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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
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#ifndef Magnum_Audio_Playable_h |
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#define Magnum_Audio_Playable_h |
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/*
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This file is part of Magnum. |
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|
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Copyright © 2015 Jonathan Hale <squareys@googlemail.com> |
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|
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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|
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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|
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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|
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/** @file
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* @brief Class @ref Magnum::Audio::Playable, typedef @ref Magnum::Audio::Playable2D, @ref Magnum::Audio::Playable3D |
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*/ |
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#include <string> |
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#include <al.h> |
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#include <Magnum/SceneGraph/AbstractGroupedFeature.h> |
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#include <Magnum/Math/Matrix3.h> |
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#include <Magnum/Math/Matrix4.h> |
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#include "Magnum/Audio/PlayableGroup.h" |
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#include "Magnum/Audio/Source.h" |
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#include "Magnum/Audio/visibility.h" |
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namespace Magnum { namespace Audio { |
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/**
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@brief Playable |
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Feature which manages the position, orientation and gain of a @ref Source for |
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an @ref SceneGraph::Object. |
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## Usage |
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@code |
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Object3D object; |
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Source source; |
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Playable3D playable{object, source}; |
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// ...
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object.translate(offset); |
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// ... and every frame, update the sources positions by cleaning the object:
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object.setClean(); |
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@endcode |
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Position of the source will be updated to the translation of `object` when |
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@ref SceneGraph::Object::setClean() is called, which is done in |
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@ref Audio::Listener::update() or @ref Audio::PlayableGroup::setClean() for example. |
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To manage multiple Playables at once, use @ref PlayableGroup. |
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- @ref Playable2D |
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- @ref Playable3D |
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@see @ref Source, @ref PlayableGroup, @ref Listener |
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*/ |
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template<UnsignedInt dimensions> class Playable: public SceneGraph::AbstractGroupedFeature<dimensions, Playable<dimensions>, Float> { |
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friend PlayableGroup<dimensions>; |
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public: |
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/**
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* @brief Constructor |
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* @param object Object this playable belongs to |
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* @param group Group this playable belongs to |
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* |
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* Creates playable with a source and a forward vector of `{0.0f, -1.0f}` |
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* for 2D and `{0.0f, 0.0f, -1.0f}` for 3D scenes. This forward vector |
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* cannot be changed, the sources orientation and translation can be |
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* instead affected by `object` or via |
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* @ref PlayableGroup::setSoundTransformation(). |
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* @see @ref setGain(), @ref PlayableGroup::add() |
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*/ |
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explicit Playable(SceneGraph::AbstractObject<dimensions, Float>& object, PlayableGroup<dimensions>* group = nullptr): |
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SceneGraph::AbstractGroupedFeature<dimensions, Playable<dimensions>, Float>(object, group), |
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_fwd(0.0f), |
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_gain(1.0f), |
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_source() |
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{ |
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SceneGraph::AbstractFeature<dimensions, Float>::setCachedTransformations(SceneGraph::CachedTransformation::Absolute); |
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_fwd[dimensions - 1] = -1; |
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} |
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/** @brief Source which is managed by this feature */ |
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Source& source() { |
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return _source; |
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} |
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/**
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* @brief Gain |
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* @see @ref Playable::setGain() |
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*/ |
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Float gain() const { |
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return _gain; |
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} |
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|
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/**
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* @brief Set gain of the playable and source respecting the PlayableGroups gain |
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* @return Reference to self (for method chaining) |
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* |
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* The sources gain is computed as `sourceGain = playableGain*groupGain`. |
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* Default for the playables gain is `1.0f`. |
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* @see @ref PlayableGroup::setGain(), @ref Source::setGain() |
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* @see @ref Playable::gain() |
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*/ |
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Playable& setGain(const Float gain) { |
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_gain = gain; |
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cleanGain(); |
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return *this; |
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} |
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/**
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* @brief Group containing this playable |
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* |
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* If the playable doesn't belong to any group, returns `nullptr`. |
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*/ |
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PlayableGroup<dimensions>* playables() { |
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return static_cast<PlayableGroup<dimensions>*>(this->group()); |
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} |
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const PlayableGroup<dimensions>* playables() const { /**< @overload */ |
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return static_cast<const PlayableGroup<dimensions>*>(this->group()); |
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} |
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private: |
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void clean(const MatrixTypeFor<dimensions, Float>& absoluteTransformationMatrix) override { |
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Vector3 position = Vector3::pad(absoluteTransformationMatrix.translation(), 0); |
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if(playables()) { |
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position = playables()->soundTransformation().transformVector(position); |
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} |
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_source.setPosition(position); |
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_source.setDirection(Vector3::pad(absoluteTransformationMatrix.rotation()*_fwd)); |
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// TODO: velocity
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} |
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/* Update the gain of the underlying source to reflect changes in _group and/or _gain.
