/usr/src/castle-game-engine-6.4/audio/castlesoundengine.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 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 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 | {
Copyright 2010-2017 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;
{$I castleconf.inc}
interface
uses SysUtils, Classes, Math, Generics.Collections,
CastleInternalOpenAL, CastleVectors, CastleTimeUtils, CastleXMLConfig,
CastleClassUtils, CastleStringUtils, CastleInternalSoundFile;
type
ENoMoreOpenALSources = class(Exception);
ESoundBufferNotLoaded = class(Exception);
EInvalidSoundBufferFree = class(Exception);
ESoundFileError = CastleInternalSoundFile.ESoundFileError;
TSound = class;
TSoundAllocator = class;
{ Sound buffer represents contents of a sound file, like Wav or OggVorbis,
that (may be) loaded to OpenAL.
It can be only allocated by @link(TSoundEngine.LoadBuffer)
and freed by @link(TSoundEngine.FreeBuffer).
@bold(Do not free TSoundBuffer instances yourself.) }
TSoundBuffer = class
private
ALBuffer: TALuint;
{ Absolute URL.
Never empty (do not create TSoundBuffer instances for invalid / empty URL,
like the ones that can be created by TRepoSoundEngine for not defined sounds.) }
URL: string;
FDuration: TFloatTime;
References: Cardinal;
procedure ALContextOpen(const ExceptionOnError: boolean);
procedure ALContextClose;
public
destructor Destroy; override;
{ Duration of the sound, in seconds. Zero if not loaded yet. }
property Duration: TFloatTime read FDuration;
end;
TSoundEvent = procedure (Sender: TSound) of object;
{ Sound.
Internally, this corresponds to an allocated OpenAL sound source. }
TSound = class
private
FUsed: boolean;
FOnRelease: TSoundEvent;
FImportance: Integer;
FALSource: TALuint;
{ This must be @true for the whole lifetime of this object
except the situation at the beginning of the constructor,
and in destructor (if constructor exited with ENoMoreOpenALSources). }
FALSourceAllocated: boolean;
FUserData: TObject;
FPosition, FVelocity: TVector3;
FLooping, FRelative: boolean;
FGain, FMinGain, FMaxGain, FPitch: Single;
FBuffer: TSoundBuffer;
FRolloffFactor, FReferenceDistance, FMaxDistance: Single;
FAllocator: TSoundAllocator;
procedure SetPosition(const Value: TVector3);
procedure SetVelocity(const Value: TVector3);
procedure SetLooping(const Value: boolean);
procedure SetRelative(const Value: boolean);
procedure SetGain(const Value: Single);
procedure SetMinGain(const Value: Single);
procedure SetMaxGain(const Value: Single);
procedure SetBuffer(const Value: TSoundBuffer);
procedure SetPitch(const Value: Single);
procedure SetRolloffFactor(const Value: Single);
procedure SetReferenceDistance(const Value: Single);
procedure SetMaxDistance(const Value: Single);
function GetOffset: Single;
procedure SetOffset(const Value: Single);
public
{ Create sound. This allocates actual OpenAL source.
@raises(ENoMoreOpenALSources If no more sources available.
It should be caught and silenced by TSoundAllocator.AllocateSound.) }
constructor Create(const AnAllocator: TSoundAllocator);
destructor Destroy; override;
{ Internal: OpenAL sound identifier. }
property ALSource: TALuint read FALSource;
{ Do we play something.
Sources that are not Used are simply OpenAL allocated sources
that are not used right now, and will be used when we will
need them. }
property Used: boolean read FUsed default false;
{ The priority of keeping this source, relevant only when @link(Used).
Higher Importance means that it's more important to keep it.
(I didn't name this property "Priority" so that it's obvious
that higher Importance means more important sound). }
property Importance: Integer read FImportance default 0;
{ Any data comfortable to keep here by the caller of
TSoundAllocator.AllocateSound. It should be initialized
after calling TSoundAllocator.AllocateSound, and should
be finalized in OnRelease. }
property UserData: TObject read FUserData write FUserData;
{ Called when this OpenAL allocated sound will no longer
be used. It may stop be used because there are more demanding
sources (see @link(Importance) and to keep MaxAllocatedSources)
and we must assign this OpenAL sound slot to something else,
or it may stop be used because it simply stopped playing.
When this event occurs, you should forget (e.g. set to @nil) all
your references to this sound instance. That's because this TSound instance
may be freed (or reused for other sounds) after calling OnRelease.
For the same reason, right after calling this event, we always clear it
(set OnRelease to @nil).
It's guaranteed that when this will be called,
@link(Used) will be @false and @link(PlayingOrPaused) will be @false.
Note that we do not guarantee that sources that
stopped playing will be immediately reported to OnRelease.
A source may have Used = @true state
for a short time when it stopped playing (when PlayingOrPaused
is already @false). }
property OnRelease: TSoundEvent read FOnRelease write FOnRelease;
{ Stops playing the source,
sets Used to @false, and calls OnRelease (if assigned).
You can call this yourself if you want to stop playing the sound.
It's preferable to call this (instead of manually calling
alSourceStop), because this will immediately mark Used property
as @false and will call OnRelease. Otherwise we would have to
get source state at some time (they are checked in AllocateSound)
and check it, then see that it's no longer playing.
You can call this only when Used = @true. }
procedure Release; virtual;
property Position: TVector3 read FPosition write SetPosition;
property Velocity: TVector3 read FVelocity write SetVelocity;
property Looping: boolean read FLooping write SetLooping;
property Relative: boolean read FRelative write SetRelative;
property Gain: Single read FGain write SetGain;
property MinGain: Single read FMinGain write SetMinGain;
property MaxGain: Single read FMaxGain write SetMaxGain;
property Buffer: TSoundBuffer read FBuffer write SetBuffer;
property Pitch: Single read FPitch write SetPitch;
property RolloffFactor: Single read FRolloffFactor write SetRolloffFactor;
property ReferenceDistance: Single read FReferenceDistance write SetReferenceDistance;
property MaxDistance: Single read FMaxDistance write SetMaxDistance;
{ Playback time of this sound, expressed in seconds.
This value will loop back to zero for looping sound sources.
Setting this to something larger than the @italic(sound buffer duration)
is ignored.
This offset refers to the sound like it had a @link(Pitch) equal 1.0
(when the sound is not slowed down or sped up).
So this offset will vary from 0 to the @italic(sound buffer duration),
regardless of the current @link(Pitch) value.
The @italic(actual) seconds passed since the sound started
playing may be different, if you will change the @link(Pitch)
to something else than 1.0.
Setting this on a not-yet playing sound source
(this is done by @link(TSoundEngine.PlaySound))
causes the sound to start playing from that offset. }
property Offset: Single read GetOffset write SetOffset;
{ Is the sound playing or paused. This is almost always @true for sounds
returned by TSoundAllocator.AllocateSound, when it stops being @true
--- the sound engine will realize it (soon), which will cause @link(Release)
and OnRelease being automatically called, and this TSound may then
be reused for playing other sounds. }
function PlayingOrPaused: boolean;
{ Make sure that the sound keeps playing, in case it stopped playing.
This is an alternative approach to play a sound many times,
like in a loop, but without using the @link(Looping) property.
The idea is that you leave @link(Looping) set to @false,
and you keep calling this method from some "update" event
(like some @link(TInputListener.Update) implementation).
Once you stop calling this method, the sound will automatically stop
(once it finishes the current cycle).
