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/**
* @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(const S32 num_channels, void *user_data);
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
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