSys::Restart( void )
{
if( fSys )
{
fSys->fRestartOnDestruct = true;
Activate( false );
fRestarting = true;
}
}
void plgAudioSys::Shutdown()
{
Activate( false );
if( fSys )
{
fSys->UnRegisterAs( kAudioSystem_KEY );
}
}
void plgAudioSys::Activate(hsBool b)
{
if( fSys == nil )
{
fDelayedActivate = true;
return;
}
if (b == fInit)
return;
if (!fActive)
return;
if( b )
{
plStatusLog::AddLineS( "audio.log", plStatusLog::kBlue, "ASYS: -- Attempting audio system init --" );
if( !fSys->Init( fWnd ) )
{
// Cannot init audio system. Don't activate
return;
}
fInit = true;
fSys->SetActive( true );
if( !IsMuted() )
{
SetMuted( true );
plAudioSysMsg *msg = TRACKED_NEW plAudioSysMsg( plAudioSysMsg::kUnmuteAll );
msg->SetTimeStamp( hsTimer::GetSysSeconds() );
msg->AddReceiver( fSys->GetKey() );
msg->SetBCastFlag( plMessage::kBCastByExactType, false );
msg->Send();
}
return;
}
fSys->SetActive( false );
plStatusLog::AddLineS( "audio.log", plStatusLog::kBlue, "ASYS: -- Sending deactivate/destroy messages --" );
plgDispatch::MsgSend( TRACKED_NEW plAudioSysMsg( plAudioSysMsg::kDeActivate ) );
// Send ourselves a shutdown message, so that the deactivates get processed first
fSys->fWaitingForShutdown = true;
plAudioSysMsg *msg = TRACKED_NEW plAudioSysMsg( plAudioSysMsg::kDestroy );
msg->SetBCastFlag( plMessage::kBCastByExactType, false );
msg->Send( fSys->GetKey() );
// fSys->Shutdown();
fInit = false;
}
void plgAudioSys::SetChannelVolume( ASChannel chan, hsScalar vol )
{
fChannelVolumes[ chan ] = vol;
}
void plgAudioSys::SetGlobalFadeVolume( hsScalar vol )
{
if(!fMuted)
fGlobalFadeVolume = vol;
else
fGlobalFadeVolume = 0;
}
hsScalar plgAudioSys::GetChannelVolume( ASChannel chan )
{
return fChannelVolumes[ chan ];
}
void plgAudioSys::NextDebugSound( void )
{
fSys->NextDebugSound();
}
void plgAudioSys::Set2D3DBias( hsScalar bias )
{
f2D3DBias = bias;
}
hsScalar plgAudioSys::Get2D3Dbias()
{
return f2D3DBias;
}
void plgAudioSys::SetDeviceName(const char *device, hsBool restart /* = false */)
{
fDeviceName = device;
if(restart)
Restart();
}
int plgAudioSys::GetNumAudioDevices()
{
if(fSys)
return fSys->GetNumAudioDevices();
return 0;
}
const char *plgAudioSys::GetAudioDeviceName(int index)
{
if(fSys)
{
return fSys->GetAudioDeviceName(index);
}
return nil;
}
ALCdevice *plgAudioSys::GetCaptureDevice()
{
if(fSys)
{
return fSys->fCaptureDevice;
}
return nil;
}
hsBool plgAudioSys::SupportsEAX(const char *deviceName)
{
if(fSys)
{
return fSys->SupportsEAX(deviceName);
}
return nil;
}
void plgAudioSys::RegisterSoftSound( const plKey soundKey )
{
if(fSys)
{
fSys->RegisterSoftSound(soundKey);
}
}
void plgAudioSys::UnregisterSoftSound( const plKey soundKey )
{
if(fSys)
{
fSys->UnregisterSoftSound(soundKey);
}
}
void plgAudioSys::SetListenerPos(const hsPoint3 pos)
{
if(fSys)
{
fSys->SetListenerPos(pos);
}
}
void plgAudioSys::SetListenerVelocity(const hsVector3 vel)
{
if(fSys)
{
fSys->SetListenerVelocity(vel);
}
}
void plgAudioSys::SetListenerOrientation(const hsVector3 view, const hsVector3 up)
{
if(fSys)
{
fSys->SetListenerOrientation(view, up);
}
}