Note that you still (as always when using TSound) must observe
the @link(TSound.OnRelease). When it's called, it means that the sound
engine (TSoundEngine) decided that this sound should be used for other purposes
(there's also a very small chance that the sound engine "caught"
the sound as unused, in a short time when it stopped playing but you didn't
yet call this method).
In such case, you must stop doing anything with this TSound instance
(including calling this method, @name, on it).
You have to start playing the sound again by @link(TSoundEngine.PlaySound)
instead.
Note that calling this method is better than observing @link(TSound.OnRelease),
to start playing a new sound when the previous one stopped.
That's because @link(TSound.OnRelease) may be called with some small delay
after the sound actually stopped, and it may be noticeable (e.g. in case
of using this for a short rhytmic sound, like footsteps). }
procedure KeepPlaying;
end;
TSoundList = class({$ifdef CASTLE_OBJFPC}specialize{$endif} TObjectList<TSound>)
public
{ Sort sounds by Used + Importance, descending.
First all sounds with Used = @true are placed,
starting from the sound with largest Importance, and so on
until the sound with smallest Importance.
Then all sounds with Used = @false are placed (in any, arbitrary order).
List must not contain nil values when calling this. }
procedure SortByImportance;
end;
{ Manager of allocated sounds.
For efficiency, the pool of available sound sources (things that are actually
audible at a given time) is limited. This limit is not only in OpenAL,
it may also stem from sound hardware limitations,
or limitations of APIs underneath OpenAL.
So you cannot simply allocate new sound source for each of 100 creatures
you display in the game.
This class hides this limitation, by managing a pool of sound sources,
and returning on demand (by @link(AllocateSound) method) the next unused
sound source (or @nil). It can prioritize sound sources,
it can reuse sound sources that finished playing,
it can even interrupt a lower-priority sound when necessary to play
a higher-priority sound.
This is automatically used by higher-level comfortable methods to play
sounds: @link(TSoundEngine.PlaySound),
@link(TRepoSoundEngine.Sound) and @link(TRepoSoundEngine.Sound3D). }
TSoundAllocator = class
strict private
FAllocatedSources: TSoundList;
FMinAllocatedSources: Cardinal;
FMaxAllocatedSources: Cardinal;
LastSoundRefresh: TTimerResult;
{ Detect unused sound sources.
For every source that is marked as Used, this checks
whether this source is actually in playing/paused state
right now. If not, it calls @link(TSound.Release) (thus setting
TSound.Used to @false and triggering TSound.OnRelease) for this source. }
procedure DetectUnusedSounds;
procedure Update(Sender: TObject);
procedure SetMinAllocatedSources(const Value: Cardinal);
procedure SetMaxAllocatedSources(const Value: Cardinal);
private
procedure ALContextOpenCore; virtual;
procedure ALContextCloseCore; virtual;
public
const
DefaultMinAllocatedSources = 4;
DefaultMaxAllocatedSources = 16;
constructor Create;
destructor Destroy; override;
{ Is the OpenAL version at least @code(AMajor.AMinor).
Available only when OpenAL is initialized, that is:
between @link(TSoundEngine.ALContextOpen) and @link(TSoundEngine.ALContextClose),
only when @link(TSoundEngine.ALActive). }
function ALVersionAtLeast(const AMajor, AMinor: Integer): boolean; virtual; abstract;
{ Internal: Allocate sound for playing. You should initialize the OpenAL sound
properties and start playing the sound (you have
OpenAL sound identifier in TSound.ALSource).
Note that if you don't call alSourcePlay, the source may be detected
as unused (and recycled for another sound) at the next AllocateSound,
PlaySound, DetectUnusedSounds and such calls.
If we can't allocate new OpenAL sound, we return nil.
This may happen your OpenAL context is not initialized.
It may also happen if we cannot create more sources (because
we hit MaxAllocatedSources limit, or OpenAL just refuses to create
more sources) and all existing sounds are used and their
Importance is > given here Importance.
Note for looping sounds: just like any other sound, looping sound
may be stopped because the sounds are needed for other sounds.
If you want to try to restart the looping sound, you will have
to implement it yourself. Or you can just set Importance of looping
sounds high enough, and don't use too many looping sounds,
to never let them be eliminated by other sounds. }
function AllocateSound(const Importance: Integer): TSound;
{ All allocated (not necessarily used) OpenAL sources.
Accessing this is useful only for debugging tasks,
in normal circumstances this is internal.
This is @nil when ALContextOpen was not yet called. }
property AllocatedSources: TSoundList read FAllocatedSources;
procedure Refresh; deprecated 'do not call this method yourself, it will be called directly if you use CastleWindow unit (with TCastleApplication, TCastleWindow) or TCastleControl; in other cases, you shoud call ApplicationProperties._Update yourself';
{ Stop all the sources currently playing. Especially useful since
you have to stop a source before releasing it's associated buffer. }
procedure StopAllSources;
{ Load and save into the config file sound engine properties.
For example use with @link(UserConfig) to store sound preferences
along with other user preferences.
Everything is loaded / saved under the path "sound/" inside Config.
TSoundAllocator saves MinAllocatedSources, MaxAllocatedSources.
Descendant TSoundEngine additionally saves current Device, Enable
(unless Enable was set by @--no-sound command-line option).
Descendant TRepoSoundEngine additionally saves sound and music volume.
@groupBegin }
procedure LoadFromConfig(const Config: TCastleConfig); virtual;
procedure SaveToConfig(const Config: TCastleConfig); virtual;
{ @groupEnd }
published
{ Minimum / maximum number of allocated OpenAL sources.
Always keep MinAllocatedSources <= MaxAllocatedSources.
For the sake of speed, we always keep allocated at least
MinAllocatedSources OpenAL sources. This must be >= 1.
Setting MinAllocatedSources too large value will raise
ENoMoreOpenALSources.
At most MaxAllocatedSources sources may be simultaneously used (played).
This prevents us from allocating too many sounds,
which would be bad for OpenAL speed (not to mention that it may
be impossible under some OpenAL implementations, like Windows one).
When all MaxAllocatedSources sources are playing, the only way
to play another sound is to use appropriately high @code(Importance)
to AllocateSound.
@groupBegin }
property MinAllocatedSources: Cardinal
read FMinAllocatedSources write SetMinAllocatedSources
default DefaultMinAllocatedSources;
property MaxAllocatedSources: Cardinal
read FMaxAllocatedSources write SetMaxAllocatedSources
default DefaultMaxAllocatedSources;
{ @groupEnd }
end;
TSoundDistanceModel = (dmNone,
dmInverseDistance , dmInverseDistanceClamped,
dmLinearDistance , dmLinearDistanceClamped,
dmExponentDistance, dmExponentDistanceClamped);
TSoundDevice = class
private
FName, FCaption: string;
public
{ Short device name, used for @link(TSoundEngine.Device). }
property Name: string read FName;
{ Nice device name to show user. }
property Caption: string read FCaption;
property NiceName: string read FCaption; deprecated 'use Caption';
end;
TSoundDeviceList = {$ifdef CASTLE_OBJFPC}specialize{$endif} TObjectList<TSoundDevice>;
{ Parameters to use when playing sound, see @link(TSoundEngine.PlaySound). }
TSoundParameters = class
Buffer: TSoundBuffer;
Spatial, Looping: boolean;
Importance: Cardinal;
{ Gain is the volume of sound.
MinGain and MaxGain determine how it can change because of spatialization
(where the sound may get quieter / louder as you get further / closer to it).
