/** * @file listener_fmodstudio.cpp * @brief Implementation of LISTENER class abstracting the audio * support as a FMODSTUDIO implementation * * $LicenseInfo:firstyear=2020&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2020, 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 * $/LicenseInfo$ */ #include "linden_common.h" #include "llaudioengine.h" #include "lllistener_fmodstudio.h" #include "fmodstudio/fmod.hpp" //----------------------------------------------------------------------- // constructor //----------------------------------------------------------------------- LLListener_FMODSTUDIO::LLListener_FMODSTUDIO(FMOD::System *system) { mSystem = system; init(); } //----------------------------------------------------------------------- LLListener_FMODSTUDIO::~LLListener_FMODSTUDIO() { } //----------------------------------------------------------------------- void LLListener_FMODSTUDIO::init(void) { // do inherited LLListener::init(); mDopplerFactor = 1.0f; mRolloffFactor = 1.0f; } //----------------------------------------------------------------------- void LLListener_FMODSTUDIO::translate(LLVector3 offset) { LLListener::translate(offset); mSystem->set3DListenerAttributes(0, (FMOD_VECTOR*)mPosition.mV, NULL, (FMOD_VECTOR*)mListenAt.mV, (FMOD_VECTOR*)mListenUp.mV); } //----------------------------------------------------------------------- void LLListener_FMODSTUDIO::setPosition(LLVector3 pos) { LLListener::setPosition(pos); mSystem->set3DListenerAttributes(0, (FMOD_VECTOR*)mPosition.mV, NULL, (FMOD_VECTOR*)mListenAt.mV, (FMOD_VECTOR*)mListenUp.mV); } //----------------------------------------------------------------------- void LLListener_FMODSTUDIO::setVelocity(LLVector3 vel) { LLListener::setVelocity(vel); mSystem->set3DListenerAttributes(0, NULL, (FMOD_VECTOR*)mVelocity.mV, (FMOD_VECTOR*)mListenAt.mV, (FMOD_VECTOR*)mListenUp.mV); } //----------------------------------------------------------------------- void LLListener_FMODSTUDIO::orient(LLVector3 up, LLVector3 at) { LLListener::orient(up, at); // at = -at; by default Fmod studio is 'left-handed' but we are providing // flag FMOD_INIT_3D_RIGHTHANDED so no correction are needed mSystem->set3DListenerAttributes(0, NULL, NULL, (FMOD_VECTOR*)at.mV, (FMOD_VECTOR*)up.mV); } //----------------------------------------------------------------------- void LLListener_FMODSTUDIO::commitDeferredChanges() { if (!mSystem) { return; } mSystem->update(); } void LLListener_FMODSTUDIO::setRolloffFactor(F32 factor) { //An internal FMOD optimization skips 3D updates if there have not been changes to the 3D sound environment. // (this was true for FMODex, looks to be still true for FMOD STUDIO, but needs a recheck) //Sadly, a change in rolloff is not accounted for, thus we must touch the listener properties as well. //In short: Changing the position ticks a dirtyflag inside fmod, which makes it not skip 3D processing next update call. if (mRolloffFactor != factor) { LLVector3 pos = mPosition - LLVector3(0.f, 0.f, .1f); mSystem->set3DListenerAttributes(0, (FMOD_VECTOR*)pos.mV, NULL, NULL, NULL); mSystem->set3DListenerAttributes(0, (FMOD_VECTOR*)mPosition.mV, NULL, NULL, NULL); } mRolloffFactor = factor; mSystem->set3DSettings(mDopplerFactor, 1.f, mRolloffFactor); } F32 LLListener_FMODSTUDIO::getRolloffFactor() { return mRolloffFactor; } void LLListener_FMODSTUDIO::setDopplerFactor(F32 factor) { mDopplerFactor = factor; mSystem->set3DSettings(mDopplerFactor, 1.f, mRolloffFactor); } F32 LLListener_FMODSTUDIO::getDopplerFactor() { return mDopplerFactor; }