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Called in Playable::setGain() and PlayableGroup::setGain() */ |
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void cleanGain() { |
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if(playables()) { |
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_source.setGain(_gain*playables()->gain()); |
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} else { |
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_source.setGain(_gain); |
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} |
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} |
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VectorTypeFor<dimensions, Float> _fwd; |
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Float _gain; |
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Source _source; |
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}; |
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/**
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* @brief Playable for two dimensional float scenes |
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* |
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* @see @ref Playable3D |
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*/ |
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typedef Playable<2> Playable2D; |
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/**
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* @brief Playable for three dimensional float scenes |
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* |
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* @see @ref Playable2D |
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*/ |
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typedef Playable<3> Playable3D; |
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}} |
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#endif |
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#ifndef Magnum_Audio_PlayableGroup_h |
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#define Magnum_Audio_PlayableGroup_h |
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/*
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This file is part of Magnum. |
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|
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Copyright © 2015 Jonathan Hale <squareys@googlemail.com> |
||||
|
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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: |
||||
|
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The above copyright notice and this permission notice shall be included |
||||
in all copies or substantial portions of the Software. |
||||
|
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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. |
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*/ |
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|
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/** @file
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* @brief Class @ref Magnum::Audio::PlayableGroup, typedef @ref Magnum::Audio::PlayableGroup2D, @ref Magnum::Audio::PlayableGroup3D |
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*/ |
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#include <functional> |
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#include <string> |
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#include <vector> |
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#include <Magnum/SceneGraph/AbstractObject.h> |
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#include <Magnum/SceneGraph/SceneGraph.h> |
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#include <Magnum/SceneGraph/FeatureGroup.h> |
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#include "Magnum/Audio/Audio.h" |
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#include "Magnum/Audio/Source.h" |
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#include "Magnum/Audio/visibility.h" |
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namespace Magnum { namespace Audio { |
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/**
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@brief PlayableGroup |
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Manages @ref Audio::Playable features and provides means of setting gain or |
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transformation of a group of Playables, aswell as the ability of playing, |
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pausing, stopping or cleaning all sources of all Playables. |
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## Usage |
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@code |
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Object3D object; |
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Source source; |
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PlayableGroup3D group; |
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Playable3D playable{object, source, &group}; |
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// ...
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object.translate(offset); |
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// ... and every frame, update the sources positions:
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group.setClean(); |
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@endcode |
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For two dimensional scenes simply replace `3D` with `2D`. When using a |
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@ref Listener, prefer @ref Listener::update() over |
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@ref PlayableGroup::setClean(). |
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- @ref PlayableGroup2D |
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- @ref PlayableGroup3D |
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@see @ref Playable, @ref SceneGraph::FeatureGroup, @ref Listener |
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*/ |
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template<UnsignedInt dimensions> class PlayableGroup: public SceneGraph::FeatureGroup<dimensions, Playable<dimensions>, Float> { |
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friend Playable<dimensions>; |
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public: |
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/** @brief Constructor */ |
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explicit PlayableGroup(): |
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SceneGraph::FeatureGroup<dimensions, Playable<dimensions>, Float>(), |
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_gain{1.0f} |
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{} |
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/**
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* @brief Play all sound sources in this group |
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* @return Reference to self (for method chaining) |
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* @see @ref Source::play() |
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*/ |
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PlayableGroup<dimensions>& play() { |
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Source::play(sources()); |
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return *this; |
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} |
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|
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/**
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* @brief Pause all sound sources in this group |
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* @return Reference to self (for method chaining) |
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* @see @ref Source::pause() |
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*/ |
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PlayableGroup& pause() { |
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Source::stop(sources()); |
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return *this; |
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} |
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|
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/**
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* @brief Stop all sound sources in this group |
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* @return Reference to self (for method chaining) |
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* @see @ref Source::stop() |
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*/ |
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PlayableGroup& stop() { |
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Source::stop(sources()); |
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return *this; |
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} |
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|
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/**
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* @brief Gain |
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* @see @ref PlayableGroup::setGain() |
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*/ |
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Float gain() const { |
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return _gain; |
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} |
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|
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/**
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* @brief Set gain for all sound sources of Playables in this group |
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* @param gain Gain |
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* |
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* Will calculate the sound sources gain relative to the gain of the |
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* Playable and this playable group. The sources gain is computed as |
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* `sourceGain = playableGain*groupGain`. Default of the groups gain |
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* is `1.0f`. |
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* @return Reference to self (for method chaining) |
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* @see @ref PlayableGroup::gain() |
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*/ |
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PlayableGroup& setGain(const Float gain) { |
