/usr/src/castle-game-engine-5.2.0/audio/castlesoundengine.pas is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 | {
Copyright 2010-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ 3D sound engine (TSoundEngine and TRepoSoundEngine). }
unit CastleSoundEngine;
interface
uses SysUtils, Classes, CastleOpenAL, CastleSoundAllocator, CastleVectors,
CastleTimeUtils, CastleXMLConfig, Math, FGL, CastleClassUtils;
type
TSoundBuffer = CastleSoundAllocator.TSoundBuffer;
TSound = CastleSoundAllocator.TSound;
TSoundList = CastleSoundAllocator.TSoundList;
TSoundDistanceModel = (dmNone,
dmInverseDistance , dmInverseDistanceClamped,
dmLinearDistance , dmLinearDistanceClamped,
dmExponentDistance, dmExponentDistanceClamped);
type
ESoundBufferNotLoaded = class(Exception);
TSoundBuffersCache = class
URL: string; //< Absolute URL.
Buffer: TSoundBuffer;
Duration: TFloatTime;
References: Cardinal;
end;
TSoundBuffersCacheList = specialize TFPGObjectList<TSoundBuffersCache>;
TSoundDevice = class
private
FName, FNiceName: string;
public
property Name: string read FName;
property NiceName: string read FNiceName;
end;
TSoundDeviceList = specialize TFPGObjectList<TSoundDevice>;
{ OpenAL sound engine. Takes care of all the 3D sound stuff,
wrapping OpenAL is a nice and comfortable interface.
There should always be only one instance of this class,
in global SoundEngine variable. See docs at SoundEngine for more details.
You can explicitly initialize OpenAL context by ALContextOpen,
and explicitly close it by ALContextClose. If you did not call ALContextOpen
explicitly (that is, ALInitialized is @false), then the first LoadBuffer
or TRepoSoundEngine.Sound or TRepoSoundEngine.Sound3D
will automatically do it for you. If you do not call ALContextClose
explicitly, then at destructor we'll do it automatically. }
TSoundEngine = class(TSoundAllocator)
private
FSoundInitializationReport: string;
FDevice: string;
FALActive: boolean;
FALMajorVersion, FALMinorVersion: Integer;
FEFXSupported: boolean;
FVolume: Single;
ALDevice: PALCdevice;
ALContext: PALCcontext;
FEnable: boolean;
FALInitialized: boolean;
FDefaultRolloffFactor: Single;
FDefaultReferenceDistance: Single;
FDefaultMaxDistance: Single;
FDistanceModel: TSoundDistanceModel;
BuffersCache: TSoundBuffersCacheList;
FDevices: TSoundDeviceList;
FOnOpenClose: TNotifyEventList;
{ We record listener state regardless of ALActive. This way at the ALContextOpen
call we can immediately set the good listener parameters. }
ListenerPosition: TVector3Single;
ListenerOrientation: TALTwoVectors3f;
FEnableSaveToConfig, DeviceSaveToConfig: boolean;
{ Check ALC errors. Requires valid ALDevice. }
procedure CheckALC(const situation: string);
procedure SetVolume(const Value: Single);
procedure SetDistanceModel(const Value: TSoundDistanceModel);
{ Call alDistanceModel with parameter derived from current DistanceModel.
Use only when ALActive. }
procedure UpdateDistanceModel;
procedure SetDevice(const Value: string);
procedure SetEnable(const Value: boolean);
protected
procedure LoadFromConfig(const Config: TCastleConfig); override;
procedure SaveToConfig(const Config: TCastleConfig); override;
public
const
DefaultVolume = 1.0;
DefaultDefaultRolloffFactor = 1.0;
DefaultDefaultReferenceDistance = 1.0;
DefaultDefaultMaxDistance = MaxSingle;
DefaultDistanceModel = dmLinearDistanceClamped;
constructor Create;
destructor Destroy; override;
{ Initialize OpenAL library, and output device and context.
Sets ALInitialized, ALActive, SoundInitializationReport, EFXSupported,
ALMajorVersion, ALMinorVersion.
You can set @link(Device) before calling this.
Note that we continue (without any exception) if the initialization
failed for any reason (maybe OpenAL library is not available,
or no sound output device is available).
You can check things like ALActive and SoundInitializationReport,
but generally this class
will hide from you the fact that sound is not initialized. }
procedure ALContextOpen; override;
{ Release OpenAL context and resources.
ALInitialized and ALActive are set to @false. It's allowed and harmless
to cal this when one of them is already @false. }
procedure ALContextClose; override;
{ Do we have active OpenAL context. This is @true when you successfully
called ALContextOpen (and you didn't call ALContextClose yet).
This also implies that OpenAL library is loaded, that is ALInited = @true. }
property ALActive: boolean read FALActive;
{ Did we attempt to initialize OpenAL context. This indicates that ALContextOpen
was called, and not closed with ALContextClose yet. Contrary to ALActive,
this @italic(doesn't care if ALContextOpen was a success). }
property ALInitialized: boolean read FALInitialized;
{ Are OpenAL effects (EFX) extensions supported.
Meaningful only when ALActive, that is it's initialized by ALContextOpen. }
property EFXSupported: boolean read FEFXSupported;
property SoundInitializationReport: string read FSoundInitializationReport;
{ Wrapper for alcGetString. }
function GetContextString(Enum: TALCenum): string;
{ Load a sound file into OpenAL buffer.
Result is 0 only if we don't have a valid OpenAL context.
Note that this method will automatically call ALContextOpen if it wasn't
called yet. So result = zero means that ALContextOpen was called, but for some
reason failed.
The buffer should be released by FreeBuffer later when it's not needed.
Although we will take care to always free remaining buffers
before closing OpenAL context anyway. (And OpenAL would also free
the buffer anyway at closing, although some OpenAL versions
could write a warning about this.)
We have a cache of sound files here. An absolute URL
will be recorded as being loaded to given buffer. Loading the same
URL second time returns the same OpenAL buffer. The buffer
is released only once you call FreeBuffer as many times as you called
LoadBuffer for it.
@groupBegin }
function LoadBuffer(const URL: string; out Duration: TFloatTime): TSoundBuffer;
function LoadBuffer(const URL: string): TSoundBuffer;
{ @groupEnd }
{ Free a sound file buffer. Ignored when buffer is zero.
Buffer is always set to zero after this.
@raises(ESoundBufferNotLoaded When invalid (not zero,
and not returned by LoadBuffer) buffer identifier is given.) }
procedure FreeBuffer(var Buffer: TSoundBuffer);
{ Play a sound from given buffer.
We use a smart OpenAL sound allocator, so the sound will be actually
played only if resources allow. Use higher Importance to indicate
sounds that are more important to play.
We set the sound properties and start playing it.
Both spatialized (3D) and not sounds are possible.
When Spatial = @false, then Position is ignored
(you can pass anything, like ZeroVector3Single).
@returns(The allocated sound as TSound.
Returns @nil when there were no resources to play another sound
(and it wasn't important enough to override another sound).
Always returns @nil when SoundBuffer is zero (indicating that buffer
was not loaded).
In simple cases you can just ignore the result of this method.
In advanced cases, you can use it to observe and update the sound
later.) }
function PlaySound(const Buffer: TSoundBuffer;
const Spatial, Looping: boolean; const Importance: Cardinal;
const Gain, MinGain, MaxGain: Single;
const Position: TVector3Single;
const Pitch: Single = 1): TSound;
function PlaySound(const Buffer: TSoundBuffer;
const Spatial, Looping: boolean; const Importance: Cardinal;
const Gain, MinGain, MaxGain: Single;
const Position: TVector3Single;
const Pitch: Single;
const ReferenceDistance: Single;
const MaxDistance: Single): TSound;
{ Parse parameters in @link(Parameters) and interpret and remove
recognized options. Internally it uses Parameters.Parse with
ParseOnlyKnownLongOptions = @true. Recognized options:
@definitionList(
@itemLabel @--audio-device DEVICE-NAME
@item Set @link(Device) variable to given argument.
