Audaspace: external audaspace library update.

This commit is contained in:
Joerg Mueller 2014-11-13 00:33:28 +13:00
parent 733073550f
commit 8528d76dad
8 changed files with 159 additions and 139 deletions

View File

@ -47,7 +47,7 @@ static PyObject *AUD_getSoundFromPointer(PyObject *self, PyObject *args)
if (sound) {
Sound *obj = (Sound *)Sound_empty();
if (obj) {
obj->sound = AUD_copy(sound);
obj->sound = AUD_Sound_copy(sound);
return (PyObject *) obj;
}
}

View File

@ -53,6 +53,8 @@ typedef struct SoundWaveform {
void BKE_sound_init_once(void);
void BKE_sound_exit_once(void);
void* BKE_sound_get_device(void);
void BKE_sound_init(struct Main *main);
void BKE_sound_init_main(struct Main *bmain);

View File

@ -109,13 +109,13 @@ void BKE_sound_free(bSound *sound)
#ifdef WITH_AUDASPACE
if (sound->handle) {
AUD_unload(sound->handle);
AUD_Sound_free(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
if (sound->cache) {
AUD_unload(sound->cache);
AUD_Sound_free(sound->cache);
sound->cache = NULL;
}
@ -148,7 +148,7 @@ static void sound_sync_callback(void *data, int mode, float time)
else
BKE_sound_stop_scene(scene);
if (scene->playback_handle)
AUD_seek(scene->playback_handle, time);
AUD_Handle_setPosition(scene->playback_handle, time);
}
scene = scene->id.next;
}
@ -180,6 +180,13 @@ void BKE_sound_init_once(void)
atexit(BKE_sound_exit_once);
}
static AUD_Device* sound_device;
void* sound_get_device(void)
{
return sound_device;
}
void BKE_sound_init(struct Main *bmain)
{
AUD_DeviceSpecs specs;
@ -223,8 +230,8 @@ void BKE_sound_init(struct Main *bmain)
if (specs.channels <= AUD_CHANNELS_INVALID)
specs.channels = AUD_CHANNELS_STEREO;
if (!AUD_init(device_name, "Blender", specs, buffersize))
AUD_init("Null", "Blender", specs, buffersize);
if (!(sound_device = AUD_init(device_name, specs, buffersize, "Blender")))
sound_device = AUD_init("Null", specs, buffersize, "Blender");
BKE_sound_init_main(bmain);
}
@ -240,12 +247,14 @@ void BKE_sound_init_main(struct Main *bmain)
void BKE_sound_exit(void)
{
AUD_exit();
AUD_exit(sound_device);
sound_device = NULL;
}
void BKE_sound_exit_once(void)
{
AUD_exit();
AUD_exit(sound_device);
sound_device = NULL;
AUD_exitOnce();
}
@ -303,9 +312,9 @@ void BKE_sound_cache(bSound *sound)
{
sound->flags |= SOUND_FLAGS_CACHING;
if (sound->cache)
AUD_unload(sound->cache);
AUD_Sound_free(sound->cache);
sound->cache = AUD_bufferSound(sound->handle);
sound->cache = AUD_Sound_cache(sound->handle);
if (sound->cache)
sound->playback_handle = sound->cache;
else
@ -316,7 +325,7 @@ void BKE_sound_delete_cache(bSound *sound)
{
sound->flags &= ~SOUND_FLAGS_CACHING;
if (sound->cache) {
AUD_unload(sound->cache);
AUD_Sound_free(sound->cache);
sound->cache = NULL;
sound->playback_handle = sound->handle;
}
@ -326,12 +335,12 @@ void BKE_sound_load(struct Main *bmain, bSound *sound)
{
if (sound) {
if (sound->cache) {
AUD_unload(sound->cache);
AUD_Sound_free(sound->cache);
sound->cache = NULL;
}
if (sound->handle) {
AUD_unload(sound->handle);
AUD_Sound_free(sound->handle);
sound->handle = NULL;
sound->playback_handle = NULL;
}
@ -356,10 +365,10 @@ void BKE_sound_load(struct Main *bmain, bSound *sound)
/* but we need a packed file then */
if (pf)
sound->handle = AUD_loadBuffer((unsigned char *) pf->data, pf->size);
sound->handle = AUD_Sound_bufferFile((unsigned char *) pf->data, pf->size);
/* or else load it from disk */
else
sound->handle = AUD_load(fullpath);
sound->handle = AUD_Sound_file(fullpath);
}
/* XXX unused currently */
#if 0