By default, Gain and MaxGain are 1.0, and MinGain is 0.0. }
Gain, MinGain, MaxGain: Single;
{ The position of sound in 3D space.
Used only if @link(Spatial) = @true. }
Position: TVector3;
{ Pitch allows to play the sound faster. By default it is 1.0. }
Pitch: Single;
{ See @link(TSoundEngine.DefaultRolloffFactor) for description.
The @link(TSoundEngine.DefaultRolloffFactor) is also the default value of this field. }
RolloffFactor: Single;
{ See @link(TSoundEngine.DefaultReferenceDistance) for description.
The @link(TSoundEngine.DefaultReferenceDistance) is also the default value of this field. }
ReferenceDistance: Single;
{ See @link(TSoundEngine.DefaultMaxDistance) for description.
The @link(TSoundEngine.DefaultMaxDistance) is also the default value of this field. }
MaxDistance: Single;
{ Offset is a position in time of the sound. }
Offset: Single;
constructor Create;
end;
{ Sound engine, responsible for loading and playing sound.
There should always be only one instance of this class,
accessed through the global @link(SoundEngine) variable.
See docs at @link(SoundEngine) for more details.
The sound engine is actually a wrapper over OpenAL.
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
type
TSoundBuffersList = {$ifdef CASTLE_OBJFPC}specialize{$endif} TObjectList<TSoundBuffer>;
var
FInformation: string;
FDevice: string;
FALActive: boolean;
FALMajorVersion, FALMinorVersion: Integer;
FEFXSupported: boolean;
FVolume: Single;
ALDevice: PALCdevice;
ALContext: PALCcontext;
FEnabled: boolean;
FALInitialized: boolean;
FDefaultRolloffFactor: Single;
FDefaultReferenceDistance: Single;
FDefaultMaxDistance: Single;
FDistanceModel: TSoundDistanceModel;
LoadedBuffers: TSoundBuffersList;
FDevices: TSoundDeviceList;
FOnOpenClose: TNotifyEventList;
FResumeToInitialized, FPaused: boolean;
{ We record listener state regardless of ALActive. This way at the ALContextOpen
call we can immediately set the good listener parameters. }
ListenerPosition: TVector3;
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 SetEnabled(const Value: boolean);
procedure SetPaused(const Value: boolean);
procedure ReinitializeJavaActivity(Sender: TObject);
procedure ApplicationPause(Sender: TObject);
procedure ApplicationResume(Sender: TObject);
{ Pause the sound engine, useful when Android activity gets inactive.
When paused, OpenAL is for sure inactive, and it cannot be activated
(calling ALContextOpen, or playing a sound, will @bold(not) activate it). }
property Paused: boolean read FPaused write SetPaused;
procedure ALContextOpenCore; override;
procedure ALContextCloseCore; override;
public
const
DefaultVolume = 1.0;
DefaultDefaultRolloffFactor = 1.0;
DefaultDefaultReferenceDistance = 1.0;
DefaultDefaultMaxDistance = MaxSingle;
DefaultDistanceModel = dmLinearDistanceClamped;
DefaultDevice = '';
DefaultEnabled = true;
constructor Create;
destructor Destroy; override;
{ Initialize sound engine.
Initializes OpenAL library.
Sets @link(ALInitialized), @link(ALActive),
@link(Information), @link(EFXSupported).
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 @link(ALActive) and @link(Information) to know if
the initialization was actually successfull. But you can also ignore it,
the sound engine will silently (literally) keep working even if OpenAL
could not be initialized. }
procedure ALContextOpen;
{ Release OpenAL resources.
This sets @link(ALInitialized) and @link(ALActive) to @false.
It's allowed and harmless to call this when one of them is already @false. }
procedure ALContextClose;
procedure LoadFromConfig(const Config: TCastleConfig); override;
procedure SaveToConfig(const Config: TCastleConfig); override;
{ Is the OpenAL version at least @code(AMajor.AMinor). }
function ALVersionAtLeast(const AMajor, AMinor: Integer): boolean; 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. }
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 FInformation;
deprecated 'use Information';
property Information: string read FInformation;
{ Wrapper for alcGetString. }
function GetContextString(Enum: TALCenum): string;
{ Load a sound file contents such that they can be immediately played.
This method tries to initialize OpenAL context, and internally load
the buffer contents to OpenAL. But even when it fails, it still returns
a valid (non-nil) TSoundBuffer instance. The @link(PlaySound) must be
ready anyway to always load the buffer on-demand (because OpenAL context
may be lost while the game is ongoing, in case of Android).
The buffer should be released by @link(FreeBuffer) later when it's not needed.
Although we will take care to always free remaining buffers
before closing OpenAL context anyway.
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 buffer instance. The buffer
is released only once you call @link(FreeBuffer) as many times as you called
LoadBuffer for it.
@raises(ESoundFileError If loading of this sound file failed.
There are many reasons why this may happen: we cannot read given URL,
or it may contain invalid contents,
or a library required to decompress e.g. OggVorbis is missing.)
@groupBegin }
function LoadBuffer(const URL: string; const ExceptionOnError: boolean = true): TSoundBuffer; overload;
function LoadBuffer(const URL: string; out Duration: TFloatTime): TSoundBuffer;
overload;
deprecated 'use LoadBuffer without Duration parameter, and just read TSoundBuffer.Duration after loading';
{ @groupEnd }
{ Free a sound file buffer. Ignored when buffer is @nil.
Buffer is always set to @nil after this.
@raises(ESoundBufferNotLoaded When invalid (not @nil,
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.
See the @link(TSoundParameters) for a full list of sound parameters.
You can pass all the sound parameters as a @link(TSoundParameters) instance.
You can destroy the @link(TSoundParameters) instance right after calling
this method, the reference to it is not saved anywhere.
@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): TSound; overload;
function PlaySound(const Buffer: TSoundBuffer;
const Spatial, Looping: boolean; const Importance: Cardinal;
const Gain, MinGain, MaxGain: Single;
const Position: TVector3;
const Pitch: Single = 1): TSound; overload;
function PlaySound(const Buffer: TSoundBuffer;
const Spatial, Looping: boolean; const Importance: Cardinal;
const Gain, MinGain, MaxGain: Single;
const Position: TVector3;
const Pitch: Single;
const ReferenceDistance: Single;
const MaxDistance: Single): TSound; overload; deprecated 'use PlaySound that gets TSoundParameters instance';
function PlaySound(const Parameters: TSoundParameters): TSound; overload;
{ 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: TVector3);
{ 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; deprecated 'use DeviceCaption';
function DeviceCaption: 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 Enabled: boolean read FEnabled write SetEnabled default DefaultEnabled;
property Enable : boolean read FEnabled write SetEnabled default DefaultEnabled; deprecated 'Use Enabled';
{ 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;
{ Sound information, internally used by TRepoSoundEngine.
Most fields of this classs correspond to appropriate attributes in
the XML file loaded by setting @link(TRepoSoundEngine.RepositoryURL). }
TSoundInfo = class
private
FBuffer: TSoundBuffer;
{ OpenAL buffer of this sound. @nil 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 = {$ifdef CASTLE_OBJFPC}specialize{$endif} TObjectList<TSoundInfo>;
{ Unique sound type identifier for sounds used within TRepoSoundEngine. }
TSoundType = record
private
{ Just an index to TRepoSoundEngine.SoundNames array. }
Index: Cardinal;
public
function Info: TSoundInfo;
class operator {$ifdef FPC}={$else}Equals{$endif} (const SoundType1, SoundType2: TSoundType): boolean;
end;
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);
{ Reinitialize MusicPlayer sound.
