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Audio: Add Playable feature, PlayableGroup and test

Playable manages the position, orientation and gain of an
`Magnum::Audio::Source`. PlayableGroup is its corresponding FeatureGroup,
which enables playing/pausing/stopping multiple sounds sources, aswell as
setting a common gain and sound transformation for them.

Signed-off-by: Squareys <Squareys@googlemail.com>
pull/110/head
Squareys 11 years ago
parent
commit
ef777c8078
  1. 10
      src/Magnum/Audio/Audio.h
  2. 10
      src/Magnum/Audio/CMakeLists.txt
  3. 189
      src/Magnum/Audio/Playable.h
  4. 221
      src/Magnum/Audio/PlayableGroup.h
  5. 5
      src/Magnum/Audio/Test/CMakeLists.txt
  6. 97
      src/Magnum/Audio/Test/PlayableTest.cpp

10
src/Magnum/Audio/Audio.h

@ -29,6 +29,8 @@
* @brief Forward declarations for @ref Magnum::Audio namespace
*/
#include <Magnum/Magnum.h>
namespace Magnum { namespace Audio {
#ifndef DOXYGEN_GENERATING_OUTPUT
@ -39,6 +41,14 @@ class Source;
/* Renderer used only statically */
#endif
template<UnsignedInt> class Playable;
using Playable2D = Playable<2>;
using Playable3D = Playable<3>;
template<UnsignedInt> class PlayableGroup;
using PlayableGroup2D = PlayableGroup<2>;
using PlayableGroup3D = PlayableGroup<3>;
}}
#endif

10
src/Magnum/Audio/CMakeLists.txt

@ -45,6 +45,12 @@ set(MagnumAudio_HEADERS
visibility.h)
if(WITH_SCENEGRAPH)
list(APPEND MagnumAudio_HEADERS
Playable.h
PlayableGroup.h)
endif()
# Audio library
add_library(MagnumAudio ${SHARED_OR_STATIC}
${MagnumAudio_SRCS}
@ -56,6 +62,10 @@ endif()
target_link_libraries(MagnumAudio Magnum ${CORRADE_PLUGINMANAGER_LIBRARIES} ${OPENAL_LIBRARY})
if(WITH_SCENEGRAPH)
target_link_libraries(MagnumAudio MagnumSceneGraph)
endif()
install(TARGETS MagnumAudio
RUNTIME DESTINATION ${MAGNUM_BINARY_INSTALL_DIR}
LIBRARY DESTINATION ${MAGNUM_LIBRARY_INSTALL_DIR}

