/** * @file audioengine_openal.cpp * @brief implementation of audio engine using OpenAL * support as a OpenAL 3D implementation * * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library 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. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #ifndef LL_AUDIOENGINE_OPENAL_H #define LL_AUDIOENGINE_OPENAL_H #include "llaudioengine.h" #include "lllistener_openal.h" #include "llwindgen.h" class LLAudioEngine_OpenAL : public LLAudioEngine { public: LLAudioEngine_OpenAL(); virtual ~LLAudioEngine_OpenAL(); virtual bool init(void *user_data, const std::string &app_title); virtual std::string getDriverName(bool verbose); virtual void allocateListener(); virtual void shutdown(); void setInternalGain(F32 gain); LLAudioBuffer* createBuffer(); LLAudioChannel* createChannel(); /*virtual*/ bool initWind(); /*virtual*/ void cleanupWind(); /*virtual*/ void updateWind(LLVector3 direction, F32 camera_altitude); private: void * windDSP(void *newbuffer, int length); typedef S16 WIND_SAMPLE_T; LLWindGen<WIND_SAMPLE_T> *mWindGen; S16 *mWindBuf; U32 mWindBufFreq; U32 mWindBufSamples; U32 mWindBufBytes; ALuint mWindSource; int mNumEmptyWindALBuffers; static const int MAX_NUM_WIND_BUFFERS = 80; static const float WIND_BUFFER_SIZE_SEC; // 1/20th sec }; class LLAudioChannelOpenAL : public LLAudioChannel { public: LLAudioChannelOpenAL(); virtual ~LLAudioChannelOpenAL(); protected: /*virtual*/ void play(); /*virtual*/ void playSynced(LLAudioChannel *channelp); /*virtual*/ void cleanup(); /*virtual*/ bool isPlaying(); /*virtual*/ bool updateBuffer(); /*virtual*/ void update3DPosition(); /*virtual*/ void updateLoop(); ALuint mALSource; ALint mLastSamplePos; }; class LLAudioBufferOpenAL : public LLAudioBuffer{ public: LLAudioBufferOpenAL(); virtual ~LLAudioBufferOpenAL(); bool loadWAV(const std::string& filename); U32 getLength(); friend class LLAudioChannelOpenAL; protected: void cleanup(); ALuint getBuffer() {return mALBuffer;} ALuint mALBuffer; }; #endif