Should be called as soon as Sounds changes and we may have OpenAL context. }
procedure RestartMusic;
procedure ALContextOpenCore; override;
public
constructor Create;
destructor Destroy; override;
procedure LoadFromConfig(const Config: TCastleConfig); override;
procedure SaveToConfig(const Config: TCastleConfig); 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, Vector3(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 game designers, to reload the sounds XML file
without restarting the game and sound engine. }
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.
@param(Required
If Required = @true, it will make a warning when the sound name
is not found. This may mean that sound is missing in your sounds.xml
file (so you should correct your sounds.xml),
or that you didn't load the sounds.xml file yet
(so you should correct your code to set @link(TRepoSoundEngine.RepositoryURL)
early enough), or that you specified invalid sound name.
When Required = @false, missing sound is silently ignored,
which is sensible if it was optional.
Regardless of the Required value, we return stNone for missing sound.
So the Required parameter only determines whether we make a warning,
or not.)
}
function SoundFromName(const SoundName: string; const Required: 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: TVector3;
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;
{ 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;
FMusicVolume: Single;
FSound: TSoundType;
procedure SetSound(const Value: TSoundType);
procedure AllocatedSourceRelease(Sender: TSound);
{ Called by ALContextOpen. You should check here if
Sound <> stNone and eventually initialize FAllocatedSource. }
procedure AllocateSource;
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.
By default none (stNone). }
property Sound: TSoundType read FSound write SetSound;
{ 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;
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: TSoundType = (Index: 0);
MaxSoundImportance = MaxInt;
LevelEventSoundImportance = 100000;
PlayerSoundImportance = 10000;
DefaultCreatureSoundImportance = 1000;
MinorNonSpatialSoundImportance = 100;
{ The sound engine. Singleton instance of TRepoSoundEngine, the most capable
engine class. Created on first call to this function. }
function SoundEngine: TRepoSoundEngine;
implementation
{ use a deprecated unit below, only to have it compiled together with Lazarus
castle_base.lpk package }
{$warnings off}
uses DOM, XMLRead, StrUtils, Generics.Defaults,
CastleUtils, CastleInternalALUtils, CastleLog, CastleProgress,
CastleInternalVorbisFile, CastleInternalEFX,
CastleParameters, CastleXMLUtils, CastleFilesUtils, CastleConfig,
CastleURIUtils, CastleDownload, CastleMessaging, CastleApplicationProperties,
// this is deprecated
CastleSoundAllocator;
{$warnings on}
{ TSoundBuffer --------------------------------------------------------------- }
procedure TSoundBuffer.ALContextOpen(const ExceptionOnError: boolean);
procedure OpenCore;
begin
alCreateBuffers(1, @ALBuffer);
try
alBufferDataFromFile(ALBuffer, URL, FDuration);
except alDeleteBuffers(1, @ALBuffer); raise end;
end;
begin
if ExceptionOnError then
begin
OpenCore;
end else
try
OpenCore;
except
on E: Exception do
begin
ALBuffer := 0;
WritelnWarning('Sound', Format('Sound file "%s" cannot be loaded: %s',
[URIDisplay(URL), E.Message]));
end;
end;
end;
procedure TSoundBuffer.ALContextClose;
begin
alFreeBuffer(ALBuffer);
end;
var
ValidSoundBufferFree: Cardinal;
destructor TSoundBuffer.Destroy;
begin
if ValidSoundBufferFree = 0 then
raise EInvalidSoundBufferFree.Create('Do not free TSoundBuffer instance directly, use SoundEngine.FreeBuffer');
ALContextClose;
inherited;
end;
{ TSound ---------------------------------------------------------- }
constructor TSound.Create(const AnAllocator: TSoundAllocator);
var
ErrorCode: TALenum;
begin
inherited Create;
FAllocator := AnAllocator;
{ We have to check alGetError now, because I may need to catch
(and convert to ENoMoreOpenALSources exception) alGetError after
alCreateSources. So I want to have "clean error state" first. }
CheckAL('Checking before TSound.Create work');
alCreateSources(1, @FALSource);
ErrorCode := alGetError();
if ErrorCode = AL_INVALID_VALUE then
raise ENoMoreOpenALSources.Create('No more sound sources available') else
if ErrorCode <> AL_NO_ERROR then
raise EALError.Create(ErrorCode,
'OpenAL error AL_xxx at creation of sound : ' + alGetString(ErrorCode));
{ This signals to TSound.Destroy that FALSource contains
valid source name, that should be deleted by alDeleteSources. }
FALSourceAllocated := true;
end;
destructor TSound.Destroy;
begin
if FALSourceAllocated then
alDeleteSources(1, @FALSource);
inherited;
end;
procedure TSound.Release;
begin
FUsed := false;
{ Note that alSourceStop is a valid NOP for source states like
AL_STOPPED or AL_INITIAL. So I don't check here current state
(like CurrentState := alGetSource1i(ALSource, AL_SOURCE_STATE))
and simply always call alSourceStop. }
alSourceStop(ALSource);
{ Detach the buffer from source. Otherwise we couldn't free the buffer
while it's associated with the source. Also, this would be a problem
once we implement streaming on some sources: you have to reset
buffer to 0 before queing buffers on source. }
Buffer := nil;
if Assigned(OnRelease) then
begin
OnRelease(Self);
OnRelease := nil;
end;
end;
procedure TSound.SetPosition(const Value: TVector3);
begin
FPosition := Value;
alSourceVector3f(ALSource, AL_POSITION, Value);
end;
procedure TSound.SetVelocity(const Value: TVector3);
begin
FVelocity := Value;
alSourceVector3f(ALSource, AL_VELOCITY, Value);
end;
procedure TSound.SetLooping(const Value: boolean);
begin
FLooping := Value;
alSourcei(ALSource, AL_LOOPING, BoolToAL[Value]);
end;
procedure TSound.SetRelative(const Value: boolean);
begin
FRelative := Value;
alSourcei(ALSource, AL_SOURCE_RELATIVE, BoolToAL[Value]);
end;
procedure TSound.SetGain(const Value: Single);
begin
FGain := Value;
alSourcef(ALSource, AL_GAIN, Value);
end;
procedure TSound.SetMinGain(const Value: Single);
begin
FMinGain := Value;
alSourcef(ALSource, AL_MIN_GAIN, Value);
end;
procedure TSound.SetMaxGain(const Value: Single);
begin
FMaxGain := Value;
alSourcef(ALSource, AL_MAX_GAIN, Value);
end;
procedure TSound.SetBuffer(const Value: TSoundBuffer);
begin
FBuffer := Value;
if Value <> nil then
begin
{ TSoundBuffer is unsigned, while alSourcei is declared as taking signed integer.