189
src/Magnum/Audio/Playable.h

@ -0,0 +1,189 @@
#ifndef Magnum_Audio_Playable_h
#define Magnum_Audio_Playable_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015
Vladimír Vondruš <mosra@centrum.cz>
Copyright © 2015 Jonathan Hale <squareys@googlemail.com>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
/** @file
* @brief Class @ref Magnum::Audio::Playable, typedef @ref Magnum::Audio::Playable2D, @ref Magnum::Audio::Playable3D
*/
#include <string>
#include <al.h>
#include <Magnum/SceneGraph/AbstractGroupedFeature.h>
#include <Magnum/Math/Matrix3.h>
#include <Magnum/Math/Matrix4.h>
#include "Magnum/Audio/PlayableGroup.h"
#include "Magnum/Audio/Source.h"
#include "Magnum/Audio/visibility.h"
namespace Magnum { namespace Audio {
/**
@brief Playable
Feature which manages the position, orientation and gain of a @ref Source for
an @ref SceneGraph::Object.
## Usage
@code
Object3D object;
Source source;
Playable3D playable{object, source};
// ...
object.translate(offset);
// ... and every frame, update the sources positions by cleaning the object:
object.setClean();
@endcode
Position of the source will be updated to the translation of `object` when
@ref SceneGraph::Object::setClean() is called, which is done in
@ref Audio::Listener::update() or @ref Audio::PlayableGroup::setClean() for example.
To manage multiple Playables at once, use @ref PlayableGroup.
- @ref Playable2D
- @ref Playable3D
@see @ref Source, @ref PlayableGroup, @ref Listener
*/
template<UnsignedInt dimensions> class Playable: public SceneGraph::AbstractGroupedFeature<dimensions, Playable<dimensions>, Float> {
friend PlayableGroup<dimensions>;
public:
/**
* @brief Constructor
* @param object Object this playable belongs to
* @param group Group this playable belongs to
*
* Creates playable with a source and a forward vector of `{0.0f, -1.0f}`
* for 2D and `{0.0f, 0.0f, -1.0f}` for 3D scenes. This forward vector
* cannot be changed, the sources orientation and translation can be
* instead affected by `object` or via
* @ref PlayableGroup::setSoundTransformation().
* @see @ref setGain(), @ref PlayableGroup::add()
*/
explicit Playable(SceneGraph::AbstractObject<dimensions, Float>& object, PlayableGroup<dimensions>* group = nullptr):
SceneGraph::AbstractGroupedFeature<dimensions, Playable<dimensions>, Float>(object, group),
_fwd(0.0f),
_gain(1.0f),
_source()
{
SceneGraph::AbstractFeature<dimensions, Float>::setCachedTransformations(SceneGraph::CachedTransformation::Absolute);
_fwd[dimensions - 1] = -1;
}
/** @brief Source which is managed by this feature */
Source& source() {
return _source;
}
/**
* @brief Gain
* @see @ref Playable::setGain()
*/
Float gain() const {
return _gain;
}
/**
* @brief Set gain of the playable and source respecting the PlayableGroups gain
* @return Reference to self (for method chaining)
*
* The sources gain is computed as `sourceGain = playableGain*groupGain`.
* Default for the playables gain is `1.0f`.
* @see @ref PlayableGroup::setGain(), @ref Source::setGain()
* @see @ref Playable::gain()
*/
Playable& setGain(const Float gain) {
_gain = gain;
cleanGain();
return *this;
}
/**
* @brief Group containing this playable
*
* If the playable doesn't belong to any group, returns `nullptr`.
*/
PlayableGroup<dimensions>* playables() {
return static_cast<PlayableGroup<dimensions>*>(this->group());
}
const PlayableGroup<dimensions>* playables() const { /**< @overload */
return static_cast<const PlayableGroup<dimensions>*>(this->group());
}
private:
void clean(const MatrixTypeFor<dimensions, Float>& absoluteTransformationMatrix) override {
Vector3 position = Vector3::pad(absoluteTransformationMatrix.translation(), 0);
if(playables()) {
position = playables()->soundTransformation().transformVector(position);
}
_source.setPosition(position);
_source.setDirection(Vector3::pad(absoluteTransformationMatrix.rotation()*_fwd));
// TODO: velocity
}
/* Update the gain of the underlying source to reflect changes in _group and/or _gain.
Called in Playable::setGain() and PlayableGroup::setGain() */
void cleanGain() {
if(playables()) {
_source.setGain(_gain*playables()->gain());
} else {
_source.setGain(_gain);
}
}
VectorTypeFor<dimensions, Float> _fwd;
Float _gain;
Source _source;
};
/**
* @brief Playable for two dimensional float scenes
*
* @see @ref Playable3D
*/
typedef Playable<2> Playable2D;
/**
* @brief Playable for three dimensional float scenes
*
* @see @ref Playable2D
*/
typedef Playable<3> Playable3D;
}}
#endif