@ -376,13 +385,13 @@ void BKE_sound_load(struct Main *bmain, bSound *sound)
}
#endif
if (sound->flags & SOUND_FLAGS_MONO) {
void *handle = AUD_monoSound(sound->handle);
AUD_unload(sound->handle);
void *handle = AUD_Sound_rechannel(sound->handle, AUD_CHANNELS_MONO);
AUD_Sound_free(sound->handle);
sound->handle = handle;
}
if (sound->flags & SOUND_FLAGS_CACHING) {
sound->cache = AUD_bufferSound(sound->handle);
sound->cache = AUD_Sound_cache(sound->handle);
}
if (sound->cache)
@ -405,9 +414,10 @@ void BKE_sound_create_scene(struct Scene *scene)
if (scene->r.frs_sec_base == 0)
scene->r.frs_sec_base = 1;
scene->sound_scene = AUD_createSequencer(FPS, scene->audio.flag & AUDIO_MUTE);
AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound,
scene->audio.doppler_factor, scene->audio.distance_model);
scene->sound_scene = AUD_Sequence_create(FPS, scene->audio.flag & AUDIO_MUTE);
AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
scene->playback_handle = NULL;
scene->sound_scrub_handle = NULL;
scene->speaker_handles = NULL;
@ -416,11 +426,11 @@ void BKE_sound_create_scene(struct Scene *scene)
void BKE_sound_destroy_scene(struct Scene *scene)
{
if (scene->playback_handle)
AUD_stop(scene->playback_handle);
AUD_Handle_stop(scene->playback_handle);
if (scene->sound_scrub_handle)
AUD_stop(scene->sound_scrub_handle);
AUD_Handle_stop(scene->sound_scrub_handle);
if (scene->sound_scene)
AUD_destroySequencer(scene->sound_scene);
AUD_Sequence_free(scene->sound_scene);
if (scene->speaker_handles)
AUD_destroySet(scene->speaker_handles);
}
@ -428,21 +438,22 @@ void BKE_sound_destroy_scene(struct Scene *scene)
void BKE_sound_mute_scene(struct Scene *scene, int muted)
{
if (scene->sound_scene)
AUD_setSequencerMuted(scene->sound_scene, muted);
AUD_Sequence_setMuted(scene->sound_scene, muted);
}
void BKE_sound_update_fps(struct Scene *scene)
{
if (scene->sound_scene)
AUD_setSequencerFPS(scene->sound_scene, FPS);
AUD_Sequence_setFPS(scene->sound_scene, FPS);
BKE_sequencer_refresh_sound_length(scene);
}
void BKE_sound_update_scene_listener(struct Scene *scene)
{
AUD_updateSequencerData(scene->sound_scene, scene->audio.speed_of_sound,
scene->audio.doppler_factor, scene->audio.distance_model);
AUD_Sequence_setSpeedOfSound(scene->sound_scene, scene->audio.speed_of_sound);
AUD_Sequence_setDopplerFactor(scene->sound_scene, scene->audio.doppler_factor);
AUD_Sequence_setDistanceModel(scene->sound_scene, scene->audio.distance_model);
}
void *BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence,
@ -450,7 +461,7 @@ void *BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequ
{
if (scene != sequence->scene) {
const double fps = FPS;
return AUD_addSequence(scene->sound_scene, sequence->scene->sound_scene,
return AUD_Sequence_add(scene->sound_scene, sequence->scene->sound_scene,
startframe / fps, endframe / fps, frameskip / fps);
}
return NULL;
@ -466,12 +477,12 @@ void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Seque
void *BKE_sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip)
{
const double fps = FPS;
void *handle = AUD_addSequence(scene->sound_scene, sequence->sound->playback_handle,
void *handle = AUD_Sequence_add(scene->sound_scene, sequence->sound->playback_handle,
startframe / fps, endframe / fps, frameskip / fps);
AUD_muteSequence(handle, (sequence->flag & SEQ_MUTE) != 0);
AUD_setSequenceAnimData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
AUD_setSequenceAnimData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