But we know we can pass TSoundBuffer to alSourcei, just typecasting it to
whatever alSourcei requires. }
{$I norqcheckbegin.inc}
alSourcei(ALSource, AL_BUFFER, Value.ALBuffer);
{$I norqcheckend.inc}
end else
alSourcei(ALSource, AL_BUFFER, 0);
end;
procedure TSound.SetPitch(const Value: Single);
begin
FPitch := Value;
alSourcef(ALSource, AL_PITCH, Value);
end;
procedure TSound.SetRolloffFactor(const Value: Single);
begin
FRolloffFactor := Value;
alSourcef(ALSource, AL_ROLLOFF_FACTOR, Value);
end;
procedure TSound.SetReferenceDistance(const Value: Single);
begin
FReferenceDistance := Value;
alSourcef(ALSource, AL_REFERENCE_DISTANCE, Value);
end;
procedure TSound.SetMaxDistance(const Value: Single);
begin
FMaxDistance := Value;
alSourcef(ALSource, AL_MAX_DISTANCE, Value);
end;
function TSound.GetOffset: Single;
begin
if FAllocator.ALVersionAtLeast(1, 1) then
Result := alGetSource1f(ALSource, AL_SEC_OFFSET)
else
Result := 0;
end;
procedure TSound.SetOffset(const Value: Single);
var
ErrorCode: TALenum;
begin
if FAllocator.ALVersionAtLeast(1, 1) then
begin
{ We have to check alGetError now, because we need to catch
AL_INVALID_VALUE later. }
CheckAL('Checking before TSound.SetOffset work');
alSourcef(ALSource, AL_SEC_OFFSET, Value);
{ capture AL_INVALID_VALUE, otherwise it would be too easy to make mistake
at setting offset to something like "duration-epsilon". }
ErrorCode := alGetError();
if ErrorCode = AL_INVALID_VALUE then
WritelnWarning('Ignoring TSound.SetOffset with offset %f', [Value])
else
if ErrorCode <> AL_NO_ERROR then
raise EALError.Create(ErrorCode,
'OpenAL error AL_xxx at setting sound offset : ' + alGetString(ErrorCode));
end;
end;
function TSound.PlayingOrPaused: boolean;
var
SourceState: TALuint;
begin
SourceState := alGetSource1i(ALSource, AL_SOURCE_STATE);
Result := (SourceState = AL_PLAYING) or (SourceState = AL_PAUSED);
end;
procedure TSound.KeepPlaying;
begin
if not PlayingOrPaused then
alSourcePlay(ALSource);
end;
{ TSoundList ----------------------------------------------------- }
function IsSmallerByImportance(constref AA, BB: TSound): Integer;
begin
if (AA.Used and (not BB.Used)) or
(AA.Used and BB.Used and (AA.Importance > BB.Importance)) then
Result := -1 else
if (BB.Used and (not AA.Used)) or
(BB.Used and AA.Used and (BB.Importance > AA.Importance)) then
Result := 1 else
Result := 0;
end;
procedure TSoundList.SortByImportance;
type
TSoundComparer = {$ifdef CASTLE_OBJFPC}specialize{$endif} TComparer<TSound>;
begin
Sort(TSoundComparer.Construct(
{$ifdef CASTLE_OBJFPC}@{$endif} IsSmallerByImportance));
end;
{ TSoundAllocator ---------------------------------------------------------- }
constructor TSoundAllocator.Create;
begin
inherited;
FMinAllocatedSources := DefaultMinAllocatedSources;
FMaxAllocatedSources := DefaultMaxAllocatedSources;
// automatic loading/saving is more troublesome than it's worth
// Config.AddLoadListener(@LoadFromConfig);
// Config.AddSaveListener(@SaveToConfig);
end;
destructor TSoundAllocator.Destroy;
begin
// automatic loading/saving is more troublesome than it's worth
// if Config <> nil then
// begin
// Config.RemoveLoadListener(@LoadFromConfig);
// Config.RemoveSaveListener(@SaveToConfig);
// end;
inherited;
end;
procedure TSoundAllocator.ALContextOpenCore;
var
I: Integer;
begin
FAllocatedSources := TSoundList.Create(true);
FAllocatedSources.Count := MinAllocatedSources;
for I := 0 to FAllocatedSources.Count - 1 do
FAllocatedSources[I] := TSound.Create(Self);
ApplicationProperties.OnUpdate.Add({$ifdef CASTLE_OBJFPC}@{$endif} Update);
end;
procedure TSoundAllocator.ALContextCloseCore;
var
I: Integer;
begin
if FAllocatedSources <> nil then
begin
{ Stop using and free allocated sounds. }
for I := 0 to FAllocatedSources.Count - 1 do
{ Although usually we are sure that every FAllocatedSources[I] <> nil,
in this case we must take into account that maybe our constructor
raise ENonMoreOpenALSources and so some FAllocatedSources[I] were
not initialized. }
if FAllocatedSources[I] <> nil then
begin
if FAllocatedSources[I].Used then
FAllocatedSources[I].Release;
{ This will free FAllocatedSources[I], as FAllocatedSources owns children }
FAllocatedSources[I] := nil;
end;
FreeAndNil(FAllocatedSources);
end;
if ApplicationProperties(false) <> nil then
ApplicationProperties(false).OnUpdate.Remove({$ifdef CASTLE_OBJFPC}@{$endif} Update);
end;
function TSoundAllocator.AllocateSound(
const Importance: Integer): TSound;
var
I: Integer;
MinImportanceIndex: Integer;
begin
Result := nil;
{ OpenAL context not initialized yet }
if FAllocatedSources = nil then Exit;
{ Try: maybe we have already allocated unused sound ?
If no unused sound will be found, it will calculate
MinImportanceIndex, this will be useful later. }
MinImportanceIndex := -1;
for I := 0 to FAllocatedSources.Count - 1 do
if not FAllocatedSources[I].Used then
begin
Result := FAllocatedSources[I];
{ Breaking here means that MinImportanceIndex will not be calculated
correctly (because we did not iterate to the end of FAllocatedSources
list). But that's OK, because if Result <> nil here, then we will
not need MinImportanceIndex later. }
Break;
end else
begin
{ Update MinImportanceIndex }
if (MinImportanceIndex = -1) or
(FAllocatedSources[I].Importance <
FAllocatedSources[MinImportanceIndex].Importance) then
MinImportanceIndex := I;
end;
{ Try: maybe one of the allocated sounds is marked as Used,
but actually it's not used anymore ? }
if Result = nil then
begin
for I := 0 to FAllocatedSources.Count - 1 do
if not FAllocatedSources[I].PlayingOrPaused then
begin
Result := FAllocatedSources[I];
Break;
end;
end;
{ Try: maybe we can allocate one more sound ? }
if (Result = nil) and
(Cardinal(FAllocatedSources.Count) < MaxAllocatedSources) then
begin
try
Result := TSound.Create(Self);
FAllocatedSources.Add(Result);
except
{ If TSound.Create raises ENoMoreOpenALSources ---
then silence the exception and leave Result = nil. }
on ENoMoreOpenALSources do ;
end;
end;
{ Try: maybe we can remove one more sound ?
If Result = nil then we know that MinImportanceIndex <> -1, because
all sounds must be used and MinAllocatedSources is always > 0,
so some sound must be used.
Note that if FAllocatedSources[MinImportanceIndex].Importance
is equal to Importance, we *do* interrupt already playing sound.
