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/**
* @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;
}
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