AUD_setSequenceAnimData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
AUD_SequenceEntry_setMuted(handle, (sequence->flag & SEQ_MUTE) != 0);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, CFRA, &sequence->volume, 0);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, CFRA, &sequence->pitch, 0);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, CFRA, &sequence->pan, 0);
return handle;
}
@ -484,18 +495,18 @@ void *BKE_sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *s
void BKE_sound_remove_scene_sound(struct Scene *scene, void *handle)
{
AUD_removeSequence(scene->sound_scene, handle);
AUD_Sequence_remove(scene->sound_scene, handle);
}
void BKE_sound_mute_scene_sound(void *handle, char mute)
{
AUD_muteSequence(handle, mute);
AUD_SequenceEntry_setMuted(handle, mute);
}
void BKE_sound_move_scene_sound(struct Scene *scene, void *handle, int startframe, int endframe, int frameskip)
{
const double fps = FPS;
AUD_moveSequence(handle, startframe / fps, endframe / fps, frameskip / fps);
AUD_SequenceEntry_move(handle, startframe / fps, endframe / fps, frameskip / fps);
}
void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence)
@ -509,7 +520,7 @@ void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *s
void BKE_sound_update_scene_sound(void *handle, bSound *sound)
{
AUD_updateSequenceSound(handle, sound->playback_handle);
AUD_SequenceEntry_setSound(handle, sound->playback_handle);
}
void BKE_sound_set_cfra(int cfra)
@ -519,23 +530,23 @@ void BKE_sound_set_cfra(int cfra)
void BKE_sound_set_scene_volume(struct Scene *scene, float volume)
{
AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_VOLUME, CFRA, &volume,
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_VOLUME, CFRA, &volume,
(scene->audio.flag & AUDIO_VOLUME_ANIMATED) != 0);
}
void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated)
{
AUD_setSequenceAnimData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_VOLUME, sound_cfra, &volume, animated);
}
void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated)
{
AUD_setSequenceAnimData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PITCH, sound_cfra, &pitch, animated);
}
void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated)
{
AUD_setSequenceAnimData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
AUD_SequenceEntry_setAnimationData(handle, AUD_AP_PANNING, sound_cfra, &pan, animated);
}
void BKE_sound_update_sequencer(struct Main *main, bSound *sound)
@ -549,13 +560,18 @@ void BKE_sound_update_sequencer(struct Main *main, bSound *sound)
static void sound_start_play_scene(struct Scene *scene)
{
AUD_Specs specs;
if (scene->playback_handle)
AUD_stop(scene->playback_handle);
AUD_Handle_stop(scene->playback_handle);
AUD_setSequencerDeviceSpecs(scene->sound_scene);
specs.channels = AUD_Device_getChannels(sound_device);
specs.rate = AUD_Device_getRate(sound_device);
if ((scene->playback_handle = AUD_play(scene->sound_scene, 1)))
AUD_setLoop(scene->playback_handle, -1);
AUD_Sequence_setSpecs(scene->sound_scene, specs);
if ((scene->playback_handle = AUD_Device_play(sound_device, scene->sound_scene, 1)))
AUD_Handle_setLoopCount(scene->playback_handle, -1);
}
void BKE_sound_play_scene(struct Scene *scene)
@ -563,34 +579,34 @@ void BKE_sound_play_scene(struct Scene *scene)
AUD_Status status;
const float cur_time = (float)((double)CFRA / FPS);
AUD_lock();
AUD_Device_lock(sound_device);
status = scene->playback_handle ? AUD_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->playback_handle) {
AUD_unlock();