The assumption is here that the newer sound is more imoportant. }
if (Result = nil) and
(FAllocatedSources[MinImportanceIndex].Importance <= Importance) then
begin
Result := FAllocatedSources[MinImportanceIndex];
end;
if Result <> nil then
begin
{ Prepare Result }
if Result.Used then
Result.Release;
Result.FImportance := Importance;
Result.FUsed := true;
end;
CheckAL('allocating sound source (TSoundAllocator.AllocateSound)');
end;
procedure TSoundAllocator.SetMinAllocatedSources(const Value: Cardinal);
var
I: Integer;
OldAllocatedSourcesCount: Cardinal;
begin
if Value <> FMinAllocatedSources then
begin
FMinAllocatedSources := Value;
if (FAllocatedSources <> nil) and
(Cardinal(FAllocatedSources.Count) < MinAllocatedSources) then
begin
OldAllocatedSourcesCount := FAllocatedSources.Count;
FAllocatedSources.Count := MinAllocatedSources;
for I := OldAllocatedSourcesCount to FAllocatedSources.Count - 1 do
FAllocatedSources[I] := TSound.Create(Self);
end;
end;
end;
procedure TSoundAllocator.SetMaxAllocatedSources(const Value: Cardinal);
var
I: Integer;
begin
if Value <> FMaxAllocatedSources then
begin
FMaxAllocatedSources := Value;
if (FAllocatedSources <> nil) and
(Cardinal(FAllocatedSources.Count) > MaxAllocatedSources) then
begin
{ DetectUnusedSounds is needed here to release the *currently* unused sources. }
DetectUnusedSounds;
FAllocatedSources.SortByImportance;
for I := MaxAllocatedSources to FAllocatedSources.Count - 1 do
begin
if FAllocatedSources[I].Used then
FAllocatedSources[I].Release;
{ This will free FAllocatedSources[I], as FAllocatedSources owns children }
FAllocatedSources[I] := nil;
end;
FAllocatedSources.Count := MaxAllocatedSources;
end;
end;
end;
procedure TSoundAllocator.Refresh;
begin
DetectUnusedSounds;
end;
procedure TSoundAllocator.DetectUnusedSounds;
var
I: Integer;
begin
CheckAL('before DetectUnusedSounds');
if FAllocatedSources <> nil then
for I := 0 to FAllocatedSources.Count - 1 do
if FAllocatedSources[I].Used and
(not FAllocatedSources[I].PlayingOrPaused) then
begin
FAllocatedSources[I].Release;
// WritelnLog('Sound stopped playing');
end;
end;
procedure TSoundAllocator.Update(Sender: TObject);
const
{ Delay between calling DetectUnusedSounds, in seconds. }
SoundRefreshDelay = 0.1;
var
TimeNow: TTimerResult;
begin
{ Calling DetectUnusedSounds relatively often is important,
to call OnRelease for sound sources that finished playing. }
if FAllocatedSources <> nil then
begin
TimeNow := Timer;
if TimerSeconds(TimeNow, LastSoundRefresh) > SoundRefreshDelay then
begin
LastSoundRefresh := TimeNow;
DetectUnusedSounds;
end;
end;
end;
procedure TSoundAllocator.StopAllSources;
var
I: Integer;
begin
if FAllocatedSources <> nil then
for I := 0 to FAllocatedSources.Count - 1 do
if FAllocatedSources[I].Used then
FAllocatedSources[I].Release;
end;
procedure TSoundAllocator.LoadFromConfig(const Config: TCastleConfig);
begin
MinAllocatedSources := Config.GetValue(
'sound/allocated_sources/min', DefaultMinAllocatedSources);
MaxAllocatedSources := Config.GetValue(
'sound/allocated_sources/max', DefaultMaxAllocatedSources);
end;
procedure TSoundAllocator.SaveToConfig(const Config: TCastleConfig);
begin
Config.SetDeleteValue('sound/allocated_sources/min',
MinAllocatedSources, DefaultMinAllocatedSources);
Config.SetDeleteValue('sound/allocated_sources/max',
MaxAllocatedSources, DefaultMaxAllocatedSources);
end;
{ TSoundParameters ----------------------------------------------------------- }
constructor TSoundParameters.Create;
begin
inherited;
Gain := 1;
MaxGain := 1;
Pitch := 1;
RolloffFactor := SoundEngine.DefaultRolloffFactor;
ReferenceDistance := SoundEngine.DefaultReferenceDistance;
MaxDistance := SoundEngine.DefaultMaxDistance;
end;
{ TSoundEngine --------------------------------------------------------------- }
constructor TSoundEngine.Create;
begin
inherited;
FVolume := DefaultVolume;
FDefaultRolloffFactor := DefaultDefaultRolloffFactor;
FDefaultReferenceDistance := DefaultDefaultReferenceDistance;
FDefaultMaxDistance := DefaultDefaultMaxDistance;
FDistanceModel := DefaultDistanceModel;
FEnabled := DefaultEnabled;
FDevice := DefaultDevice;
FEnableSaveToConfig := true;
DeviceSaveToConfig := true;
LoadedBuffers := TSoundBuffersList.Create(true);
FOnOpenClose := TNotifyEventList.Create;
{ Default OpenAL listener attributes }
ListenerPosition := TVector3.Zero;
ListenerOrientation[0] := Vector3(0, 0, -1);
ListenerOrientation[1] := Vector3(0, 1, 0);
// automatic loading/saving is more troublesome than it's worth
// Config.AddLoadListener(@LoadFromConfig);
// Config.AddSaveListener(@SaveToConfig);
ApplicationProperties.OnInitializeJavaActivity.Add(
{$ifdef CASTLE_OBJFPC}@{$endif} ReinitializeJavaActivity);
ApplicationProperties.OnPause.Add(
{$ifdef CASTLE_OBJFPC}@{$endif} ApplicationPause);
ApplicationProperties.OnResume.Add(
{$ifdef CASTLE_OBJFPC}@{$endif} ApplicationResume);
end;
destructor TSoundEngine.Destroy;
begin
if ApplicationProperties(false) <> nil then
begin
ApplicationProperties(false).OnInitializeJavaActivity.Remove(
{$ifdef CASTLE_OBJFPC}@{$endif} ReinitializeJavaActivity);
ApplicationProperties(false).OnPause.Remove(
{$ifdef CASTLE_OBJFPC}@{$endif} ApplicationPause);
ApplicationProperties(false).OnResume.Remove(
{$ifdef CASTLE_OBJFPC}@{$endif} ApplicationResume);
end;
// automatic loading/saving is more troublesome than it's worth
// if Config <> nil then
// begin
// Config.RemoveLoadListener(@LoadFromConfig);
// Config.RemoveSaveListener(@SaveToConfig);
// end;
ALContextClose;
Inc(ValidSoundBufferFree);
try
FreeAndNil(LoadedBuffers);
finally Dec(ValidSoundBufferFree) end;
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, ACaption: string);
var
D: TSoundDevice;
begin
D := TSoundDevice.Create;
D.FName := AName;
D.FCaption := ACaption;
FDevices.Add(D);
end;
function SampleImpALCDeviceName(const ShortDeviceName: string): string;
begin
Result := '''(( devices ''(' + ShortDeviceName + ') ))';
end;
var
pDeviceList: PChar;
begin
Add('', 'Default OpenAL device');
if ALLibraryAvailable 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 ALLibraryAvailable 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 (macOS) 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.ALContextOpenCore;
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
//raise EOpenALError.Create('Test pretend OpenAL fails');
FALActive := false;
FEFXSupported := false;
ALActivationErrorMessage := '';
FALMajorVersion := 0;
FALMinorVersion := 0;
if not ALLibraryAvailable then
raise EOpenALInitError.Create('OpenAL library is not available');
Assert(Assigned(alcOpenDevice), 'Assigned(alcOpenDevice)');
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('initializing OpenAL (alcCreateContext)');
alcMakeContextCurrent(ALContext);
CheckALC('initializing 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+
