Exemple #1
0
void StageNode::GUIRequest_cb(const boost::shared_ptr<std_msgs::String const>& msg)
{
#if NEW_GUI_ACCESS
    ROS_INFO_STREAM(msg->data);
    if (msg->data=="screenshot")
        Screenshot();
    else if (msg->data=="footprints")
        Footprints();
    else if (msg->data.substr(0,7)=="speedup") {
	std::vector<std::string> pp;
        boost::split(pp, msg->data, boost::is_any_of("_"));
	float s=1.0;
	if (pp.size()>1) {
	  s = atof(pp[1].c_str());
	  if (s<1e-6) s=1.0;
	}
        Speedup(s);
    }
#endif
}
Exemple #2
0
// Volume 0-I2X (1)
int CAudioChannel::Start (short nSound, int nSoundClass, fix nVolume, int nPan, int bLooping, 
								  int nLoopStart, int nLoopEnd, int nSoundObj, int nSpeed, 
								  const char *pszWAV, CFixVector* vPos)
{
	CSoundSample*	soundP = NULL;
	int			bPersistent = (nSoundObj > -1) || bLooping || (nVolume > I2X (1));

if (!(pszWAV && *pszWAV && gameOpts->sound.bUseSDLMixer)) {
	if (nSound < 0)
		return -1;
	if (!gameData.pig.sound.nSoundFiles [gameStates.sound.bD1Sound])
		return -1;
	soundP = gameData.pig.sound.sounds [gameStates.sound.bD1Sound] + nSound % gameData.pig.sound.nSoundFiles [gameStates.sound.bD1Sound];
	if (!(soundP->data [soundP->bCustom].Buffer () && soundP->nLength [soundP->bCustom]))
		return -1;
	}
if (m_info.bPlaying) {
	m_info.bPlaying = 0;
	if (m_info.nSoundObj > -1)
		audio.EndSoundObject (m_info.nSoundObj);
	if (soundQueue.Channel () == audio.FreeChannel ())
		soundQueue.End ();
	}
#if USE_OPENAL
if (m_info.source == 0xFFFFFFFF) {
	CFloatVector	fPos;

	DigiALError ();
	alGenSources (1, &m_info.source);
	if (DigiALError ())
		return -1;
	alSourcei (m_info.source, AL_BUFFER, soundP->buffer);
	if (DigiALError ())
		return -1;
	alSourcef (m_info.source, AL_GAIN, ((nVolume < I2X (1)) ? X2F (nVolume) : 1) * 2 * X2F (m_info.nVolume));
	alSourcei (m_info.source, AL_LOOPING, (ALuint) ((nSoundObj > -1) || bLooping || (nVolume > I2X (1))));
	fPos.Assign (vPos ? *vPos : OBJECTS [LOCALPLAYER.nObject].nPosition.vPos);
	alSourcefv (m_info.source, AL_POSITION, reinterpret_cast<ALfloat*> (fPos));
	alSource3f (m_info.source, AL_VELOCITY, 0, 0, 0);
	alSource3f (m_info.source, AL_DIRECTION, 0, 0, 0);
	if (DigiALError ())
		return -1;
	alSourcePlay (m_info.source);
	if (DigiALError ())
		return -1;
	}
#endif
#if USE_SDL_MIXER
if (gameOpts->sound.bUseSDLMixer) {
	if (m_info.mixChunkP) {
		Mix_HaltChannel (m_info.nChannel);
		if (m_info.bBuiltIn)
			m_info.bBuiltIn = 0;
		else
			Mix_FreeChunk (m_info.mixChunkP);
		m_info.mixChunkP = NULL;
		}
	}
#endif
if (m_info.bResampled) {
	m_info.sample.Destroy ();
	m_info.bResampled = 0;
	}
#if USE_SDL_MIXER
if (gameOpts->sound.bUseSDLMixer) {
	//resample to two channels
	m_info.nChannel = audio.FreeChannel ();
	if (pszWAV && *pszWAV) {
		if (!(m_info.mixChunkP = LoadAddonSound (pszWAV, &m_info.bBuiltIn)))
			return -1;
		}
	else {
		int l;
		if (soundP->bHires) {
			l = soundP->nLength [soundP->bCustom];
			m_info.sample.SetBuffer (soundP->data [soundP->bCustom].Buffer (), 1, l);
			m_info.mixChunkP = Mix_QuickLoad_WAV (reinterpret_cast<Uint8*> (m_info.sample.Buffer ()));
			}
		else {
			if (gameOpts->sound.bHires [0])
				return -1;	//cannot mix hires and standard sounds
			l = Resample (soundP, gameStates.sound.bD1Sound && (gameOpts->sound.digiSampleRate != SAMPLE_RATE_11K), songManager.MP3 ());
			if (l <= 0)
				return -1;
			if (nSpeed < I2X (1))
				l = Speedup (soundP, nSpeed);
#if MAKE_WAV
			m_info.mixChunkP = Mix_QuickLoad_WAV (reinterpret_cast<Uint8*> (m_info.sample.Buffer ()));
#else
			m_info.mixChunkP = Mix_QuickLoad_RAW (reinterpret_cast<Uint8*> (m_info.sample.Buffer ()), l);
#endif
			}
		}
	Mix_VolPan (m_info.nChannel, nVolume, nPan);
	Mix_PlayChannel (m_info.nChannel, m_info.mixChunkP, bLooping ? -1 : nLoopEnd - nLoopStart);
	}
else 
#else
if (pszWAV && *pszWAV)
	return -1;
#endif
 {
	if (gameStates.sound.bD1Sound && (gameOpts->sound.digiSampleRate != SAMPLE_RATE_11K)) {
		int l = Resample (soundP, 0, 0);
		if (l <= 0)
			return -1;
		m_info.nLength = l;
		}
	else {
		m_info.sample.SetBuffer (soundP->data [soundP->bCustom].Buffer (), 1, m_info.nLength = soundP->nLength [soundP->bCustom]);
		}
	if (nSpeed < I2X (1))
		Speedup (soundP, nSpeed);
	}
m_info.nVolume = FixMul (audio.Volume (), nVolume);
m_info.nPan = nPan;
m_info.nPosition = 0;
m_info.nSoundObj = nSoundObj;
m_info.nSoundClass = nSoundClass;
m_info.bLooped = bLooping;
#if USE_OPENAL
m_info.loops = bLooping ? -1 : nLoopEnd - nLoopStart + 1;
#endif
m_info.nSound = nSound;
m_info.bPersistent = 0;
m_info.bPlaying = 1;
m_info.bPersistent = bPersistent;
return audio.FreeChannel ();
}