221
src/Magnum/Audio/PlayableGroup.h

@ -0,0 +1,221 @@
#ifndef Magnum_Audio_PlayableGroup_h
#define Magnum_Audio_PlayableGroup_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015
Vladimír Vondruš <mosra@centrum.cz>
Copyright © 2015 Jonathan Hale <squareys@googlemail.com>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
/** @file
* @brief Class @ref Magnum::Audio::PlayableGroup, typedef @ref Magnum::Audio::PlayableGroup2D, @ref Magnum::Audio::PlayableGroup3D
*/
#include <functional>
#include <string>
#include <vector>
#include <Magnum/SceneGraph/AbstractObject.h>
#include <Magnum/SceneGraph/SceneGraph.h>
#include <Magnum/SceneGraph/FeatureGroup.h>
#include "Magnum/Audio/Audio.h"
#include "Magnum/Audio/Source.h"
#include "Magnum/Audio/visibility.h"
namespace Magnum { namespace Audio {
/**
@brief PlayableGroup
Manages @ref Audio::Playable features and provides means of setting gain or
transformation of a group of Playables, aswell as the ability of playing,
pausing, stopping or cleaning all sources of all Playables.
## Usage
@code
Object3D object;
Source source;
PlayableGroup3D group;
Playable3D playable{object, source, &group};
// ...
object.translate(offset);
// ... and every frame, update the sources positions:
group.setClean();
@endcode
For two dimensional scenes simply replace `3D` with `2D`. When using a
@ref Listener, prefer @ref Listener::update() over
@ref PlayableGroup::setClean().
- @ref PlayableGroup2D
- @ref PlayableGroup3D
@see @ref Playable, @ref SceneGraph::FeatureGroup, @ref Listener
*/
template<UnsignedInt dimensions> class PlayableGroup: public SceneGraph::FeatureGroup<dimensions, Playable<dimensions>, Float> {
friend Playable<dimensions>;
public:
/** @brief Constructor */
explicit PlayableGroup():
SceneGraph::FeatureGroup<dimensions, Playable<dimensions>, Float>(),
_gain{1.0f}
{}
/**
* @brief Play all sound sources in this group
* @return Reference to self (for method chaining)
* @see @ref Source::play()
*/
PlayableGroup<dimensions>& play() {
Source::play(sources());
return *this;
}
/**
* @brief Pause all sound sources in this group
* @return Reference to self (for method chaining)
* @see @ref Source::pause()
*/
PlayableGroup& pause() {
Source::stop(sources());
return *this;
}
/**
* @brief Stop all sound sources in this group
* @return Reference to self (for method chaining)
* @see @ref Source::stop()
*/
PlayableGroup& stop() {
Source::stop(sources());
return *this;
}
/**
* @brief Gain
* @see @ref PlayableGroup::setGain()
*/
Float gain() const {
return _gain;
}
/**
* @brief Set gain for all sound sources of Playables in this group
* @param gain Gain
*
* Will calculate the sound sources gain relative to the gain of the
* Playable and this playable group. The sources gain is computed as
* `sourceGain = playableGain*groupGain`. Default of the groups gain
* is `1.0f`.
* @return Reference to self (for method chaining)
* @see @ref PlayableGroup::gain()
*/
PlayableGroup& setGain(const Float gain) {
_gain = gain;
for(UnsignedInt i = 0; i < this->size(); ++i)
(*this)[i].cleanGain();
return *this;
}
/**
* @brief Sound transformation
* @see @ref PlayableGroup::setSoundTransformation()
*/
const Matrix4& soundTransformation() const {
return _soundTransform;
}
/**
* @brief Set transformation of the sounds in this group
* @return Reference to self (for method chaining)
* @see @ref PlayableGroup::soundTransformation()
*/
PlayableGroup& setSoundTransformation(const Matrix4& matrix);
/**
* @brief Set all contained Playables clean
* @see @ref AbstractObject::setClean()
*/
void setClean();
private:
/* @brief Sources of all Playables in this group */
std::vector<std::reference_wrapper<Source>> sources() {
std::vector<std::reference_wrapper<Source>> srcs;
srcs.reserve(this->size());
for(UnsignedInt i = 0; i < this->size(); ++i)
srcs.push_back((*this)[i].source());
return srcs;
}
Matrix4 _soundTransform;
Float _gain;
};
template<UnsignedInt dimensions> inline PlayableGroup<dimensions>& PlayableGroup<dimensions>::setSoundTransformation(const Matrix4& matrix) {
_soundTransform = matrix;
/* I cannot come up with a use case for which the sound
transformation would be set frequently, so we are setting
objects dirty whether the matrix changed or not. */
for(UnsignedInt i = 0; i < this->size(); ++i)
(*this)[i].object().setDirty();
return *this;
}
template<UnsignedInt dimensions> inline void PlayableGroup<dimensions>::setClean() {
std::vector<std::reference_wrapper<SceneGraph::AbstractObject<dimensions, Float>>> objects;
objects.reserve(this->size());
for(UnsignedInt i = 0; i < this->size(); ++i)
objects.push_back((*this)[i].object());
SceneGraph::AbstractObject<dimensions, Float>::setClean(objects);
}
/**
* @brief Playable group for two dimensional float scenes
*
* @see @ref PlayableGroup3D
*/
using PlayableGroup2D = PlayableGroup<2>;
/**
* @brief Playable group for three dimensional float scenes
*
* @see @ref PlayableGroup2D
*/
using PlayableGroup3D = PlayableGroup<3>;
}}
#endif