'Library to decode OggVorbis available: %s',
[ alGetString(AL_VERSION),
FALMajorVersion, FALMinorVersion,
alGetString(AL_RENDERER),
alGetString(AL_VENDOR),
alGetString(AL_EXTENSIONS),
MinAllocatedSources, MaxAllocatedSources,
BoolToStr(VorbisFileInitialized, true)
]);
end;
{ initialize OpenAL resources inside LoadedBuffers }
procedure LoadedBuffersOpen;
var
Buffer: TSoundBuffer;
begin
// check LoadedBuffers.Count, because we don't want to do progress with no LoadedBuffers
if LoadedBuffers.Count <> 0 then
begin
if Progress.Active then
begin
{ call ALContextOpen on all buffers }
for Buffer in LoadedBuffers do
Buffer.ALContextOpen(false);
end else
begin
{ same as above, but with added Progress.Init / Step / Fini }
Progress.Init(LoadedBuffers.Count, 'Loading sounds');
try
for Buffer in LoadedBuffers do
begin
Buffer.ALContextOpen(false);
Progress.Step;
end;
finally Progress.Fini end;
end;
end;
end;
var
ALActivationErrorMessage: string;
begin
Assert(not ALActive, 'OpenAL context is already active');
if not Enabled then
FInformation :=
'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
FInformation :=
'OpenAL initialization failed:' +NL+ ALActivationErrorMessage else
begin
FInformation :=
'OpenAL initialized successfully' +NL+ ALInformation;
try
alListenerf(AL_GAIN, Volume);
UpdateDistanceModel;
inherited; { initialize sound allocator }
CheckAL('initializing sounds (ALContextOpen)');
LoadedBuffersOpen;
except
ALContextClose;
raise;
end;
end;
end;
if Log then
WritelnLogMultiline('Sound', Information);
OnOpenClose.ExecuteAll(Self);
end;
procedure TSoundEngine.ALContextCloseCore;
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
Buffer: TSoundBuffer;
begin
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;
{ free OpenAL resources allocated inside LoadedBuffers }
for Buffer in LoadedBuffers do
Buffer.ALContextClose;
EndAL;
end;
if Log then
WritelnLog('Sound', 'OpenAL closed');
OnOpenClose.ExecuteAll(Self);
end;
procedure TSoundEngine.ALContextOpen;
begin
if Paused then
Exit; // do not even set ALInitialized to true
if not ALInitialized then
begin
FALInitialized := true; // set it early, so that OnOpenClose knows it's true
ALContextOpenCore;
end;
end;
procedure TSoundEngine.ALContextClose;
begin
if ALInitialized then
begin
FALInitialized := false; // set it early, so that OnOpenClose knows it's false
ALContextCloseCore;
end;
end;
function TSoundEngine.PlaySound(const Parameters: TSoundParameters): 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
(Parameters.Buffer <> nil) and
{ ALBuffer may be = 0 if file failed to load, e.g. file not found }
(Parameters.Buffer.ALBuffer <> 0) then
begin
Result := AllocateSound(Parameters.Importance);
if Result <> nil then
begin
Result.Buffer := Parameters.Buffer;
Result.Looping := Parameters.Looping;
Result.Gain := Parameters.Gain;
Result.MinGain := Parameters.MinGain;
Result.MaxGain := Parameters.MaxGain;
Result.Pitch := Parameters.Pitch;
Result.Offset := Parameters.Offset;
if Parameters.Spatial then
begin
{ Set default attenuation by distance. }
Result.RolloffFactor := Parameters.RolloffFactor;
Result.ReferenceDistance := Parameters.ReferenceDistance;
Result.MaxDistance := Parameters.MaxDistance;
Result.Relative := false;
Result.Position := Parameters.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 := TVector3.Zero;
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.List^[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 eventual errors.
Otherwise the loop could hang. }
CheckAL('PlaySound');
while Parameters.Buffer.ALBuffer <> alGetSource1ui(Result.ALSource, AL_BUFFER) do
Sleep(10);
end;
alSourcePlay(Result.ALSource);
end;
end;
end;
function TSoundEngine.PlaySound(const Buffer: TSoundBuffer): TSound;
var
Parameters: TSoundParameters;
begin
Parameters := TSoundParameters.Create;
try
Parameters.Buffer := Buffer;
Result := PlaySound(Parameters);
finally FreeAndNil(Parameters) end;
end;
function TSoundEngine.PlaySound(const Buffer: TSoundBuffer;
const Spatial, Looping: boolean; const Importance: Cardinal;
const Gain, MinGain, MaxGain: Single;
const Position: TVector3;
const Pitch: Single): TSound;
var
Parameters: TSoundParameters;
begin
Parameters := TSoundParameters.Create;
try
Parameters.Buffer := Buffer;
Parameters.Spatial := Spatial;
Parameters.Looping := Looping;
Parameters.Importance := Importance;
Parameters.Gain := Gain;
Parameters.MinGain := MinGain;
Parameters.MaxGain := MaxGain;
Parameters.Position := Position;
Parameters.Pitch := Pitch;
Result := PlaySound(Parameters);
finally FreeAndNil(Parameters) end;
end;
function TSoundEngine.PlaySound(const Buffer: TSoundBuffer;
const Spatial, Looping: boolean; const Importance: Cardinal;
const Gain, MinGain, MaxGain: Single;
const Position: TVector3;
const Pitch, ReferenceDistance, MaxDistance: Single): TSound;
var
Parameters: TSoundParameters;
begin
Parameters := TSoundParameters.Create;
try
Parameters.Buffer := Buffer;
Parameters.Spatial := Spatial;
Parameters.Looping := Looping;
Parameters.Importance := Importance;
Parameters.Gain := Gain;
Parameters.MinGain := MinGain;
Parameters.MaxGain := MaxGain;
Parameters.Position := Position;
Parameters.Pitch := Pitch;
Parameters.ReferenceDistance := ReferenceDistance;
Parameters.MaxDistance := MaxDistance;
Result := PlaySound(Parameters);
finally FreeAndNil(Parameters) end;
end;
function TSoundEngine.LoadBuffer(const URL: string; out Duration: TFloatTime): TSoundBuffer;
begin
Result := LoadBuffer(URL);
Duration := Result.Duration;
end;
function TSoundEngine.LoadBuffer(const URL: string; const ExceptionOnError: boolean): TSoundBuffer;
var
I: Integer;
FullURL: string;
begin
ALContextOpen;
FullURL := AbsoluteURI(URL);
{ try to load from cache Result }
for I := 0 to LoadedBuffers.Count - 1 do
if LoadedBuffers[I].URL = FullURL then
begin
Result := LoadedBuffers[I];
Inc(Result.References);
if Log then
WritelnLog('Sound', Format('Loaded sound buffer "%s" from cache, now it has %d references',
[URIDisplay(FullURL), Result.References]));
Exit;
end;
Result := TSoundBuffer.Create;
Result.URL := FullURL;
Result.References := 1;
LoadedBuffers.Add(Result);
if ALActive then
{ let LoadBuffer raise exception on missing sound file }
Result.ALContextOpen(ExceptionOnError);
end;
procedure TSoundEngine.FreeBuffer(var Buffer: TSoundBuffer);
var
I: Integer;
begin
if Buffer = nil then Exit;
I := LoadedBuffers.IndexOf(Buffer);
if I <> -1 then
begin
Dec(Buffer.References);
if Buffer.References = 0 then
begin
// this will free Buffer, also calling Buffer.ALContextClose;
Inc(ValidSoundBufferFree);
try
LoadedBuffers.Delete(I);
finally Dec(ValidSoundBufferFree) end;
end;
Buffer := nil;
end else
raise ESoundBufferNotLoaded.CreateFmt('Sound buffer "%s" not loaded by this sound engine',
[URIDisplay(Buffer.URL)]);
end;
procedure TSoundEngine.SetVolume(const Value: Single);
begin
if Value <> FVolume then
begin
FVolume := Value;