AUD_Device_unlock(sound_device);
return;
}
}
if (status != AUD_STATUS_PLAYING) {
AUD_seek(scene->playback_handle, cur_time);
AUD_resume(scene->playback_handle);
AUD_Handle_setPosition(scene->playback_handle, cur_time);
AUD_Handle_resume(scene->playback_handle);
}
if (scene->audio.flag & AUDIO_SYNC)
AUD_playSynchronizer();
AUD_unlock();
AUD_Device_unlock(sound_device);
}
void BKE_sound_stop_scene(struct Scene *scene)
{
if (scene->playback_handle) {
AUD_pause(scene->playback_handle);
AUD_Handle_pause(scene->playback_handle);
if (scene->audio.flag & AUDIO_SYNC)
AUD_stopSynchronizer();
@ -606,19 +622,19 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
const float one_frame = (float)(1.0 / FPS);
const float cur_time = (float)((double)CFRA / FPS);
AUD_lock();
AUD_Device_lock(sound_device);
status = scene->playback_handle ? AUD_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
status = scene->playback_handle ? AUD_Handle_getStatus(scene->playback_handle) : AUD_STATUS_INVALID;
if (status == AUD_STATUS_INVALID) {
sound_start_play_scene(scene);
if (!scene->playback_handle) {
AUD_unlock();
AUD_Device_unlock(sound_device);
return;
}
AUD_pause(scene->playback_handle);
AUD_Handle_pause(scene->playback_handle);
}
animation_playing = 0;
@ -630,20 +646,17 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
}
if (scene->audio.flag & AUDIO_SCRUB && !animation_playing) {
AUD_Handle_setPosition(scene->playback_handle, cur_time);
if (scene->audio.flag & AUDIO_SYNC) {
AUD_seek(scene->playback_handle, cur_time);
AUD_seekSynchronizer(scene->playback_handle, cur_time);
}
else {
AUD_seek(scene->playback_handle, cur_time);
}
AUD_resume(scene->playback_handle);
if (scene->sound_scrub_handle && AUD_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) {
AUD_seek(scene->sound_scrub_handle, 0);
AUD_Handle_resume(scene->playback_handle);
if (scene->sound_scrub_handle && AUD_Handle_getStatus(scene->sound_scrub_handle) != AUD_STATUS_INVALID) {
AUD_Handle_setPosition(scene->sound_scrub_handle, 0);
}
else {
if (scene->sound_scrub_handle) {
AUD_stop(scene->sound_scrub_handle);
AUD_Handle_stop(scene->sound_scrub_handle);
}
scene->sound_scrub_handle = AUD_pauseAfter(scene->playback_handle, one_frame);
}
@ -654,12 +667,12 @@ void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
}
else {
if (status == AUD_STATUS_PLAYING) {
AUD_seek(scene->playback_handle, cur_time);
AUD_Handle_setPosition(scene->playback_handle, cur_time);
}
}
}
AUD_unlock();
AUD_Device_unlock(sound_device);
}
float BKE_sound_sync_scene(struct Scene *scene)
@ -668,7 +681,7 @@ float BKE_sound_sync_scene(struct Scene *scene)
if (scene->audio.flag & AUDIO_SYNC)
return AUD_getSynchronizerPosition(scene->playback_handle);
else
return AUD_getPosition(scene->playback_handle);
return AUD_Handle_getPosition(scene->playback_handle);
}
return NAN_FLT;
}
@ -762,38 +775,41 @@ void BKE_sound_update_scene(Main *bmain, struct Scene *scene)
if (AUD_removeSet(scene->speaker_handles, strip->speaker_handle)) {
if (speaker->sound) {
AUD_moveSequence(strip->speaker_handle, (double)strip->start / FPS, FLT_MAX, 0);
AUD_SequenceEntry_move(strip->speaker_handle, (double)strip->start / FPS, FLT_MAX, 0);
}
else {
AUD_removeSequence(scene->sound_scene, strip->speaker_handle);
AUD_Sequence_remove(scene->sound_scene, strip->speaker_handle);
strip->speaker_handle = NULL;
}
}
else {
if (speaker->sound) {
strip->speaker_handle = AUD_addSequence(scene->sound_scene,
strip->speaker_handle = AUD_Sequence_add(scene->sound_scene,