@itemLabel @--no-sound
@item Disable any sound (sets @link(Enable) to @false).
)
More user-oriented documentation for the above options is here:
[http://castle-engine.sourceforge.net/openal_notes.php#section_options] }
procedure ParseParameters;
{ Help string for options parsed by ParseParameters.
Note that it also lists the available OpenAL @link(Devices),
as they are valid arguments for the @--audio-device option. }
function ParseParametersHelp: string;
{ Set OpenAL listener position and orientation. }
procedure UpdateListener(const Position, Direction, Up: TVector3Single);
{ List of available OpenAL sound devices. Read-only.
Use @code(Devices[].Name) as @link(Device) values.
On some OpenAL implementations, some other @link(Device) values may
be possible, e.g. old Loki implementation allowed some hints
to be encoded in Lisp-like language inside the @link(Device) string. }
function Devices: TSoundDeviceList;
function DeviceNiceName: string;
{ Events fired after OpenAL context and device are being open or closed.
More precisely, when ALInitialized changes (and so, possibly, ALActive
changed). }
property OnOpenClose: TNotifyEventList read FOnOpenClose;
{ Should we save @link(Enable) to config file in SaveToConfig call.
This is always reset to @true after setting @link(Enable) value. }
property EnableSaveToConfig: boolean
read FEnableSaveToConfig write FEnableSaveToConfig default true;
published
{ Sound volume, affects all OpenAL sounds (effects and music).
This must always be within 0..1 range.
0.0 means that there are no effects (this case should be optimized). }
property Volume: Single read FVolume write SetVolume
default DefaultVolume;
{ Sound output device, used when initializing OpenAL context.
You can change it even when OpenAL is already initialized.
Then we'll close the old device (ALContextClose),
change @link(Device) value, and initialize context again (ALContextOpen).
Note that you will need to reload your buffers and sources again. }
property Device: string read FDevice write SetDevice;
{ Enable sound.
If @false, then ALContextOpen will not initialize any OpenAL device.
This is useful if you simply want to disable any sound output
(or OpenAL usage), even when OpenAL library is available.
If the OpenAL context is already initialized when setting this,
we will eventually close it. (More precisely, we will
do ALContextClose and then ALContextOpen again. This behaves correctly.) }
property Enable: boolean read FEnable write SetEnable default true;
{ How the sound is attenuated with the distance.
These are used only for spatialized sounds created with PlaySound.
The DefaultReferenceDistance and DefaultMaxDistance values
are used only if you don't supply explicit values to PlaySound.
The exact interpretation of these depends on current
DistanceModel. See OpenAL specification for exact equations.
In short:
@unorderedList(
@item(Smaller Rolloff Factor makes the attenuation weaker.
In particular 0 turns off attenuation by distance.
Default is 1.)
@item(Reference Distance is the distance at which exactly sound
gain is heard. Default is 1.)
@item(Max Distance interpretation depends on the model.
For "inverse clamped model", the gain is no longer scaled down
after reaching this distance. For linear models, the gain
reaches zero at this distance. Default is maximum float
(I don't know the interpretation of this for linear model).)
)
Our default values follow OpenAL default values.
@groupBegin }
property DefaultRolloffFactor: Single
read FDefaultRolloffFactor write FDefaultRolloffFactor default DefaultDefaultRolloffFactor;
property DefaultReferenceDistance: Single
read FDefaultReferenceDistance write FDefaultReferenceDistance default DefaultDefaultReferenceDistance;
property DefaultMaxDistance: Single
read FDefaultMaxDistance write FDefaultMaxDistance default DefaultDefaultMaxDistance;
{ @groupEnd }
{ How the sources are spatialized. For precise meaning, see OpenAL
specification of alDistanceModel.
Note that some models are actually available only since OpenAL 1.1
version. Older OpenAL versions may (but don't have to) support them
through extensions. We will internally do everything possible to
request given model, but eventually may fallback on some other model.
This probably will not be a problem in practice, as all modern OS
versions (Linux distros, Windows OpenAL installers etc.) include OpenAL
1.1.
The default distance model, DefaultDistanceModel, is the linear model
most conforming to VRML/X3D sound requirements. You can change it
if you want (for example, OpenAL default is dmInverseDistanceClamped). }
property DistanceModel: TSoundDistanceModel
read FDistanceModel write SetDistanceModel default DefaultDistanceModel;
end;
type
{ Unique sound type identifier for sounds used within TRepoSoundEngine.
This is actually just an index to TRepoSoundEngine.SoundNames array,
but you should always treat this as an opaque type. }
TSoundType = Cardinal;
const
{ Special sound type that indicates that there is actually no sound.
@link(TRepoSoundEngine.Sound) and @link(TRepoSoundEngine.Sound3D)
will do nothing when called with this sound type. }
stNone = 0;
MaxSoundImportance = MaxInt;
LevelEventSoundImportance = 100000;
PlayerSoundImportance = 10000;
DefaultCreatureSoundImportance = 1000;
MinorNonSpatialSoundImportance = 100;
type
{ Sound information, internally used by TRepoSoundEngine.
The fields correspond to appropriate attributes in sounds XML file.
All of the fields except Buffer are initialized only by ReadSounds.
From the point of view of end-user the number of sounds
is constant for given game and their properties (expressed in
TSoundInfo below) are also constant.
However, for the sake of debugging/testing the game,
and for content designers, the actual values of Sounds are loaded
at initialization by ReadSounds (called automatically by ALContextOpen)
from sounds XML file,
and later can be changed by calling ReadSounds once again during the
game (debug menu may have command like "Reload sounds/index.xml"). }
TSoundInfo = class
private
FBuffer: TSoundBuffer;
{ OpenAL buffer of this sound. Zero if buffer is not yet loaded,
which may happen only if TRepoSoundEngine.ALContextOpen was not yet
called or when sound has URL = ''. }
property Buffer: TSoundBuffer read FBuffer;
public
{ Unique sound name. Empty for the special sound stNone. }
Name: string;
{ URL from which to load sound data.
Empty means that the sound data is not defined,
so the OpenAL buffer will not be initialized and trying to play
this sound (with methods like TSoundEngine.Sound or TSoundEngine.Sound3D)
will do nothing. This is useful if you want to use a sound name
in code, but you do not have the actual sound file for this yet. }
URL: string;
{ Gain (how loud the sound is).
They are mapped directly to respective OpenAL source properties,
so see OpenAL specification for exact details what they mean.
In short:
@unorderedList(
@item(Gain scales the sound loudness. Use this to indicate that
e.g. a plane engine is louder than a mouse squeak (when heard
from the same distance).
Do @italic(not) make the actual sound data (in wav, ogg and such files)
louder/more silent for this purpose.
This is usually bad for sound quality. Instead, keep your sound data
at max loudness (normalized), and use this @link(Gain) property
to scale sound.
It can be antything from 0 to +infinity. The default is 1.)
@item(MinGain and MaxGain force a minimum/maximum sound loudness.
These can be used to "cheat" around default distance attenuation
calculation.
These must be in [0, 1] range. By default MinGain is 0 and MaxGain is 1.)
)
Note that Gain value > 1 is allowed.
Although OpenAL may clip the resulting sound (after all
calculations taking into account 3D position will be done).
The resulting sound is also clamped by MaxGain
(that generally must be in [0, 1], although some OpenAL implementations
allow values > 1).
When this sound is used for MusicPlayer.Sound:
@orderedList(
@item(MinGain, MaxGain are ignored.)