if ALActive then
alListenerf(AL_GAIN, Volume);
end;
end;
function TSoundEngine.ALVersionAtLeast(const AMajor, AMinor: Integer): boolean;
begin
Result :=
(AMajor < FALMajorVersion) or
( (AMajor = FALMajorVersion) and (AMinor <= FALMinorVersion) );
end;
procedure TSoundEngine.UpdateDistanceModel;
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 := ALVersionAtLeast(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.SetEnabled(const Value: boolean);
begin
if Value <> FEnabled then
begin
if ALInitialized then
begin
ALContextClose;
FEnabled := Value;
ALContextOpen;
end else
FEnabled := 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.Enabled := 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 ALLibraryAvailable 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 := Result + ' ' + Devices[i].Caption;
if Devices[i].Name <> Devices[i].Caption then
Result := Result + ' (Real OpenAL name: "' + Devices[i].Name + '")';
if Devices[i].Name = DefaultDeviceName then
Result := Result + ' (Equivalent to default device)';
Result := 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: TVector3);
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;
begin
Result := DeviceCaption;
end;
function TSoundEngine.DeviceCaption: string;
var
I: Integer;
begin
for I := 0 to Devices.Count - 1 do
if Devices[I].Name = Device then
Exit(Devices[I].Caption);
Result := 'Some OpenAL device'; // some default
end;
procedure TSoundEngine.LoadFromConfig(const Config: TCastleConfig);
begin
inherited;
Device := Config.GetValue('sound/device', DefaultDevice);
Enabled := Config.GetValue('sound/enable', DefaultEnabled);
end;
procedure TSoundEngine.SaveToConfig(const Config: TCastleConfig);
begin
if DeviceSaveToConfig then
Config.SetDeleteValue('sound/device', Device, DefaultDevice);
if EnableSaveToConfig then
Config.SetDeleteValue('sound/enable', Enabled, DefaultEnabled);
inherited;
end;
procedure TSoundEngine.ReinitializeJavaActivity(Sender: TObject);
begin
{ in case Java activity got killed and is created again, be sure to resume }
Paused := false;
end;
procedure TSoundEngine.ApplicationPause(Sender: TObject);
begin
Paused := true;
end;
procedure TSoundEngine.ApplicationResume(Sender: TObject);
begin
Paused := false;
end;
procedure TSoundEngine.SetPaused(const Value: boolean);
begin
if FPaused <> Value then
begin
FPaused := Value;
if FPaused then
begin
FResumeToInitialized := ALInitialized;
ALContextClose;
end else
begin
if FResumeToInitialized then
ALContextOpen;
end;
end;
end;
{ TSoundType ----------------------------------------------------------------- }
class operator TSoundType.{$ifdef FPC}={$else}Equals{$endif}
(const SoundType1, SoundType2: TSoundType): boolean;
begin
Result := SoundType1.Index = SoundType2.Index;
end;
function TSoundType.Info: TSoundInfo;
begin
Result := SoundEngine.Sounds[Index];
end;
{ TRepoSoundEngine ----------------------------------------------------------- }
constructor TRepoSoundEngine.Create;
begin
inherited;
{ Sound importance names and sound names are case-sensitive because
XML traditionally is also case-sensitive.
Maybe in the future we'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);
// automatic loading/saving is more troublesome than it's worth
// Config.AddLoadListener(@LoadFromConfig);
// Config.AddSaveListener(@SaveToConfig);
end;
destructor TRepoSoundEngine.Destroy;
begin
// automatic loading/saving is more troublesome than it's worth
// if Config <> nil then
// begin
// Config.RemoveLoadListener(@LoadFromConfig);
// Config.RemoveSaveListener(@SaveToConfig);
// end;
FreeAndNil(FSoundImportanceNames);
FreeAndNil(FSounds);
FreeAndNil(FMusicPlayer);
inherited;
end;
procedure TRepoSoundEngine.ALContextOpenCore;
begin
inherited;
RestartMusic;
end;
procedure TRepoSoundEngine.RestartMusic;
begin
{ allocate sound for music }
if ALActive then
MusicPlayer.AllocateSource;
end;
function TRepoSoundEngine.Sound(SoundType: TSoundType;
const Looping: boolean): TSound;
begin
{ If there is no actual sound, exit early without initializing OpenAL.
- SoundType is stNone if not defined in sounds.xml.
- SoundType is <> stNone but URL = '' if sound name is defined in
sounds.xml with explicit url="", like this:
<sound name="player_sudden_pain" url="" />
}
if (SoundType.Index = 0) or (Sounds[SoundType.Index].URL = '') then Exit(nil);
ALContextOpen;
if Sounds[SoundType.Index].Buffer = nil then Exit(nil);
Result := PlaySound(
Sounds[SoundType.Index].Buffer, false, Looping,
Sounds[SoundType.Index].DefaultImportance,
Sounds[SoundType.Index].Gain,
Sounds[SoundType.Index].MinGain,
Sounds[SoundType.Index].MaxGain,
TVector3.Zero);
end;
function TRepoSoundEngine.Sound3D(SoundType: TSoundType;
const Position: TVector3;
const Looping: boolean): TSound;
begin
{ If there is no actual sound, exit early without initializing OpenAL.
See Sound for duplicate of this "if" and more comments. }
if (SoundType.Index = 0) or (Sounds[SoundType.Index].URL = '') then Exit(nil);
ALContextOpen;
if Sounds[SoundType.Index].Buffer = nil then Exit(nil);
Result := PlaySound(
Sounds[SoundType.Index].Buffer, true, Looping,
Sounds[SoundType.Index].DefaultImportance,
Sounds[SoundType.Index].Gain,
Sounds[SoundType.Index].MinGain,
Sounds[SoundType.Index].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>');
{ TODO: This could display a progress bar using Progress.Init / Fini
if ALActive, since it loads sounds then. }
I := SoundConfig.DocumentElement.ChildrenIterator;
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.AttributeString('name');
{ init to default values }
S.URL := CombineURI(RepositoryURLAbsolute, S.Name + '.wav');
S.Gain := 1;
S.MinGain := 0;
S.MaxGain := 1;
S.DefaultImportance := MaxSoundImportance;
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;
{ set S.FBuffer at the end, when S.URL is set }
if S.URL <> '' then
S.FBuffer := LoadBuffer(S.URL, false);
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, start playing music immediately if necessary }
RestartMusic;
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 Required: boolean): TSoundType;
var
SoundIndex: Integer;
begin
for SoundIndex := 0 to Sounds.Count - 1 do
if Sounds[SoundIndex].Name = SoundName then
begin
Result.Index := SoundIndex;
Exit;
end;
if Required then
WritelnWarning('Sound', Format('Unknown sound name "%s"', [SoundName]));
Result.Index := 0;
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
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);
inherited;
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.Index].Buffer, false, true,
MaxSoundImportance,
MusicVolume * FEngine.Sounds[Sound.Index].Gain, 0, 1,
TVector3.Zero);
if FAllocatedSource <> nil then
FAllocatedSource.OnRelease :=
{$ifdef CASTLE_OBJFPC}@{$endif} 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.Index].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.
|