speaker->sound->playback_handle,
(double)strip->start / FPS, FLT_MAX, 0);
AUD_setRelativeSequence(strip->speaker_handle, 0);
AUD_SequenceEntry_setRelative(strip->speaker_handle, 0);
}
}
if (strip->speaker_handle) {
const bool mute = ((strip->flag & NLASTRIP_FLAG_MUTED) || (speaker->flag & SPK_MUTED));
AUD_addSet(new_set, strip->speaker_handle);
AUD_updateSequenceData(strip->speaker_handle, speaker->volume_max,
speaker->volume_min, speaker->distance_max,
speaker->distance_reference, speaker->attenuation,
speaker->cone_angle_outer, speaker->cone_angle_inner,
speaker->cone_volume_outer);
AUD_SequenceEntry_setVolumeMaximum(strip->speaker_handle, speaker->volume_max);
AUD_SequenceEntry_setVolumeMinimum(strip->speaker_handle, speaker->volume_min);
AUD_SequenceEntry_setDistanceMaximum(strip->speaker_handle, speaker->distance_max);
AUD_SequenceEntry_setDistanceReference(strip->speaker_handle, speaker->distance_reference);
AUD_SequenceEntry_setAttenuation(strip->speaker_handle, speaker->attenuation);
AUD_SequenceEntry_setConeAngleOuter(strip->speaker_handle, speaker->cone_angle_outer);
AUD_SequenceEntry_setConeAngleInner(strip->speaker_handle, speaker->cone_angle_inner);
AUD_SequenceEntry_setConeVolumeOuter(strip->speaker_handle, speaker->cone_volume_outer);
mat4_to_quat(quat, ob->obmat);
AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_LOCATION, CFRA, ob->obmat[3], 1);
AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1);
AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1);
AUD_setSequenceAnimData(strip->speaker_handle, AUD_AP_PITCH, CFRA, &speaker->pitch, 1);
AUD_updateSequenceSound(strip->speaker_handle, speaker->sound->playback_handle);
AUD_muteSequence(strip->speaker_handle, mute);
AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_LOCATION, CFRA, ob->obmat[3], 1);
AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_ORIENTATION, CFRA, quat, 1);
AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_VOLUME, CFRA, &speaker->volume, 1);
AUD_SequenceEntry_setAnimationData(strip->speaker_handle, AUD_AP_PITCH, CFRA, &speaker->pitch, 1);
AUD_SequenceEntry_setSound(strip->speaker_handle, speaker->sound->playback_handle);
AUD_SequenceEntry_setMuted(strip->speaker_handle, mute);
}
}
}
@ -801,13 +817,13 @@ void BKE_sound_update_scene(Main *bmain, struct Scene *scene)
}
while ((handle = AUD_getSet(scene->speaker_handles))) {
AUD_removeSequence(scene->sound_scene, handle);
AUD_Sequence_remove(scene->sound_scene, handle);
}
if (scene->camera) {
mat4_to_quat(quat, scene->camera->obmat);
AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1);
AUD_setSequencerAnimData(scene->sound_scene, AUD_AP_ORIENTATION, CFRA, quat, 1);
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_LOCATION, CFRA, scene->camera->obmat[3], 1);
AUD_Sequence_setAnimationData(scene->sound_scene, AUD_AP_ORIENTATION, CFRA, quat, 1);
}
AUD_destroySet(scene->speaker_handles);

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@ -138,7 +138,7 @@ static int write_audio_frame(FFMpegContext *context)
pkt.size = 0;
pkt.data = NULL;
AUD_readDevice(context->audio_mixdown_device, context->audio_input_buffer, context->audio_input_samples);
AUD_Device_read(context->audio_mixdown_device, context->audio_input_buffer, context->audio_input_samples);
context->audio_time += (double) context->audio_input_samples / (double) c->sample_rate;
#ifdef FFMPEG_HAVE_ENCODE_AUDIO2
@ -1215,7 +1215,7 @@ static void end_ffmpeg_impl(FFMpegContext *context, int is_autosplit)
#ifdef WITH_AUDASPACE