@item(Effective Gain (passed to OpenAL sound source) is the
TMusicPlayer.MusicVolume multiplied by our @link(Gain).)
) }
Gain, MinGain, MaxGain: Single;
{ How important the sound is. Influences what happens when we have a lot
of sounds playing at once. See TSound.Importance.
Ignored when this sound is used for MusicPlayer.Sound. }
DefaultImportance: Cardinal;
end;
TSoundInfoList = specialize TFPGObjectList<TSoundInfo>;
TMusicPlayer = class;
{ Sound engine that keeps a repository of sounds, defined in a nice XML file.
This allows to have simple @link(Sound) and @link(Sound3D) methods,
that take a sound identifier (managing sound buffers will just happen
automatically under the hood).
It extends TSoundEngine, so you can always still load new buffers
and play them by TSoundEngine.LoadBuffer, TSoundEngine.PlaySound
and all other methods. This only adds easy preloaded sounds,
but you're not limited to them.
To initialize your sounds repository, you have to set the RepositoryURL
property. }
TRepoSoundEngine = class(TSoundEngine)
private
FSoundImportanceNames: TStringList;
FSounds: TSoundInfoList;
FRepositoryURL: string;
{ This is the only allowed instance of TMusicPlayer class,
created and destroyed in this class create/destroy. }
FMusicPlayer: TMusicPlayer;
procedure SetRepositoryURL(const Value: string);
{ Load buffers for all Sounds. Should be called as soon as Sounds changes
and we may have OpenAL context (but it checks ALActive and Sounds.Count,
and does something only if we have OpenAL context and some sounds,
so it's actually safe to call it always). }
procedure LoadSoundsBuffers;
protected
procedure LoadFromConfig(const Config: TCastleConfig); override;
procedure SaveToConfig(const Config: TCastleConfig); override;
public
constructor Create;
destructor Destroy; override;
{ In addition to initializing OpenAL context, this also loads sound files. }
procedure ALContextOpen; override;
procedure ALContextClose; override;
{ The XML file that contains description of your sounds.
This should be an URL (in simple cases, just a filename)
pointing to an XML file describing your sounds.
See http://castle-engine.sourceforge.net/creating_data_sound.php and
engine examples for details (@code(examples/audio/sample_sounds.xml)
contains an example file with lots of comments).
When you set RepositoryURL property, we read sound information from
given XML file. You usually set RepositoryURL at the very beginning,
before OpenAL context is initialized (although it's also Ok to do this after).
Right after setting RepositoryURL you usually call SoundFromName
a couple of times to convert some names into TSoundType values,
to later use these TSoundType values with @link(Sound) and @link(Sound3D)
methods.
When OpenAL is initialized, sound buffers will actually be loaded.
If this is empty (the default), then no sounds are loaded,
and TRepoSoundEngine doesn't really give you much above standard
TSoundEngine.
If you want to actually use TRepoSoundEngine features
(like the @link(Sound) and @link(Sound3D) methods) you have to set this
property. For example like this:
@longCode(#
SoundEngine.RepositoryURL := ApplicationData('sounds.xml');
stMySound1 := SoundEngine.SoundFromName('my_sound_1');
stMySound2 := SoundEngine.SoundFromName('my_sound_2');
// ... and later in your game you can do stuff like this:
SoundEngine.Sound(stMySound1);
SoundEngine.Sound3D(stMySound1, Vector3Single(0, 0, 10));
#)
See CastleFilesUtils unit for docs of ApplicationData function.
}
property RepositoryURL: string read FRepositoryURL write SetRepositoryURL;
{ Deprecated name for RepositoryURL. @deprecated }
property SoundsFileName: string read FRepositoryURL write SetRepositoryURL; deprecated;
{ Reload the RepositoryURL and all referenced buffers.
Useful as a tool for 3D data designers, to reload the sounds XML file
without restarting the game/sound engine etc. }
procedure ReloadSounds;
{ A list of sounds used by your program.
Each sound has a unique name, used to identify sound in
the XML file and for SoundFromName function.
At the beginning, this list always contains exactly one sound: empty stNone.
This is a special "sound type" that has index 0 (should be always
expressed as TSoundType value stNone) and name ''.
stNone is a special sound as it actually means "no sound" in many cases. }
property Sounds: TSoundInfoList read FSounds;
{ Return sound with given name.
Available names are given in SoundNames, defined in XML file pointed
by RepositoryURL.
Always for SoundName = '' it will return stNone.
@raises Exception On invalid SoundName when RaiseError = @true. }
function SoundFromName(const SoundName: string; const RaiseError: boolean = true): TSoundType;
{ Play given sound. This should be used to play sounds
that are not spatial, i.e. have no place in 3D space.
Returns used TSound (or nil if none was available).
You don't have to do anything with this returned TSound. }
function Sound(SoundType: TSoundType;
const Looping: boolean = false): TSound;
{ Play given sound at appropriate position in 3D space.
Returns used TSound (or nil if none was available).
You don't have to do anything with this returned TSound.
@noAutoLinkHere }
function Sound3D(SoundType: TSoundType;
const Position: TVector3Single;
const Looping: boolean = false): TSound; overload;
{ Sound importance names and values.
Each item is a name (as a string) and a value (that is stored in Objects
property of the item as a pointer; add new importances by
AddSoundImportanceName for comfort).
These can be used within sounds.xml file.
Before using ALContextOpen, you can fill this list with values.
Initially, it contains a couple of useful values (ordered here
from most to least important):
@unorderedList(
@item 'max' - MaxSoundImportance
@item 'level_event' - LevelEventSoundImportance
@item 'player' - PlayerSoundImportance
@item 'default_creature' - DefaultCreatureSoundImportance
@item 'minor_non_spatial' - MinorNonSpatialSoundImportance
) }
property SoundImportanceNames: TStringList read FSoundImportanceNames;
procedure AddSoundImportanceName(const Name: string; Importance: Integer);
property MusicPlayer: TMusicPlayer read FMusicPlayer;
end;
{ Music player, to easily play a sound preloaded by TRepoSoundEngine.
Instance of this class should be created only internally
by the TRepoSoundEngine, always use this through TRepoSoundEngine.MusicPlayer. }
TMusicPlayer = class
private
{ Engine that owns this music player. }
FEngine: TRepoSoundEngine;
FSound: TSoundType;
procedure SetSound(const Value: TSoundType);
private
{ This is nil if we don't play music right now
(because OpenAL is not initialized, or Sound = stNone,
or PlayerSound.URL = '' (sound not existing)). }
FAllocatedSource: TSound;
procedure AllocatedSourceRelease(Sender: TSound);
{ Called by ALContextOpen. You should check here if
Sound <> stNone and eventually initialize FAllocatedSource. }
procedure AllocateSource;
private
FMusicVolume: Single;
function GetMusicVolume: Single;
procedure SetMusicVolume(const Value: Single);
public
const
DefaultMusicVolume = 1.0;
constructor Create(AnEngine: TRepoSoundEngine);
destructor Destroy; override;
{ Currently played music.
Set to stNone to stop playing music.
Set to anything else to play that music.
Changing value of this property (when both the old and new values
are <> stNone and are different) restarts playing the music. }
property Sound: TSoundType read FSound write SetSound default stNone;
{ Music volume. This must always be within 0..1 range.
0.0 means that there is no music (this case should be optimized).}
property MusicVolume: Single read GetMusicVolume write SetMusicVolume
default DefaultMusicVolume;
end;
var
{ Common sounds.
The sounds types listed below are automatically
initialized when you set TRepoSoundEngine.RepositoryURL.
All engine units can use them if you define them in your sounds XML file.
If they are not defined in your XML file (or if you don't even have
an XML file, that is you leave TRepoSoundEngine.RepositoryURL empty)
then they remain stNone (and nothing will happen if anything will try
to play them by TRepoSoundEngine.Sound or TRepoSoundEngine.Sound3D).
