Panda3D
fmodAudioManager.h
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1 /**
2  * PANDA 3D SOFTWARE
3  * Copyright (c) Carnegie Mellon University. All rights reserved.
4  *
5  * All use of this software is subject to the terms of the revised BSD
6  * license. You should have received a copy of this license along
7  * with this source code in a file named "LICENSE."
8  *
9  * @file fmodAudioManager.h
10  * @author cort
11  * @date 2003-01-22
12  * @author ben
13  * @date 2003-10-22
14  * Prior system by: cary
15  * @author Stan Rosenbaum "Staque" - Spring 2006
16  *
17  * Hello, all future Panda audio code people! This is my errata
18  * documentation to help any future programmer maintain FMOD and PANDA.
19  *
20  * This documentation more then that is needed, but I wanted to go all
21  * out, with the documentation. Because I was a totally newbie at
22  * programming [especially with C/C++] this semester I want to make
23  * sure future code maintainers have that insight I did not when
24  * starting on the PANDA project here at the ETC/CMU.
25  *
26  * As of Spring 2006, Panda's FMOD audio support has been pretty much
27  * completely rewritten. This has been done so PANDA can use FMOD-EX
28  * [or AKA FMOD 4] and some of its new features.
29  *
30  * First, the FMOD-EX API itself has been completely rewritten compared
31  * to previous versions. FMOD now handles any type of audio files, wave
32  * audio [WAV, AIF, MP3, OGG, etc...] or musical file [MID, TRACKERS]
33  * as the same type of an object. The API has also been structured more
34  * like a sound studio, with 'sounds' and 'channels'. This will be
35  * covered more in the FmodAudioSound.h/.cxx sources.
36  *
37  * Second, FMOD now offers virtually unlimited sounds to be played at
38  * once via their virtual channels system. Actually the theoretical
39  * limit is around 4000, but that is still a lot. What you need to know
40  * about this, is that even thought you might only hear 32 sound being
41  * played at once, FMOD will keep playing any additional sounds, and
42  * swap those on virtual channels in and out with those on real
43  * channels depending on priority, or distance [if you are dealing with
44  * 3D audio].
45  *
46  * Third, FMOD's DSP support has been added. So you can now add GLOBAL
47  * or SOUND specific DSP effects. Right not you can only use FMOD's
48  * built in DSP effects. But adding support for FMOD's support of VST
49  * effects shouldn't be that hard.
50  *
51  * As for the FmodManager itself, it is pretty straight forward, I
52  * hope. As a manager class, it will create the FMOD system with the
53  * "_system" variable which is an instance of FMOD::SYSTEM. (Actually,
54  * we create only one global _system variable now, and share it with
55  * all outstanding FmodManager objects--this appears to be the way FMOD
56  * wants to work.) The FmodManager class is also the one responsible
57  * for creation of Sounds, DSP, and maintaining the GLOBAL DSP chains
58  * [The GLOBAL DSP chain is the DSP Chain which affects ALL the
59  * sounds].
60  *
61  * Any way that is it for an intro, lets move on to looking at the rest
62  * of the code.
63  */
64 
65 #ifndef __FMOD_AUDIO_MANAGER_H__
66 #define __FMOD_AUDIO_MANAGER_H__
67 
68 // First the includes.
69 #include "pandabase.h"
70 #include "pset.h"
71 
72 #include "audioManager.h"
73 
74 // The includes needed for FMOD
75 #include <fmod.hpp>
76 #include <fmod_errors.h>
77 
78 class FmodAudioSound;
79 
80 extern void fmod_audio_errcheck(const char *context, FMOD_RESULT n);
81 
82 class EXPCL_FMOD_AUDIO FmodAudioManager : public AudioManager {
83  friend class FmodAudioSound;
84 
85 public:
87  virtual ~FmodAudioManager();
88 
89  virtual bool is_valid();
90 
91  virtual PT(AudioSound) get_sound(const Filename &, bool positional = false, int mode=SM_heuristic);
92  virtual PT(AudioSound) get_sound(MovieAudio *, bool positional = false, int mode=SM_heuristic);
93 
94  virtual int get_speaker_setup();
95  virtual void set_speaker_setup(SpeakerModeCategory cat);
96 
97  virtual void set_volume(PN_stdfloat);
98  virtual PN_stdfloat get_volume() const;
99 
100  virtual void set_wavwriter(bool);
101 
102  virtual void set_active(bool);
103  virtual bool get_active() const;
104 
105  virtual void stop_all_sounds();
106 
107  virtual void update();
108 
109  // This controls the "set of ears" that listens to 3D spacialized sound px,
110  // py, pz are position coordinates. Can be 0.0f to ignore. vx, vy, vz are
111  // a velocity vector in UNITS PER SECOND (default: meters). fx, fy and fz
112  // are the respective components of a unit forward-vector ux, uy and uz are
113  // the respective components of a unit up-vector These changes will NOT be
114  // invoked until audio_3d_update() is called.