if (is_autosplit == false) {
if (context->audio_mixdown_device) {
AUD_closeReadDevice(context->audio_mixdown_device);
AUD_Device_free(context->audio_mixdown_device);
context->audio_mixdown_device = 0;
}
}

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@ -230,7 +230,7 @@ if(WITH_AUDASPACE)
add_definitions(-DWITH_EXTERNAL_AUDASPACE)
list(APPEND INC_SYS ${CAUDASPACE_INCLUDE_DIRS})
else()
list(APPEND INC ../../../intern/audaspace/intern)
list(APPEND INC ../../../../intern/audaspace/intern)
endif()
endif()

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@ -79,6 +79,7 @@ extern "C" {
#include "BKE_ipo.h"
#include "BKE_main.h"
#include "BKE_context.h"
#include "BKE_sound.h"
/* avoid c++ conflict with 'new' */
#define new _new
@ -504,9 +505,10 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
// initialize 3D Audio Settings
AUD_setSpeedOfSound(scene->audio.speed_of_sound);
AUD_setDopplerFactor(scene->audio.doppler_factor);
AUD_setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
AUD_Device* device = sound_get_device();
AUD_Device_setSpeedOfSound(device, scene->audio.speed_of_sound);
AUD_Device_setDopplerFactor(device, scene->audio.doppler_factor);
AUD_Device_setDistanceModel(device, AUD_DistanceModel(scene->audio.distance_model));
// from see blender.c:
// FIXME: this version patching should really be part of the file-reading code,
@ -673,7 +675,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
}
// stop all remaining playing sounds
AUD_stopAll();
AUD_Device_stopAll(sound_get_device());
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);

View File

@ -412,7 +412,7 @@ void BL_ConvertActuators(const char* maggiename,
// if sound shall be 3D but isn't mono, we have to make it mono!
if (is3d)
{
snd_sound = AUD_monoSound(snd_sound);
snd_sound = AUD_Sound_rechannel(snd_sound, AUD_CHANNELS_MONO);
}
}
KX_SoundActuator* tmpsoundact =
@ -426,7 +426,7 @@ void BL_ConvertActuators(const char* maggiename,
// if we made it mono, we have to free it
if(snd_sound != sound->playback_handle && snd_sound != NULL)
AUD_unload(snd_sound);
AUD_Sound_free(snd_sound);
tmpsoundact->SetName(bact->name);
baseact = tmpsoundact;

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@ -65,7 +65,7 @@ KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
KX_SOUNDACT_TYPE type)//,
: SCA_IActuator(gameobj, KX_ACT_SOUND)
{
m_sound = AUD_copy(sound);
m_sound = AUD_Sound_copy(sound);
m_handle = NULL;
m_volume = volume;
m_pitch = pitch;
@ -81,12 +81,12 @@ KX_SoundActuator::~KX_SoundActuator()
{
if(m_handle)
{
AUD_stop(m_handle);
AUD_Handle_stop(m_handle);
}
if(m_sound)
{
AUD_unload(m_sound);
AUD_Sound_free(m_sound);
}
}
@ -94,7 +94,7 @@ void KX_SoundActuator::play()
{
if(m_handle)
{
AUD_stop(m_handle);
AUD_Handle_stop(m_handle);
m_handle = NULL;
}
@ -110,7 +110,7 @@ void KX_SoundActuator::play()
{
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
sound = AUD_pingpongSound(sound);
sound = AUD_Sound_pingpong(sound);
// fall through
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPSTOP:
@ -122,31 +122,31 @@ void KX_SoundActuator::play()
break;
}
m_handle = AUD_play(sound, false);
//m_handle = AUD_Device_play(sound_get_device(), sound, false);
// in case of pingpong, we have to free the sound
if(sound != m_sound)
AUD_unload(sound);
AUD_Sound_free(sound);
if (m_handle != NULL)
{
if (m_is3d)
{
AUD_setRelative(m_handle, true);
AUD_setVolumeMaximum(m_handle, m_3d.max_gain);
AUD_setVolumeMinimum(m_handle, m_3d.min_gain);
AUD_setDistanceReference(m_handle, m_3d.reference_distance);