Simply define them in your sounds XML file (see
TRepoSoundEngine.RepositoryURL) under a suitable name with underscores,
like 'player_dies' for stPlayerDies. }
{ Player sounds.
@groupBegin }
stPlayerInteractFailed,
stPlayerPickItem,
stPlayerDropItem,
stPlayerSwimming,
stPlayerDrowning,
stPlayerFootstepsDefault,
stPlayerToxicPain,
stPlayerSuddenPain,
stPlayerDies,
stPlayerSwimmingChange,
{ @groupEnd }
{ Sounds used by TCastleOnScreenMenu.
@groupBegin }
stMenuCurrentItemChanged,
stMenuClick
{ @groupEnd }
:TSoundType;
{ The sound engine. Singleton instance of TRepoSoundEngine, the most capable
engine class. Created on first call to this function. }
function SoundEngine: TRepoSoundEngine;
var
{ Should TRepoSoundEngine.SoundFromName ignore (return stNone)
all missing sounds. This works like RaiseError parameter for
TRepoSoundEngine.SoundFromName was @true.
It's a debug feature, useful if you load resources but don't really
plan to play their sounds, don't depend on it in your games. }
IgnoreAllMissingSounds: boolean;
implementation
uses CastleUtils, CastleStringUtils, CastleALUtils, CastleLog, CastleProgress,
CastleSoundFile, CastleVorbisFile, CastleEFX, CastleParameters, StrUtils,
CastleWarnings, DOM, XMLRead, CastleXMLUtils, CastleFilesUtils, CastleConfig,
CastleURIUtils, CastleDownload;
type
{ For alcGetError errors (ALC_xxx constants). }
EALCError = class(EOpenALError)
private
FALCErrorNum: TALenum;
public
property ALCErrorNum: TALenum read FALCErrorNum;
constructor Create(AALCErrorNum: TALenum; const AMessage: string);
end;
constructor EALCError.Create(AALCErrorNum: TALenum; const AMessage: string);
begin
FALCErrorNum := AALCErrorNum;
inherited Create(AMessage);
end;
{ Check and use OpenAL enumeration extension.
If OpenAL supports ALC_ENUMERATION_EXT, then we return @true
and pDeviceList is initialized to the null-separated list of
possible OpenAL devices. }
function EnumerationExtPresent(out pDeviceList: PChar): boolean;
begin
Result := alcIsExtensionPresent(nil, 'ALC_ENUMERATION_EXT');
if Result then
begin
pDeviceList := alcGetString(nil, ALC_DEVICE_SPECIFIER);
Assert(pDeviceList <> nil);
end;
end;
function EnumerationExtPresent: boolean;
begin
Result := alcIsExtensionPresent(nil, 'ALC_ENUMERATION_EXT');
end;
{ TSoundEngine ------------------------------------------------------------- }
constructor TSoundEngine.Create;
begin
inherited;
FVolume := DefaultVolume;
FDefaultRolloffFactor := DefaultDefaultRolloffFactor;
FDefaultReferenceDistance := DefaultDefaultReferenceDistance;
FDefaultMaxDistance := DefaultDefaultMaxDistance;
FDistanceModel := DefaultDistanceModel;
FEnable := true;
FEnableSaveToConfig := true;
DeviceSaveToConfig := true;
BuffersCache := TSoundBuffersCacheList.Create;
FOnOpenClose := TNotifyEventList.Create;
Config.OnLoad.Add(@LoadFromConfig);
Config.OnSave.Add(@SaveToConfig);
{ Default OpenAL listener attributes }
ListenerPosition := ZeroVector3Single;
ListenerOrientation[0] := Vector3Single(0, 0, -1);
ListenerOrientation[1] := Vector3Single(0, 1, 0);
end;
destructor TSoundEngine.Destroy;
begin
if Config <> nil then
begin
Config.OnLoad.Remove(@LoadFromConfig);
Config.OnSave.Remove(@SaveToConfig);
end;
ALContextClose;
FreeAndNil(BuffersCache);
FreeAndNil(FDevices);
FreeAndNil(FOnOpenClose);
inherited;
end;
function TSoundEngine.Devices: TSoundDeviceList;
{ Find available OpenAL devices, add them to FDevices.
It tries to use ALC_ENUMERATION_EXT extension, available on all modern
OpenAL implementations. If it fails, and we're dealing with
OpenAL "sample implementation" (older OpenAL Unix implementation)
then we return a hardcoded list of devices known to be supported
by this implementation.
This makes it working sensibly under all OpenAL implementations in use
today.
Also for every OpenAL implementation, we add an implicit
OpenAL default device named '' (empty string). }
procedure UpdateDevices;
procedure Add(const AName, ANiceName: string);
var
D: TSoundDevice;
begin
D := TSoundDevice.Create;
D.FName := AName;
D.FNiceName := ANiceName;
FDevices.Add(D);
end;
function SampleImpALCDeviceName(const ShortDeviceName: string): string;
begin
Result := '''(( devices ''(' + ShortDeviceName + ') ))';
end;
var
pDeviceList: PChar;
begin
Add('', 'Default OpenAL device');
if ALInited and EnumerationExtPresent(pDeviceList) then
begin
{ parse pDeviceList }
while pDeviceList^ <> #0 do
begin
{ automatic conversion PChar -> AnsiString below }
Add(pDeviceList, pDeviceList);
{ advance position of pDeviceList }
pDeviceList := StrEnd(pDeviceList);
Inc(pDeviceList);
end;
end else
if ALInited and OpenALSampleImplementation then
begin
Add(SampleImpALCDeviceName('native'), 'Operating system native');
Add(SampleImpALCDeviceName('sdl'), 'SDL (Simple DirectMedia Layer)');
{ aRts device is too unstable on my Linux:
When trying to initialize <tt>arts</tt> backend
I can bring the OpenAL library (and, consequently, whole program
using it) to crash with message <i>can't create mcop
directory</i>. Right after running konqueror, I get also
crash with message <i>*** glibc detected *** double free or corruption (out):
0x08538d88 ***</i>.
This is so unstable, that I think that I do a service
for users by *not* listing aRts in available OpenAL
devices. It's listed on [http://castle-engine.sourceforge.net/openal_notes.php]
and that's enough.
Add(SampleImpALCDeviceName('arts'), 'aRts (analog Real time synthesizer)');
}
Add(SampleImpALCDeviceName('esd'), 'Esound (Enlightened Sound Daemon)');
Add(SampleImpALCDeviceName('alsa'), 'ALSA (Advanced Linux Sound Architecture)');
Add(SampleImpALCDeviceName('waveout'), 'WAVE file output');
Add(SampleImpALCDeviceName('null'), 'Null device (no output)');
end;
end;
begin
{ Create devices on demand (not immediately in TSoundEngine.Create),
because merely using alcGetString(nil, ALC_DEVICE_SPECIFIER)
may perform some OpenAL initialization (discovery of available devices).
E.g. with OpenAL Soft 1.13 in Debian. This is not very harmful,
but it causes like output (on stdout or stderr) like
AL lib: pulseaudio.c:612: Context did not connect: Connection refused
ALSA lib pcm.c:2190:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear
ALSA lib pcm.c:2190:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe
ALSA lib pcm.c:2190:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side
ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only playback stream
and it causes a temporary slowdown. So we want to defer this (until really
needed, or until explicit ALContextOpen call). }
if FDevices = nil then
begin
FDevices := TSoundDeviceList.Create;
UpdateDevices;
end;
Result := FDevices;
end;
procedure TSoundEngine.CheckALC(const situation: string);
var
err: TALenum;
alcErrDescription: PChar;
alcErrDescriptionStr: string;
begin
err := alcGetError(ALDevice);
if err <> ALC_NO_ERROR then
begin
{ moznaby tu uproscic zapis eliminujac zmienne alcErrDescription i alcErrDescriptionStr
i zamiast alcErrDescriptionStr uzyc po prostu alcGetString(ALDevice, err).
