Ejemplo n.º 1
0
	PlayingSound* createPlayingSoundAt(SoundBuffer *buf, bool loop,
			float volume, v3f pos, float pitch)
	{
		infostream<<"OpenALSoundManager: Creating positional playing sound"
				<<std::endl;
		assert(buf);
		PlayingSound *sound = new PlayingSound;
		assert(sound);
		warn_if_error(alGetError(), "before createPlayingSoundAt");
		alGenSources(1, &sound->source_id);
		alSourcei(sound->source_id, AL_BUFFER, buf->buffer_id);
		alSourcei(sound->source_id, AL_SOURCE_RELATIVE, false);
		alSource3f(sound->source_id, AL_POSITION, pos.X, pos.Y, pos.Z);
		alSource3f(sound->source_id, AL_VELOCITY, 0, 0, 0);
		// Use alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED) and set reference
		// distance to clamp gain at <1 node distance, to avoid excessive
		// volume when closer
		alSourcef(sound->source_id, AL_REFERENCE_DISTANCE, 10.0f);
		alSourcei(sound->source_id, AL_LOOPING, loop ? AL_TRUE : AL_FALSE);
		// Multiply by 3 to compensate for reducing AL_REFERENCE_DISTANCE from
		// the previous value of 30 to the new value of 10
		volume = std::fmax(0.0f, volume * 3.0f);
		alSourcef(sound->source_id, AL_GAIN, volume);
		alSourcef(sound->source_id, AL_PITCH, pitch);
		alSourcePlay(sound->source_id);
		warn_if_error(alGetError(), "createPlayingSoundAt");
		return sound;
	}
Ejemplo n.º 2
0
	void updateListener(v3f pos, v3f vel, v3f at, v3f up)
	{
		m_listener_pos = pos;
		alListener3f(AL_POSITION, pos.X, pos.Y, pos.Z);
		alListener3f(AL_VELOCITY, vel.X, vel.Y, vel.Z);
		ALfloat f[6];
		f3_set(f, at);
		f3_set(f+3, -up);
		alListenerfv(AL_ORIENTATION, f);
		warn_if_error(alGetError(), "updateListener");
	}
Ejemplo n.º 3
0
	PlayingSound* createPlayingSound(SoundBuffer *buf, bool loop,
			float volume)
	{
		infostream<<"OpenALSoundManager: Creating playing sound"<<std::endl;
		assert(buf);
		PlayingSound *sound = new PlayingSound;
		assert(sound);
		warn_if_error(alGetError(), "before createPlayingSound");
		alGenSources(1, &sound->source_id);
		alSourcei(sound->source_id, AL_BUFFER, buf->buffer_id);
		alSourcei(sound->source_id, AL_SOURCE_RELATIVE, true);
		alSource3f(sound->source_id, AL_POSITION, 0, 0, 0);
		alSource3f(sound->source_id, AL_VELOCITY, 0, 0, 0);
		alSourcei(sound->source_id, AL_LOOPING, loop ? AL_TRUE : AL_FALSE);
		volume = MYMAX(0.0, volume);
		alSourcef(sound->source_id, AL_GAIN, volume);
		alSourcePlay(sound->source_id);
		warn_if_error(alGetError(), "createPlayingSound");
		return sound;
	}
Ejemplo n.º 4
0
	PlayingSound* createPlayingSoundAt(SoundBuffer *buf, bool loop,
			float volume, v3f pos)
	{
		infostream<<"OpenALSoundManager: Creating positional playing sound"
				<<std::endl;
		assert(buf);
		PlayingSound *sound = new PlayingSound;
		assert(sound);
		warn_if_error(alGetError(), "before createPlayingSoundAt");
		alGenSources(1, &sound->source_id);
		alSourcei(sound->source_id, AL_BUFFER, buf->buffer_id);
		alSourcei(sound->source_id, AL_SOURCE_RELATIVE, false);
		alSource3f(sound->source_id, AL_POSITION, pos.X, pos.Y, pos.Z);
		alSource3f(sound->source_id, AL_VELOCITY, 0, 0, 0);
		//alSourcef(sound->source_id, AL_ROLLOFF_FACTOR, 0.7);
		alSourcef(sound->source_id, AL_REFERENCE_DISTANCE, 30.0);
		alSourcei(sound->source_id, AL_LOOPING, loop ? AL_TRUE : AL_FALSE);
		volume = MYMAX(0.0, volume);
		alSourcef(sound->source_id, AL_GAIN, volume);
		alSourcePlay(sound->source_id);
		warn_if_error(alGetError(), "createPlayingSoundAt");
		return sound;
	}