115  virtual void audio_3d_set_listener_attributes(PN_stdfloat px, PN_stdfloat py, PN_stdfloat pz,
116  PN_stdfloat vx, PN_stdfloat xy, PN_stdfloat xz,
117  PN_stdfloat fx, PN_stdfloat fy, PN_stdfloat fz,
118  PN_stdfloat ux, PN_stdfloat uy, PN_stdfloat uz);
119 
120  // REMOVE THIS ONE
121  virtual void audio_3d_get_listener_attributes(PN_stdfloat *px, PN_stdfloat *py, PN_stdfloat *pz,
122  PN_stdfloat *vx, PN_stdfloat *vy, PN_stdfloat *vz,
123  PN_stdfloat *fx, PN_stdfloat *fy, PN_stdfloat *fz,
124  PN_stdfloat *ux, PN_stdfloat *uy, PN_stdfloat *uz);
125 
126  // Control the "relative scale that sets the distance factor" units for 3D
127  // spacialized audio. This is a float in units-per-meter. Default value is
128  // 1.0, which means that Panda units are understood as meters; for e.g.
129  // feet, set 3.28. This factor is applied only to Fmod and OpenAL at the
130  // moment.
131  virtual void audio_3d_set_distance_factor(PN_stdfloat factor);
132  virtual PN_stdfloat audio_3d_get_distance_factor() const;
133 
134  // Control the presence of the Doppler effect. Default is 1.0 Exaggerated
135  // Doppler, use >1.0 Diminshed Doppler, use <1.0
136  virtual void audio_3d_set_doppler_factor(PN_stdfloat factor);
137  virtual PN_stdfloat audio_3d_get_doppler_factor() const;
138 
139  // Exaggerate or diminish the effect of distance on sound. Default is 1.0
140  // Faster drop off, use >1.0 Slower drop off, use <1.0
141  virtual void audio_3d_set_drop_off_factor(PN_stdfloat factor);
142  virtual PN_stdfloat audio_3d_get_drop_off_factor() const;
143 
144  // THESE ARE NOT USED ANYMORE. THEY ARE ONLY HERE BECAUSE THEY are still
145  // needed by Miles. THESE are stubs in FMOD-EX version
146  virtual void set_concurrent_sound_limit(unsigned int limit = 0);
147  virtual unsigned int get_concurrent_sound_limit() const;
148  virtual void reduce_sounds_playing_to(unsigned int count);
149  virtual void uncache_sound(const Filename &);
150  virtual void clear_cache();
151  virtual void set_cache_limit(unsigned int count);
152  virtual unsigned int get_cache_limit() const;
153 
154 private:
155  FMOD::DSP *make_dsp(const FilterProperties::FilterConfig &conf);
156  void update_dsp_chain(FMOD::DSP *head, FilterProperties *config);
157  virtual bool configure_filters(FilterProperties *config);
158 
159  private:
160  // This global lock protects all access to FMod library interfaces.
161  static ReMutex _lock;
162 
163  static FMOD::System *_system;
164  static pset<FmodAudioManager *> _all_managers;
165 
166  static bool _system_is_valid;
167 
168  static PN_stdfloat _distance_factor;
169  static PN_stdfloat _doppler_factor;
170  static PN_stdfloat _drop_off_factor;
171 
172  FMOD::ChannelGroup *_channelgroup;
173 
174  FMOD_VECTOR _position;
175  FMOD_VECTOR _velocity;
176  FMOD_VECTOR _forward;
177  FMOD_VECTOR _up;
178 
179  // DLS info for MIDI files
180  std::string _dlsname;
181  FMOD_CREATESOUNDEXINFO _midi_info;
182 
183  bool _is_valid;
184  bool _active;
185 
186  // The set of all sounds. Needed only to implement stop_all_sounds.
188  SoundSet _all_sounds;
189 
190  FMOD_OUTPUTTYPE _saved_outputtype;
191 
192 public:
193  static TypeHandle get_class_type() {
194  return _type_handle;
195  }
196  static void init_type() {
197  AudioManager::init_type();
198  register_type(_type_handle, "FmodAudioManager", AudioManager::get_class_type());
199  }
200  virtual TypeHandle get_type() const {
201  return get_class_type();
202  }
203  virtual TypeHandle force_init_type() {
204  init_type();
205  return get_class_type();
206  }
207 
208 private:
209  static TypeHandle _type_handle;
210 };
211 
212 EXPCL_FMOD_AUDIO AudioManager *Create_FmodAudioManager();
213 
214 
215 #endif /* __FMOD_AUDIO_MANAGER_H__ */
virtual bool configure_filters(FilterProperties *config)
Configures the global DSP filter chain.
void register_type(TypeHandle &type_handle, const std::string &name)
This inline function is just a convenient way to call TypeRegistry::register_type(),...
Definition: register_type.I:22
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
void set_volume(PN_stdfloat volume=1.0)
0.0 to 1.0 scale of volume converted to Fmod's internal 0.0 to 255.0 scale.
Stores a configuration for a set of audio DSP filters.
bool get_active() const
Returns whether the sound has been marked "active".
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
virtual void update()
Must be called every frame.
EXPCL_FMOD_AUDIO AudioManager * Create_FmodAudioManager()
Factory Function.
The name of a file, such as a texture file or an Egg file.
Definition: filename.h:39
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
void set_active(bool active=true)
Sets whether the sound is marked "active".
TypeHandle is the identifier used to differentiate C++ class types.
Definition: typeHandle.h:81
A MovieAudio is actually any source that provides a sequence of audio samples.
Definition: movieAudio.h:44
A reentrant mutex.
Definition: reMutex.h:32
PN_stdfloat get_volume() const
Gets the current volume of a sound.