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_gain = gain; |
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for(UnsignedInt i = 0; i < this->size(); ++i) |
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(*this)[i].cleanGain(); |
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return *this; |
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} |
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|
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/**
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* @brief Sound transformation |
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* @see @ref PlayableGroup::setSoundTransformation() |
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*/ |
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const Matrix4& soundTransformation() const { |
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return _soundTransform; |
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} |
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|
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/**
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* @brief Set transformation of the sounds in this group |
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* @return Reference to self (for method chaining) |
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* @see @ref PlayableGroup::soundTransformation() |
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*/ |
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PlayableGroup& setSoundTransformation(const Matrix4& matrix); |
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/**
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* @brief Set all contained Playables clean |
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* @see @ref AbstractObject::setClean() |
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*/ |
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void setClean(); |
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private: |
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/* @brief Sources of all Playables in this group */ |
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std::vector<std::reference_wrapper<Source>> sources() { |
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std::vector<std::reference_wrapper<Source>> srcs; |
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srcs.reserve(this->size()); |
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for(UnsignedInt i = 0; i < this->size(); ++i) |
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srcs.push_back((*this)[i].source()); |
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return srcs; |
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} |
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Matrix4 _soundTransform; |
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Float _gain; |
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}; |
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template<UnsignedInt dimensions> inline PlayableGroup<dimensions>& PlayableGroup<dimensions>::setSoundTransformation(const Matrix4& matrix) { |
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_soundTransform = matrix; |
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/* I cannot come up with a use case for which the sound
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transformation would be set frequently, so we are setting |
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objects dirty whether the matrix changed or not. */ |
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for(UnsignedInt i = 0; i < this->size(); ++i) |
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(*this)[i].object().setDirty(); |
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return *this; |
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} |
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template<UnsignedInt dimensions> inline void PlayableGroup<dimensions>::setClean() { |
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std::vector<std::reference_wrapper<SceneGraph::AbstractObject<dimensions, Float>>> objects; |
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objects.reserve(this->size()); |
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for(UnsignedInt i = 0; i < this->size(); ++i) |
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objects.push_back((*this)[i].object()); |
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SceneGraph::AbstractObject<dimensions, Float>::setClean(objects); |
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} |
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/**
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* @brief Playable group for two dimensional float scenes |
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* |
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* @see @ref PlayableGroup3D |
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*/ |
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using PlayableGroup2D = PlayableGroup<2>; |
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/**
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* @brief Playable group for three dimensional float scenes |
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* |
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* @see @ref PlayableGroup2D |
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*/ |
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using PlayableGroup3D = PlayableGroup<3>; |
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}} |
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#endif |
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@ -0,0 +1,97 @@
|
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/*
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This file is part of Magnum. |
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|
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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. |
||||
*/ |
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|
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#include <Corrade/TestSuite/Tester.h> |
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#include <Magnum/SceneGraph/Scene.h> |
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#include <Magnum/SceneGraph/Object.h> |
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#include <Magnum/SceneGraph/MatrixTransformation3D.h> |
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#include "Magnum/Audio/Context.h" |
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#include "Magnum/Audio/Playable.h" |
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namespace Magnum { namespace Audio { namespace Test { |
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typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D> Scene3D; |
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typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D> Object3D; |
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struct PlayableTest: TestSuite::Tester { |
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explicit PlayableTest(); |
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void testFeature(); |
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void testGroup(); |
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Context _context; |
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}; |
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PlayableTest::PlayableTest() { |
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addTests({&PlayableTest::testFeature, |
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&PlayableTest::testGroup}); |
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} |
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void PlayableTest::testFeature() { |
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Scene3D scene; |
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Object3D object{&scene}; |
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Source source; |
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Playable3D playable{object}; |
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constexpr Vector3 offset{1.0f, 2.0f, 3.0f}; |
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object.translate(offset); |
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object.setClean(); |
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CORRADE_COMPARE(playable.source().position(), offset); |
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} |
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void PlayableTest::testGroup() { |
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Scene3D scene; |
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Object3D object{&scene}; |
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Source source; |
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PlayableGroup3D group; |
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Playable3D playable{object, &group}; |
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constexpr Vector3 offset{-3.0f, 2.0f, 1.0f}; |
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object.translate(offset); |
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group.setClean(); |
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CORRADE_COMPARE(playable.source().position(), offset); |
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group.setGain(0.5f); |
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CORRADE_COMPARE(playable.source().gain(), 0.5f); |
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playable.setGain(0.5f); |
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CORRADE_COMPARE(playable.source().gain(), 0.25f); |
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group.setSoundTransformation(Matrix4::fromDiagonal(Vector4{10.0f, 10.0f, 10.0f, 1.0f})); |
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group.setClean(); |
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CORRADE_COMPARE(playable.source().position(), offset*10.0f); |
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group.play(); |
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group.pause(); |
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group.stop(); |
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} |
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}}} |
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CORRADE_TEST_MAIN(Magnum::Audio::Test::PlayableTest) |
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Reference in new issue