Jedynym powodem dla ktorego jednak wprowadzam tu ta mala komplikacje jest fakt
ze sytuacja ze alcGetError zwroci cos niespodziewanego (bledny kod bledu) niestety
zdarza sie (implementacja Creative pod Windows nie jest doskonala...).
W zwiazku z tym chcemy sie nia zajac. }
alcErrDescription := alcGetString(ALDevice, err);
if alcErrDescription = nil then
alcErrDescriptionStr := Format('(alc does not recognize this error number : %d)', [err]) else
alcErrDescriptionStr := alcErrDescription;
raise EALCError.Create(err,
'OpenAL error ALC_xxx at '+situation+' : '+alcErrDescriptionStr);
end;
end;
function TSoundEngine.GetContextString(Enum: TALCenum): string;
begin
result := alcGetString(ALDevice, enum);
try
CheckALC('alcGetString');
{ Check also normal al error (alGetError instead
of alcGetError). Seems that when Darwin (Mac OS X) Apple's OpenAL
implementation fails to return some alcGetString
it reports this by setting AL error (instead of ALC one)
to "invalid value". Although (after fixes to detect OpenALSampleImplementation
at runtime and change constants values) this shouldn't happen anymore
it you pass normal consts to this function. }
CheckAL('alcGetString');
except
on E: EALCError do result := '('+E.Message+')';
on E: EALError do result := '('+E.Message+')';
end;
end;
procedure TSoundEngine.ALContextOpen;
procedure ParseVersion(const Version: string; out Major, Minor: Integer);
var
DotP, SpaceP: Integer;
begin
{ version unknown }
Major := 0;
Minor := 0;
DotP := Pos('.', Version);
if DotP <> 0 then
try
Major := StrToInt(Trim(Copy(Version, 1, DotP - 1)));
SpaceP := PosEx(' ', Version, DotP + 1);
if SpaceP <> 0 then
Minor := StrToInt(Trim(Copy(Version, DotP + 1, SpaceP - DotP))) else
Minor := StrToInt(Trim(SEnding(Version, DotP + 1)));
except
on EConvertError do
begin
Major := 0;
Minor := 0;
end;
end;
end;
{ Try to initialize OpenAL.
Sets ALActive, EFXSupported.
If not ALActive, then ALActivationErrorMessage contains error description. }
procedure BeginAL(out ALActivationErrorMessage: string);
begin
{ We don't do alcProcessContext/alcSuspendContext, no need
(spec says that context is initially in processing state). }
try
FALActive := false;
FEFXSupported := false;
ALActivationErrorMessage := '';
FALMajorVersion := 0;
FALMinorVersion := 0;
CheckALInited;
ALDevice := alcOpenDevice(PCharOrNil(Device));
if (ALDevice = nil) then
raise EOpenALError.CreateFmt(
'OpenAL''s audio device "%s" is not available', [Device]);
ALContext := alcCreateContext(ALDevice, nil);
CheckALC('initing OpenAL (alcCreateContext)');
alcMakeContextCurrent(ALContext);
CheckALC('initing OpenAL (alcMakeContextCurrent)');
FALActive := true;
FEFXSupported := Load_EFX(ALDevice);
ParseVersion(alGetString(AL_VERSION), FALMajorVersion, FALMinorVersion);
except
on E: EOpenALError do
ALActivationErrorMessage := E.Message;
end;
end;
function ALInformation: string;
begin
Assert(ALActive);
Result := Format(
NL+
'Version : %s' +NL+
'Version Parsed : major: %d, minor: %d' +NL+
'Renderer : %s' +NL+
'Vendor : %s' +NL+
'Extensions : %s' +NL+
NL+
'Allocated OpenAL sources: min %d, max %d' +NL+
NL+
'OggVorbis handling method: %s' +NL+
'vorbisfile library available: %s',
[ alGetString(AL_VERSION),
FALMajorVersion, FALMinorVersion,
alGetString(AL_RENDERER),
alGetString(AL_VENDOR),
alGetString(AL_EXTENSIONS),
MinAllocatedSources, MaxAllocatedSources,
TSoundOggVorbis.VorbisMethod,
BoolToStr[VorbisFileInited]
]);
end;
var
ALActivationErrorMessage: string;
begin
Assert(not ALActive, 'OpenAL context is already active');
Assert(not ALInitialized, 'OpenAL context initialization was already attempted');
if not Enable then
FSoundInitializationReport :=
'OpenAL initialization aborted: sound is disabled (by --no-sound command-line option, or menu item or such)' else
begin
BeginAL(ALActivationErrorMessage);
if not ALActive then
FSoundInitializationReport :=
'OpenAL initialization failed:' +NL+ ALActivationErrorMessage else
begin
FSoundInitializationReport :=
'OpenAL initialized successfully' +NL+ ALInformation;
try
alListenerf(AL_GAIN, Volume);
UpdateDistanceModel;
inherited; { initialize sound allocator }
CheckAL('initializing sounds (ALContextOpen)');
except
ALContextClose;
raise;
end;
end;
end;
FALInitialized := true;
if Log then
WritelnLogMultiline('Sound', SoundInitializationReport);
OnOpenClose.ExecuteAll(Self);
end;
procedure TSoundEngine.ALContextClose;
procedure EndAL;
begin
FALActive := false;
FEFXSupported := false;
{ CheckALC first, in case some error is "hanging" not caught yet. }
CheckALC('right before closing OpenAL context');
if ALContext <> nil then
begin
(* The OpenAL specification says
"The correct way to destroy a context is to first release
it using alcMakeCurrent with a NULL context. Applications
should not attempt to destroy a current context – doing so
will not work and will result in an ALC_INVALID_OPERATION error."
(See [http://openal.org/openal_webstf/specs/oal11spec_html/oal11spec6.html])
However, sample implementation (used on most Unixes,
before OpenAL soft came) can hang
on alcMakeContextCurrent(nil) call. Actually, it doesn't hang,
but it stops for a *very* long time (even a couple of minutes).
This is a known problem, see
[http://opensource.creative.com/pipermail/openal-devel/2005-March/002823.html]
and
[http://lists.berlios.de/pipermail/warzone-dev/2005-August/000441.html].
Tremulous code workarounds it like
if( Q_stricmp((const char* )qalGetString( AL_VENDOR ), "J. Valenzuela" ) ) {
qalcMakeContextCurrent( NULL );
}
... and this seems a good idea, we do it also here.
Initially I wanted to do $ifdef UNIX, but checking for Sample implementation
with alGetString(AL_VENDOR) is more elegant (i.e. affecting more precisely
the problematic OpenAL implementations, e.g. allowing us to work
correctly with OpenAL soft too). *)
if not OpenALSampleImplementation then
alcMakeContextCurrent(nil);
alcDestroyContext(ALContext);
ALContext := nil;
CheckALC('closing OpenAL context');
end;
if ALDevice <> nil then
begin
alcCloseDevice(ALDevice);
{ w/g specyfikacji OpenAL generuje teraz error ALC_INVALID_DEVICE jesli
device bylo nieprawidlowe; ale niby jak mam sprawdzic ten blad ?