AUD_setDistanceMaximum(m_handle, m_3d.max_distance);
AUD_setAttenuation(m_handle, m_3d.rolloff_factor);
AUD_setConeAngleInner(m_handle, m_3d.cone_inner_angle);
AUD_setConeAngleOuter(m_handle, m_3d.cone_outer_angle);
AUD_setConeVolumeOuter(m_handle, m_3d.cone_outer_gain);
AUD_Handle_setRelative(m_handle, true);
AUD_Handle_setVolumeMaximum(m_handle, m_3d.max_gain);
AUD_Handle_setVolumeMinimum(m_handle, m_3d.min_gain);
AUD_Handle_setDistanceReference(m_handle, m_3d.reference_distance);
AUD_Handle_setDistanceMaximum(m_handle, m_3d.max_distance);
AUD_Handle_setAttenuation(m_handle, m_3d.rolloff_factor);
AUD_Handle_setConeAngleInner(m_handle, m_3d.cone_inner_angle);
AUD_Handle_setConeAngleOuter(m_handle, m_3d.cone_outer_angle);
AUD_Handle_setConeVolumeOuter(m_handle, m_3d.cone_outer_gain);
}
if (loop)
AUD_setLoop(m_handle, -1);
AUD_setSoundPitch(m_handle, m_pitch);
AUD_setSoundVolume(m_handle, m_volume);
AUD_Handle_setLoopCount(m_handle, -1);
AUD_Handle_setPitch(m_handle, m_pitch);
AUD_Handle_setVolume(m_handle, m_volume);
}
m_isplaying = true;
@ -163,7 +163,7 @@ void KX_SoundActuator::ProcessReplica()
{
SCA_IActuator::ProcessReplica();
m_handle = NULL;
m_sound = AUD_copy(m_sound);
m_sound = AUD_Sound_copy(m_sound);
}
bool KX_SoundActuator::Update(double curtime, bool frame)
@ -182,7 +182,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
return false;
// actual audio device playing state
bool isplaying = m_handle ? (AUD_getStatus(m_handle) == AUD_STATUS_PLAYING) : false;
bool isplaying = m_handle ? (AUD_Handle_getStatus(m_handle) == AUD_STATUS_PLAYING) : false;
if (bNegativeEvent)
{
@ -198,7 +198,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
// stop immediately
if (m_handle)
{
AUD_stop(m_handle);
AUD_Handle_stop(m_handle);
m_handle = NULL;
}
break;
@ -213,7 +213,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
{
// stop the looping so that the sound stops when it finished
if (m_handle)
AUD_setLoop(m_handle, 0);
AUD_Handle_setLoopCount(m_handle, 0);
break;
}
default:
@ -240,7 +240,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
play();
}
// verify that the sound is still playing
isplaying = m_handle ? (AUD_getStatus(m_handle) == AUD_STATUS_PLAYING) : false;
isplaying = m_handle ? (AUD_Handle_getStatus(m_handle) == AUD_STATUS_PLAYING) : false;
if (isplaying)
{
@ -258,13 +258,13 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
p = (obj->NodeGetWorldPosition() - cam->NodeGetWorldPosition());
p = Mo * p;
p.getValue(data);
AUD_setSourceLocation(m_handle, data);
AUD_Handle_setLocation(m_handle, data);
p = (obj->GetLinearVelocity() - cam->GetLinearVelocity());
p = Mo * p;
p.getValue(data);
AUD_setSourceVelocity(m_handle, data);
AUD_Handle_setVelocity(m_handle, data);
(Mo * obj->NodeGetWorldOrientation()).getRotation().getValue(data);
AUD_setSourceOrientation(m_handle, data);
AUD_Handle_setOrientation(m_handle, data);
}
}
result = true;
@ -339,11 +339,11 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, startSound,
"startSound()\n"
"\tStarts the sound.\n")
{
switch (m_handle ? AUD_getStatus(m_handle) : AUD_STATUS_INVALID) {
switch (m_handle ? AUD_Handle_getStatus(m_handle) : AUD_STATUS_INVALID) {
case AUD_STATUS_PLAYING:
break;
case AUD_STATUS_PAUSED:
AUD_resume(m_handle);
AUD_Handle_resume(m_handle);
break;
default:
play();
@ -356,7 +356,7 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, pauseSound,
"\tPauses the sound.\n")
{
if (m_handle)
AUD_pause(m_handle);
AUD_Handle_pause(m_handle);
