//
      // Play3D
      //
      // Play a record as a 3D sample (TRUE if actually started)
      //
      Bool Play3D
      (
        Effect *e, Record *r, S32 vol, U32 owner, F32 priority, S32 loop, 
        F32 x, F32 y, F32 z, F32 min, F32 max
      )
      {
        ASSERT(e);
        ASSERT(r);

        // Request a 3D voice
        Voice *voice = Request(priority, TRUE, e->GetVoiceIndex());

        if (!voice)
        {
          return (FALSE);
        }

        ASSERT(voice->flag3D);

        // Request the cache data
        Cache::Item *item = Cache::Request(r);

        if (!item)
        {
          // Unable to load data
          return (FALSE);
        }

        // Stop any sounds from this owner
        if (owner != NO_OWNER) 
        {
          Output::StopByOwner(owner);
        }

        // The current time
        U32 time = AIL_ms_count();

        // Are we under the minimum repeat time
        if ((time - r->lastUse) < MIN_REPEATTIME)
        {
          return (FALSE);
        }

        // Save info about this use
        r->lastUse = time;

        // Initialise the sound effect data
        if (!AIL_set_3D_sample_file(voice->handle3D, item->data))
        {
          LOG_WARN(("Invalid 3D data '%s' (Require MS Mono Uncompressed PCM WAV)", r->Name()));
          r->valid = FALSE;
          return (FALSE);
        }

        // Setup the voice
        voice->effect = e;
        voice->record = r;
        voice->owner = owner;
        voice->priority = priority;

        // Set the volume
        AIL_set_3D_sample_volume(voice->handle3D, vol);

        // Set the loop count for this voice
        AIL_set_3D_sample_loop_count(voice->handle3D, loop);

        // Set the 3D world position
        AIL_set_3D_position(voice->handle3D, x, y, z);

        // Set the distances for this sample
        AIL_set_3D_sample_distances(voice->handle3D, max, min);

        // Always face the listener 
        AIL_set_3D_orientation(voice->handle3D, -x, -y, -z, 0.0F, 1.0F, 0.0F);

        // Start the sample playing
        AIL_start_3D_sample(voice->handle3D);

        return (TRUE);
      }
예제 #2
0
void vrpn_Sound_Server_Miles::loadSound(char* filename, vrpn_SoundID id)
/*loads a .wav file into memory.  gives back id to reference the sound
currently (7/28/99) this does not reuse space previously vacated in 
samples by unloading sounds*/
{
	if (provider != 0) {
      fprintf(stdout,"Loading sound: #%d %s\n", id, filename);
	  ChangeSoundIdBox(0,id);
	  //load into handle
	  unsigned long *s;
	  long type;
	  H3DSAMPLE handle;
	  void *sample_address;
	  void *d;
	  AILSOUNDINFO info;

	  LastSoundId = id;

	  //load the .wav file into memory
	  s = (unsigned long *)AIL_file_read(filename, FILE_READ_WITH_SIZE);

	  if (s==0)
        return;

	  type=AIL_file_type(s+1,s[0]);

	  switch (type) {
        case AILFILETYPE_PCM_WAV:
          sample_address = s+1;
	      break;

        case AILFILETYPE_ADPCM_WAV:
          AIL_WAV_info(s+1,&info);
          AIL_decompress_ADPCM(&info,&d,0);
          AIL_mem_free_lock(s);
	      sample_address = d;
          break;

        default:
          AIL_mem_free_lock(s);
          return;
	  }

	  //initialize handle
      handle = AIL_allocate_3D_sample_handle(provider);
	  //tell handle where the .wav file is in memory
	  AIL_set_3D_sample_file(handle, sample_address);
	  //set defaults
	  AIL_set_3D_sample_volume(handle, 100);	//default volume is 100 on 0...127 inclusive
	  AIL_set_3D_position(handle,0,0,0);
	  AIL_set_3D_orientation(handle, 0,0,-1,0,1,0);
	  AIL_set_3D_velocity(handle,0,0,-1,0);
	  AIL_set_3D_sample_distances(handle, 200, 20);

	  //load handle into samples
	  addSample(handle, id);

	  /*Sample level environment preferences (ie, EAX_ENVIRONMENT_BATHROOM)
	  could be added in here as a passed-in parameter*/
	}
	else fprintf(stderr,"No provider has been set prior to LoadSound\n");
}