Przeciez zeby sprawdzic alcGetError potrzebuje miec valid device w reku,
a po wywolaniu alcCloseDevice(device) device jest invalid (bez wzgledu
na czy przed wywolaniem alcCloseDevice bylo valid) }
ALDevice := nil;
end;
end;
var
I: Integer;
begin
if ALInitialized then
begin
FALInitialized := false;
if ALActive then
begin
{ release sound allocator first. This also stops all the sources,
which is required before we try to release their buffers. }
inherited;
for I := 0 to BuffersCache.Count - 1 do
alFreeBuffer(BuffersCache[I].Buffer);
BuffersCache.Count := 0;
EndAL;
end;
if Log then
WritelnLog('Sound', 'OpenAL closed');
OnOpenClose.ExecuteAll(Self);
end;
end;
function TSoundEngine.PlaySound(const Buffer: TSoundBuffer;
const Spatial, Looping: boolean; const Importance: Cardinal;
const Gain, MinGain, MaxGain: Single;
const Position: TVector3Single;
const Pitch, ReferenceDistance, MaxDistance: Single): TSound;
const
{ For now, just always use CheckBufferLoaded. It doesn't seem to cause
any slowdown for normal sound playing. }
CheckBufferLoaded = true;
begin
Result := nil;
if ALActive and (Buffer <> 0) then
begin
Result := AllocateSound(Importance);
if Result <> nil then
begin
Result.Buffer := Buffer;
Result.Looping := Looping;
Result.Gain := Gain;
Result.MinGain := MinGain;
Result.MaxGain := MaxGain;
Result.Pitch := Pitch;
if Spatial then
begin
{ Set default attenuation by distance. }
Result.RolloffFactor := DefaultRolloffFactor;
Result.ReferenceDistance := ReferenceDistance;
Result.MaxDistance := MaxDistance;
Result.Relative := false;
Result.Position := Position;
end else
begin
{ No attenuation by distance. }
Result.RolloffFactor := 0;
{ ReferenceDistance, MaxDistance don't matter in this case }
{ Although AL_ROLLOFF_FACTOR := 0 turns off
attenuation by distance, we still have to turn off
any changes from player's orientation (so that the sound
is not played on left or right side, but normally).
That's why setting source position exactly on the player
is needed here. }
Result.Relative := true;
Result.Position := ZeroVector3Single;
end;
if CheckBufferLoaded then
begin
{ This is a workaround needed on Apple OpenAL implementation
(although I think that at some time I experienced similar
problems (that would be cured by this workaround) on Linux
(Loki OpenAL implementation)).
The problem: music on some
levels doesn't play. This happens seemingly random: sometimes
when you load a level music starts playing, sometimes it's
silent. Then when you go to another level, then go back to the
same level, music plays.
Investigation: I found that sometimes changing the buffer
of the sound doesn't work immediately. Simple
Writeln(SoundInfos.L[Sound].Buffer, ' ',
alGetSource1ui(FAllocatedSource.ALSource, AL_BUFFER));
right after alCommonSourceSetup shows this (may output
two different values). Then if you wait a little, OpenAL
reports correct buffer. This probably means that OpenAL
internally finishes some tasks related to loading buffer
into source. Whatever it is, it seems that it doesn't
occur (or rather, is not noticeable) on normal game sounds
that are short --- but it's noticeable delay with larger
sounds, like typical music.
So the natural workaround below follows. For OpenAL implementations
that immediately load the buffer, this will not cause any delay. }
{ We have to do CheckAL first, to catch evantual errors.
Otherwise the loop would hang. }
CheckAL('PlaySound');
while Buffer <> alGetSource1ui(Result.ALSource, AL_BUFFER) do
Sleep(10);
end;
alSourcePlay(Result.ALSource);
end;
end;
end;
function TSoundEngine.PlaySound(const Buffer: TSoundBuffer;
const Spatial, Looping: boolean; const Importance: Cardinal;
const Gain, MinGain, MaxGain: Single;
const Position: TVector3Single;
const Pitch: Single): TSound;
begin
Result := PlaySound(Buffer, Spatial, Looping, Importance,
Gain, MinGain, MaxGain, Position, Pitch,
{ use default values for next parameters }
DefaultReferenceDistance, DefaultMaxDistance);
end;
function TSoundEngine.LoadBuffer(const URL: string;
out Duration: TFloatTime): TSoundBuffer;
var
I: Integer;
Cache: TSoundBuffersCache;
FullURL: string;
begin
if not ALInitialized then ALContextOpen;
if not ALActive then Exit(0);
FullURL := AbsoluteURI(URL);
{ try to load from cache (Result and Duration) }
for I := 0 to BuffersCache.Count - 1 do
if BuffersCache[I].URL = FullURL then
begin
Inc(BuffersCache[I].References);
if Log then
WritelnLog('Sound', Format('Loaded "%s" from cache, now has %d references',
[URIDisplay(FullURL), BuffersCache[I].References]));
Duration := BuffersCache[I].Duration;
Exit(BuffersCache[I].Buffer);
end;
{ actually load, and add to cache }
alCreateBuffers(1, @Result);
try
TALSoundFile.alBufferDataFromFile(Result, URL, Duration);
except alDeleteBuffers(1, @Result); raise end;
Cache := TSoundBuffersCache.Create;
Cache.URL := FullURL;
Cache.Buffer := Result;
Cache.Duration := Duration;
Cache.References := 1;
BuffersCache.Add(Cache);
end;
function TSoundEngine.LoadBuffer(const URL: string): TSoundBuffer;
var
Dummy: TFloatTime;
begin
Result := LoadBuffer(URL, Dummy);
end;
procedure TSoundEngine.FreeBuffer(var Buffer: TSoundBuffer);
var
I: Integer;
begin
if Buffer = 0 then Exit;
for I := 0 to BuffersCache.Count - 1 do
if BuffersCache[I].Buffer = Buffer then
begin
Buffer := 0;
Dec(BuffersCache[I].References);
if BuffersCache[I].References = 0 then
begin
alFreeBuffer(BuffersCache[I].Buffer);
BuffersCache.Delete(I);
end;
Exit;
end;
raise ESoundBufferNotLoaded.CreateFmt('OpenAL buffer %d not loaded', [Buffer]);
end;
procedure TSoundEngine.SetVolume(const Value: Single);
begin
if Value <> FVolume then
begin
FVolume := Value;
if ALActive then
alListenerf(AL_GAIN, Volume);
end;
end;
procedure TSoundEngine.UpdateDistanceModel;
function AtLeast(AMajor, AMinor: Integer): boolean;
begin
Result :=
(AMajor < FALMajorVersion) or
( (AMajor = FALMajorVersion) and (AMinor <= FALMinorVersion) );
end;
const
ALDistanceModelConsts: array [TSoundDistanceModel] of TALenum =
( AL_NONE,
AL_INVERSE_DISTANCE, AL_INVERSE_DISTANCE_CLAMPED,
AL_LINEAR_DISTANCE, AL_LINEAR_DISTANCE_CLAMPED,
AL_EXPONENT_DISTANCE, AL_EXPONENT_DISTANCE_CLAMPED );
var
Is11: boolean;
begin
Is11 := AtLeast(1, 1);
if (not Is11) and (DistanceModel in [dmLinearDistance, dmExponentDistance]) then
alDistanceModel(AL_INVERSE_DISTANCE) else
if (not Is11) and (DistanceModel in [dmLinearDistanceClamped, dmExponentDistanceClamped]) then
alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED) else
alDistanceModel(ALDistanceModelConsts[DistanceModel]);
end;
procedure TSoundEngine.SetDistanceModel(const Value: TSoundDistanceModel);
begin
if Value <> FDistanceModel then
begin
FDistanceModel := Value;
if ALActive then UpdateDistanceModel;
end;
end;
procedure TSoundEngine.SetDevice(const Value: string);
begin
if Value <> FDevice then
begin
if ALInitialized then
begin
ALContextClose;
OpenALRestart;
FDevice := Value;
ALContextOpen;
end else
FDevice := Value;
DeviceSaveToConfig := true; // caller will eventually change it to false
end;
end;
procedure TSoundEngine.SetEnable(const Value: boolean);
begin
if Value <> FEnable then
begin
if ALInitialized then
begin
ALContextClose;
FEnable := Value;
ALContextOpen;
end else
FEnable := Value;
FEnableSaveToConfig := true; // caller will eventually change it to false
end;
end;
procedure OptionProc(OptionNum: Integer; HasArgument: boolean;
const Argument: string; const SeparateArgs: TSeparateArgs; Data: Pointer);
var
Engine: TSoundEngine;
begin
Engine := TSoundEngine(Data);