Py_RETURN_NONE;
}
@ -366,7 +366,7 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, stopSound,
{
if (m_handle)
{
AUD_stop(m_handle);
AUD_Handle_stop(m_handle);
m_handle = NULL;
}
Py_RETURN_NONE;
@ -417,7 +417,7 @@ PyObject *KX_SoundActuator::pyattr_get_audposition(void *self, const struct KX_P
float position = 0.0;
if (actuator->m_handle)
position = AUD_getPosition(actuator->m_handle);
position = AUD_Handle_getPosition(actuator->m_handle);
PyObject *result = PyFloat_FromDouble(position);
@ -469,42 +469,42 @@ int KX_SoundActuator::pyattr_set_3d_property(void *self, const struct KX_PYATTRI
if (!strcmp(prop, "volume_maximum")) {
actuator->m_3d.max_gain = prop_value;
if (actuator->m_handle)
AUD_setVolumeMaximum(actuator->m_handle, prop_value);
AUD_Handle_setVolumeMaximum(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "volume_minimum")) {
actuator->m_3d.min_gain = prop_value;
if (actuator->m_handle)
AUD_setVolumeMinimum(actuator->m_handle, prop_value);
AUD_Handle_setVolumeMinimum(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "distance_reference")) {
actuator->m_3d.reference_distance = prop_value;
if (actuator->m_handle)
AUD_setDistanceReference(actuator->m_handle, prop_value);
AUD_Handle_setDistanceReference(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "distance_maximum")) {
actuator->m_3d.max_distance = prop_value;
if (actuator->m_handle)
AUD_setDistanceMaximum(actuator->m_handle, prop_value);
AUD_Handle_setDistanceMaximum(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "attenuation")) {
actuator->m_3d.rolloff_factor = prop_value;
if (actuator->m_handle)
AUD_setAttenuation(actuator->m_handle, prop_value);
AUD_Handle_setAttenuation(actuator->m_handle, prop_value);
} else if (!!strcmp(prop, "cone_angle_inner")) {
actuator->m_3d.cone_inner_angle = prop_value;
if (actuator->m_handle)
AUD_setConeAngleInner(actuator->m_handle, prop_value);
AUD_Handle_setConeAngleInner(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "cone_angle_outer")) {
actuator->m_3d.cone_outer_angle = prop_value;
if (actuator->m_handle)
AUD_setConeAngleOuter(actuator->m_handle, prop_value);
AUD_Handle_setConeAngleOuter(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "cone_volume_outer")) {
actuator->m_3d.cone_outer_gain = prop_value;
if (actuator->m_handle)
AUD_setConeVolumeOuter(actuator->m_handle, prop_value);
AUD_Handle_setConeVolumeOuter(actuator->m_handle, prop_value);
} else {
return PY_SET_ATTR_FAIL;
@ -522,7 +522,7 @@ int KX_SoundActuator::pyattr_set_audposition(void *self, const struct KX_PYATTRI
return PY_SET_ATTR_FAIL;
if (actuator->m_handle)
AUD_seek(actuator->m_handle, position);
AUD_Handle_setPosition(actuator->m_handle, position);
return PY_SET_ATTR_SUCCESS;
}
@ -535,7 +535,7 @@ int KX_SoundActuator::pyattr_set_gain(void *self, const struct KX_PYATTRIBUTE_DE
actuator->m_volume = gain;
if (actuator->m_handle)
AUD_setSoundVolume(actuator->m_handle, gain);
AUD_Handle_setVolume(actuator->m_handle, gain);
return PY_SET_ATTR_SUCCESS;
}
@ -549,7 +549,7 @@ int KX_SoundActuator::pyattr_set_pitch(void *self, const struct KX_PYATTRIBUTE_D
actuator->m_pitch = pitch;
if (actuator->m_handle)
AUD_setSoundPitch(actuator->m_handle, pitch);
AUD_Handle_setPitch(actuator->m_handle, pitch);
return PY_SET_ATTR_SUCCESS;
}
@ -565,7 +565,7 @@ int KX_SoundActuator::pyattr_set_sound(void *self, const struct KX_PYATTRIBUTE_D
if (snd)
{
AUD_unload(actuator->m_sound);
AUD_Sound_free(actuator->m_sound);
actuator->m_sound = snd;
return PY_SET_ATTR_SUCCESS;
}