5
src/Magnum/Audio/Test/CMakeLists.txt

@ -3,6 +3,7 @@
#
# Copyright © 2010, 2011, 2012, 2013, 2014, 2015
# Vladimír Vondruš <mosra@centrum.cz>
# Copyright © 2015 Jonathan Hale <squareys@googlemail.com>
#
# Permission is hereby granted, free of charge, to any person obtaining a
# copy of this software and associated documentation files (the "Software"),
@ -32,3 +33,7 @@ corrade_add_test(AudioAbstractImporterTest AbstractImporterTest.cpp LIBRARIES Ma
corrade_add_test(AudioBufferTest BufferTest.cpp LIBRARIES MagnumAudio)
corrade_add_test(AudioRendererTest RendererTest.cpp LIBRARIES MagnumAudio)
corrade_add_test(AudioSourceTest SourceTest.cpp LIBRARIES MagnumAudio)
if(WITH_SCENEGRAPH)
corrade_add_test(AudioListenerTest ListenerTest.cpp LIBRARIES MagnumSceneGraph MagnumAudio)
endif()

97
src/Magnum/Audio/Test/PlayableTest.cpp

@ -0,0 +1,97 @@
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015
Vladimír Vondruš <mosra@centrum.cz>
Copyright © 2015 Jonathan Hale <squareys@googlemail.com>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include <Corrade/TestSuite/Tester.h>
#include <Magnum/SceneGraph/Scene.h>
#include <Magnum/SceneGraph/Object.h>
#include <Magnum/SceneGraph/MatrixTransformation3D.h>
#include "Magnum/Audio/Context.h"
#include "Magnum/Audio/Playable.h"
namespace Magnum { namespace Audio { namespace Test {
typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D> Scene3D;
typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D> Object3D;
struct PlayableTest: TestSuite::Tester {
explicit PlayableTest();
void testFeature();
void testGroup();
Context _context;
};
PlayableTest::PlayableTest() {
addTests({&PlayableTest::testFeature,
&PlayableTest::testGroup});
}
void PlayableTest::testFeature() {
Scene3D scene;
Object3D object{&scene};
Source source;
Playable3D playable{object};
constexpr Vector3 offset{1.0f, 2.0f, 3.0f};
object.translate(offset);
object.setClean();
CORRADE_COMPARE(playable.source().position(), offset);
}
void PlayableTest::testGroup() {
Scene3D scene;
Object3D object{&scene};
Source source;
PlayableGroup3D group;
Playable3D playable{object, &group};
constexpr Vector3 offset{-3.0f, 2.0f, 1.0f};
object.translate(offset);
group.setClean();
CORRADE_COMPARE(playable.source().position(), offset);
group.setGain(0.5f);
CORRADE_COMPARE(playable.source().gain(), 0.5f);
playable.setGain(0.5f);
CORRADE_COMPARE(playable.source().gain(), 0.25f);
group.setSoundTransformation(Matrix4::fromDiagonal(Vector4{10.0f, 10.0f, 10.0f, 1.0f}));
group.setClean();
CORRADE_COMPARE(playable.source().position(), offset*10.0f);
group.play();
group.pause();
group.stop();
}
}}}
CORRADE_TEST_MAIN(Magnum::Audio::Test::PlayableTest)
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