case OptionNum of
0: begin
Engine.Device := Argument;
Engine.DeviceSaveToConfig := false;
end;
1: begin
Engine.Enable := false;
Engine.EnableSaveToConfig := false;
end;
else raise EInternalError.Create('OpenALOptionProc');
end;
end;
procedure TSoundEngine.ParseParameters;
const
OpenALOptions: array [0..1] of TOption =
( (Short: #0; Long: 'audio-device'; Argument: oaRequired),
(Short: #0; Long: 'no-sound'; Argument: oaNone)
);
begin
Parameters.Parse(OpenALOptions, @OptionProc, Self, true);
end;
function TSoundEngine.ParseParametersHelp: string;
function DevicesHelp: string;
var
DefaultDeviceName: string;
I: Integer;
begin
if not ALInited then
Result := ' Warning: OpenAL is not available, cannot print' +NL+
' available audio devices.' +NL else
if not EnumerationExtPresent then
Result := ' Warning: OpenAL does not support getting the list'+NL+
' of available audio devices' +NL+
' (missing ALC_ENUMERATION_EXT), probably old OpenAL.' else
begin
DefaultDeviceName := alcGetString(nil, ALC_DEFAULT_DEVICE_SPECIFIER);
Result := Format(' Available devices (%d):', [Devices.Count]) + nl;
for i := 0 to Devices.Count - 1 do
begin
Result += ' ' + Devices[i].NiceName;
if Devices[i].Name <> Devices[i].NiceName then
Result += ' (Real OpenAL name: "' + Devices[i].Name + '")';
if Devices[i].Name = DefaultDeviceName then
Result += ' (Equivalent to default device)';
Result += nl;
end;
end;
end;
begin
Result :=
' --audio-device DEVICE-NAME' +nl+
' Choose specific OpenAL audio device.' +nl+
DevicesHelp +
' --no-sound Turn off sound';
end;
procedure TSoundEngine.UpdateListener(const Position, Direction, Up: TVector3Single);
begin
ListenerPosition := Position;
ListenerOrientation[0] := Direction;
ListenerOrientation[1] := Up;
if ALActive then
begin
alListenerVector3f(AL_POSITION, Position);
alListenerOrientation(Direction, Up);
end;
end;
function TSoundEngine.DeviceNiceName: string;
var
I: Integer;
begin
for I := 0 to Devices.Count - 1 do
if Devices[I].Name = Device then
Exit(Devices[I].NiceName);
Result := 'Some OpenAL device'; // some default
end;
const
DefaultAudioDevice = '';
DefaultAudioEnable = true;
procedure TSoundEngine.LoadFromConfig(const Config: TCastleConfig);
begin
inherited;
Device := Config.GetValue('sound/device', DefaultAudioDevice);
Enable := Config.GetValue('sound/enable', DefaultAudioEnable);
end;
procedure TSoundEngine.SaveToConfig(const Config: TCastleConfig);
begin
inherited;
if DeviceSaveToConfig then
Config.SetDeleteValue('sound/device', Device, DefaultAudioDevice);
if EnableSaveToConfig then
Config.SetDeleteValue('sound/enable', Enable, DefaultAudioEnable);
end;
{ TRepoSoundEngine ----------------------------------------------------------- }
constructor TRepoSoundEngine.Create;
begin
inherited;
{ Sound importance names and sound names are case-sensitive because
XML traditionally is. Maybe in the future I'll relax this,
there's no definite reason actually to not let them ignore case. }
FSoundImportanceNames := TStringList.Create;
FSoundImportanceNames.CaseSensitive := true;
AddSoundImportanceName('max', MaxSoundImportance);
AddSoundImportanceName('level_event', LevelEventSoundImportance);
AddSoundImportanceName('player', PlayerSoundImportance);
AddSoundImportanceName('default_creature', DefaultCreatureSoundImportance);
AddSoundImportanceName('minor_non_spatial', MinorNonSpatialSoundImportance);
FSounds := TSoundInfoList.Create;
{ add stNone sound }
Sounds.Add(TSoundInfo.Create);
FMusicPlayer := TMusicPlayer.Create(Self);
end;
destructor TRepoSoundEngine.Destroy;
begin
FreeAndNil(FSoundImportanceNames);
FreeAndNil(FSounds);
FreeAndNil(FMusicPlayer);
inherited;
end;
procedure TRepoSoundEngine.ALContextOpen;
begin
inherited;
LoadSoundsBuffers;
end;
procedure TRepoSoundEngine.LoadSoundsBuffers;
var
ST: TSoundType;
begin
{ load sound buffers and allocate sound for music. Only if we have any sound
(other than stNone). }
if ALActive and (Sounds.Count > 1) then
begin
Progress.Init(Sounds.Count - 1, 'Loading sounds');
try
{ We do progress to "Sounds.Count - 1" because we start
iterating from ST = 1 because ST = 0 = stNone never exists. }
Assert(Sounds[stNone].URL = '');
for ST := 1 to Sounds.Count - 1 do
begin
if Sounds[ST].URL <> '' then
try
Sounds[ST].FBuffer := LoadBuffer(Sounds[ST].URL);
except
on E: Exception do
begin
Sounds[ST].FBuffer := 0;
OnWarning(wtMinor, 'Sound', Format('Sound file "%s" cannot be loaded: %s',
[Sounds[ST].URL, E.Message]));
end;
end;
Progress.Step;
end;
finally Progress.Fini; end;
MusicPlayer.AllocateSource;
end;
end;
procedure TRepoSoundEngine.ALContextClose;
var
ST: TSoundType;
begin
if ALActive then
begin
StopAllSources;
{ this is called from TSoundEngine.Destroy, so be secure and check
Sounds for nil }
if Sounds <> nil then
for ST := 0 to Sounds.Count - 1 do
FreeBuffer(Sounds[ST].FBuffer);
end;
inherited;
end;
function TRepoSoundEngine.Sound(SoundType: TSoundType;
const Looping: boolean): TSound;
begin
{ If there is no actual sound, exit early without initializing OpenAL }
if Sounds[SoundType].Buffer = 0 then Exit(nil);
if not ALInitialized then ALContextOpen;
Result := PlaySound(
Sounds[SoundType].Buffer, false, Looping,
Sounds[SoundType].DefaultImportance,
Sounds[SoundType].Gain,
Sounds[SoundType].MinGain,
Sounds[SoundType].MaxGain,
ZeroVector3Single);
end;
function TRepoSoundEngine.Sound3D(SoundType: TSoundType;
const Position: TVector3Single;
const Looping: boolean): TSound;
begin
{ If there is no actual sound, exit early without initializing OpenAL }
if Sounds[SoundType].Buffer = 0 then Exit(nil);
if not ALInitialized then ALContextOpen;
Result := PlaySound(
Sounds[SoundType].Buffer, true, Looping,
Sounds[SoundType].DefaultImportance,
Sounds[SoundType].Gain,
Sounds[SoundType].MinGain,
Sounds[SoundType].MaxGain,
Position);
end;
procedure TRepoSoundEngine.SetRepositoryURL(const Value: string);
var
SoundConfig: TXMLDocument;
ImportanceStr: string;
SoundImportanceIndex: Integer;
I: TXMLElementIterator;
RepositoryURLAbsolute: string;
S: TSoundInfo;
Stream: TStream;
begin
if FRepositoryURL = Value then Exit;
FRepositoryURL := Value;
Sounds.Clear;
{ add stNone sound }
Sounds.Add(TSoundInfo.Create);
{ if no sounds XML file, then that's it --- no more sounds }
if RepositoryURL = '' then Exit;
{ This must be an absolute path, since Sounds[].URL should be
absolute (to not depend on the current dir when loading sound files. }
RepositoryURLAbsolute := AbsoluteURI(RepositoryURL);
Stream := Download(RepositoryURLAbsolute);
try
ReadXMLFile(SoundConfig, Stream, RepositoryURLAbsolute);
finally FreeAndNil(Stream) end;
try
Check(SoundConfig.DocumentElement.TagName = 'sounds',
'Root node of sounds/index.xml must be <sounds>');
I := TXMLElementIterator.Create(SoundConfig.DocumentElement);
try
while I.GetNext do
begin
Check(I.Current.TagName = 'sound',
'Each child of sounds/index.xml root node must be the <sound> element');
S := TSoundInfo.Create;
S.Name := I.Current.GetAttribute('name');
{ init to default values }
S.URL := CombineURI(RepositoryURLAbsolute, S.Name + '.wav');
S.Gain := 1;
S.MinGain := 0;
S.MaxGain := 1;
S.DefaultImportance := MaxSoundImportance;
S.FBuffer := 0; {< initially, will be loaded later }
Sounds.Add(S);
{ retrieve URL using AttributeString
(that internally uses I.Current.Attributes.GetNamedItem),
because we have to distinguish between the case when url/file_name
attribute is not present (in this case S.URL is left as it was)
and when it's present and set to empty string
(in this case S.URL must also be set to empty string).
