Example #1
0
void KX_KetsjiEngine::DoSound(KX_Scene* scene)
{
	m_logger->StartLog(tc_sound, m_kxsystem->GetTimeInSeconds(), true);

	KX_Camera* cam = scene->GetActiveCamera();
	if (!cam)
		return;
	MT_Point3 listenerposition = cam->NodeGetWorldPosition();
	MT_Vector3 listenervelocity = cam->GetLinearVelocity();
	MT_Matrix3x3 listenerorientation = cam->NodeGetWorldOrientation();

	{
		AUD_3DData data;
		float f;

		listenerorientation.getValue3x3(data.orientation);
		listenerposition.getValue(data.position);
		listenervelocity.getValue(data.velocity);

		f = data.position[1];
		data.position[1] = data.position[2];
		data.position[2] = -f;

		f = data.velocity[1];
		data.velocity[1] = data.velocity[2];
		data.velocity[2] = -f;

		f = data.orientation[1];
		data.orientation[1] = data.orientation[2];
		data.orientation[2] = -f;

		f = data.orientation[3];
		data.orientation[3] = -data.orientation[6];
		data.orientation[6] = f;

		f = data.orientation[4];
		data.orientation[4] = -data.orientation[8];
		data.orientation[8] = -f;

		f = data.orientation[5];
		data.orientation[5] = data.orientation[7];
		data.orientation[7] = f;

		AUD_updateListener(&data);
	}
}
Example #2
0
bool KX_SoundActuator::Update(double curtime, bool frame)
{
	if (!frame)
		return true;
	bool result = false;

#ifdef WITH_AUDASPACE
	// do nothing on negative events, otherwise sounds are played twice!
	bool bNegativeEvent = IsNegativeEvent();
	bool bPositiveEvent = m_posevent;
#endif  // WITH_AUDASPACE
	
	RemoveAllEvents();

#ifdef WITH_AUDASPACE
	if (!m_sound)
		return false;

	// actual audio device playing state
	bool isplaying = m_handle ? (AUD_Handle_getStatus(m_handle) == AUD_STATUS_PLAYING) : false;

	if (bNegativeEvent)
	{
		// here must be a check if it is still playing
		if (m_isplaying && isplaying)
		{
			switch (m_type)
			{
			case KX_SOUNDACT_PLAYSTOP:
			case KX_SOUNDACT_LOOPSTOP:
			case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
				{
					// stop immediately
					if (m_handle)
					{
						AUD_Handle_stop(m_handle);
						m_handle = NULL;
					}
					break;
				}
			case KX_SOUNDACT_PLAYEND:
				{
					// do nothing, sound will stop anyway when it's finished
					break;
				}
			case KX_SOUNDACT_LOOPEND:
			case KX_SOUNDACT_LOOPBIDIRECTIONAL:
				{
					// stop the looping so that the sound stops when it finished
					if (m_handle)
						AUD_Handle_setLoopCount(m_handle, 0);
					break;
				}
			default:
				// implement me !!
				break;
			}
		}
		// remember that we tried to stop the actuator
		m_isplaying = false;
	}
	
#if 1
	// Warning: when de-activating the actuator, after a single negative event this runs again with...
	// m_posevent==false && m_posevent==false, in this case IsNegativeEvent() returns false 
	// and assumes this is a positive event.
	// check that we actually have a positive event so as not to play sounds when being disabled.
	else if (bPositiveEvent)  /* <- added since 2.49 */
#else
	else	// <- works in most cases except a loop-end sound will never stop unless
			// the negative pulse is done continuesly
#endif
	{
		if (!m_isplaying)
			play();
	}
	// verify that the sound is still playing
	isplaying = m_handle ? (AUD_Handle_getStatus(m_handle) == AUD_STATUS_PLAYING) : false;

	if (isplaying)
	{
		if (m_is3d)
		{
			KX_Camera* cam = KX_GetActiveScene()->GetActiveCamera();
			if (cam)
			{
				KX_GameObject* obj = (KX_GameObject*)this->GetParent();
				MT_Vector3 p;
				MT_Matrix3x3 Mo;
				float data[4];

				Mo = cam->NodeGetWorldOrientation().inverse();
				p = (obj->NodeGetWorldPosition() - cam->NodeGetWorldPosition());
				p = Mo * p;
				p.getValue(data);
				AUD_Handle_setLocation(m_handle, data);
				p = (obj->GetLinearVelocity() - cam->GetLinearVelocity());
				p = Mo * p;
				p.getValue(data);
				AUD_Handle_setVelocity(m_handle, data);
				(Mo * obj->NodeGetWorldOrientation()).getRotation().getValue(data);
				AUD_Handle_setOrientation(m_handle, data);
			}
		}
		result = true;
	}
	else
	{
		m_isplaying = false;
		result = false;
	}
#endif  // WITH_AUDASPACE

	return result;
}