Standard I.Current.GetAttribute wouldn't allow me this. }
if (I.Current.AttributeString('url', S.URL) or
I.Current.AttributeString('file_name', S.URL)) and
(S.URL <> '') then
{ Make URL absolute, using RepositoryURLAbsolute, if non-empty URL
was specified in XML file. }
S.URL := CombineURI(RepositoryURLAbsolute, S.URL);
I.Current.AttributeSingle('gain', S.Gain);
I.Current.AttributeSingle('min_gain', S.MinGain);
I.Current.AttributeSingle('max_gain', S.MaxGain);
{ MaxGain is max 1. Although some OpenAL implementations allow > 1,
Windows impl (from Creative) doesn't. For consistent results,
we don't allow it anywhere. }
if S.MaxGain > 1 then
S.MaxGain := 1;
if I.Current.AttributeString('default_importance', ImportanceStr) then
begin
SoundImportanceIndex := SoundImportanceNames.IndexOf(ImportanceStr);
if SoundImportanceIndex = -1 then
S.DefaultImportance := StrToInt(ImportanceStr) else
S.DefaultImportance :=
PtrUInt(SoundImportanceNames.Objects[SoundImportanceIndex]);
end;
end;
finally FreeAndNil(I) end;
finally
FreeAndNil(SoundConfig);
end;
{ read common sound names }
stPlayerInteractFailed := SoundFromName('player_interact_failed', false);
stPlayerSuddenPain := SoundFromName('player_sudden_pain', false);
stPlayerPickItem := SoundFromName('player_pick_item', false);
stPlayerDropItem := SoundFromName('player_drop_item', false);
stPlayerDies := SoundFromName('player_dies', false);
stPlayerSwimmingChange := SoundFromName('player_swimming_change', false);
stPlayerSwimming := SoundFromName('player_swimming', false);
stPlayerDrowning := SoundFromName('player_drowning', false);
stPlayerFootstepsDefault := SoundFromName('player_footsteps_default', false);
stPlayerToxicPain := SoundFromName('player_toxic_pain', false);
stMenuCurrentItemChanged := SoundFromName('menu_current_item_changed', false);
stMenuClick := SoundFromName('menu_click' , false);
{ in case you set RepositoryURL when OpenAL context is already
initialized, load buffers now }
LoadSoundsBuffers;
end;
procedure TRepoSoundEngine.ReloadSounds;
var
OldRepositoryURL: string;
begin
if RepositoryURL <> '' then
begin
OldRepositoryURL := RepositoryURL;
RepositoryURL := '';
RepositoryURL := OldRepositoryURL;
end;
end;
function TRepoSoundEngine.SoundFromName(const SoundName: string;
const RaiseError: boolean): TSoundType;
begin
for Result := 0 to Sounds.Count - 1 do
if Sounds[Result].Name = SoundName then
Exit;
if RaiseError and not IgnoreAllMissingSounds then
raise Exception.CreateFmt('Unknown sound name "%s"', [SoundName]) else
Result := stNone;
end;
procedure TRepoSoundEngine.AddSoundImportanceName(const Name: string;
Importance: Integer);
begin
FSoundImportanceNames.AddObject(Name, TObject(Pointer(PtrUInt(Importance))));
end;
procedure TRepoSoundEngine.LoadFromConfig(const Config: TCastleConfig);
begin
inherited;
Volume := Config.GetFloat('sound/volume', DefaultVolume);
MusicPlayer.MusicVolume := Config.GetFloat('sound/music/volume',
TMusicPlayer.DefaultMusicVolume);
end;
procedure TRepoSoundEngine.SaveToConfig(const Config: TCastleConfig);
begin
inherited;
Config.SetDeleteFloat('sound/volume', Volume, DefaultVolume);
{ This may be called from destructors and the like, so better check
that MusicPlayer is not nil. }
if MusicPlayer <> nil then
Config.SetDeleteFloat('sound/music/volume',
MusicPlayer.MusicVolume, TMusicPlayer.DefaultMusicVolume);
end;
{ TMusicPlayer --------------------------------------------------------------- }
constructor TMusicPlayer.Create(AnEngine: TRepoSoundEngine);
begin
inherited Create;
FMusicVolume := DefaultMusicVolume;
FEngine := AnEngine;
end;
destructor TMusicPlayer.Destroy;
begin
if FAllocatedSource <> nil then
FAllocatedSource.Release;
inherited;
end;
procedure TMusicPlayer.AllocateSource;
begin
FAllocatedSource := FEngine.PlaySound(
FEngine.Sounds[Sound].Buffer, false, true,
MaxSoundImportance,
MusicVolume * FEngine.Sounds[Sound].Gain, 0, 1,
ZeroVector3Single);
if FAllocatedSource <> nil then
FAllocatedSource.OnRelease := @AllocatedSourceRelease;
end;
procedure TMusicPlayer.SetSound(const Value: TSoundType);
begin
if Value <> FSound then
begin
if FAllocatedSource <> nil then
begin
FAllocatedSource.Release;
{ AllocatedSourceRelease should set FAllocatedSource to nil. }
Assert(FAllocatedSource = nil);
end;
FSound := Value;
AllocateSource;
end;
end;
procedure TMusicPlayer.AllocatedSourceRelease(Sender: TSound);
begin
Assert(Sender = FAllocatedSource);
FAllocatedSource := nil;
end;
function TMusicPlayer.GetMusicVolume: Single;
begin
Result := FMusicVolume;
end;
procedure TMusicPlayer.SetMusicVolume(const Value: Single);
begin
if Value <> FMusicVolume then
begin
FMusicVolume := Value;
if FAllocatedSource <> nil then
FAllocatedSource.Gain := MusicVolume * FEngine.Sounds[Sound].Gain;
end;
end;
{ globals -------------------------------------------------------------------- }
var
FSoundEngine: TRepoSoundEngine;
function SoundEngine: TRepoSoundEngine;
begin
if FSoundEngine = nil then
FSoundEngine := TRepoSoundEngine.Create;
Result := FSoundEngine;
end;
finalization
FreeAndNil(FSoundEngine);
end.
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