amuse/lib/Engine.cpp

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#include "amuse/Engine.hpp"
#include "amuse/Voice.hpp"
#include "amuse/Sequencer.hpp"
#include "amuse/IBackendVoice.hpp"
#include "amuse/IBackendVoiceAllocator.hpp"
#include "amuse/AudioGroupData.hpp"
#include "amuse/AudioGroup.hpp"
namespace amuse
{
Engine::Engine(IBackendVoiceAllocator& backend)
: m_backend(backend)
{}
Voice* Engine::_allocateVoice(int groupId, double sampleRate, bool dynamicPitch, bool emitter)
{
m_activeVoices.emplace_back(*this, groupId, m_activeVoices.size(), emitter);
m_activeVoices.back().m_backendVoice =
m_backend.allocateVoice(m_activeVoices.back(), sampleRate, dynamicPitch);
return &m_activeVoices.back();
}
AudioGroup* Engine::_findGroupFromSfxId(int sfxId, const AudioGroupSampleDirectory::Entry*& entOut) const
{
for (const auto& grp : m_audioGroups)
{
entOut = grp.second->getSfxEntry(sfxId);
if (entOut)
return grp.second.get();
}
return nullptr;
}
AudioGroup* Engine::_findGroupFromSongId(int songId) const
{
for (const auto& grp : m_audioGroups)
if (grp.second->songInGroup(songId))
return grp.second.get();
return nullptr;
}
/** Update all active audio entities and fill OS audio buffers as needed */
void Engine::pumpEngine()
{
}
/** Add audio group data pointers to engine; must remain resident! */
bool Engine::addAudioGroup(int groupId, const AudioGroupData& data)
{
std::unique_ptr<AudioGroup> grp = std::make_unique<AudioGroup>(groupId, data);
if (!grp)
return false;
m_audioGroups.emplace(std::make_pair(groupId, std::move(grp)));
return true;
}
/** Remove audio group from engine */
void Engine::removeAudioGroup(int groupId)
{
for (auto it = m_activeVoices.begin() ; it != m_activeVoices.end() ;)
{
if (it->getGroupId() == groupId)
{
it = m_activeVoices.erase(it);
continue;
}
++it;
}
for (auto it = m_activeEmitters.begin() ; it != m_activeEmitters.end() ;)
{
if (it->getGroupId() == groupId)
{
it = m_activeEmitters.erase(it);
continue;
}
++it;
}
for (auto it = m_activeSequencers.begin() ; it != m_activeSequencers.end() ;)
{
if (it->getGroupId() == groupId)
{
it = m_activeSequencers.erase(it);
continue;
}
++it;
}
m_audioGroups.erase(groupId);
}
/** Start soundFX playing from loaded audio groups */
Voice* Engine::fxStart(int sfxId, float vol, float pan)
{
const AudioGroupSampleDirectory::Entry* entry;
AudioGroup* grp = _findGroupFromSfxId(sfxId, entry);
if (!grp)
return nullptr;
Voice* ret = _allocateVoice(grp->groupId(), entry->m_sampleRate, true, false);
ret->setVolume(vol);
ret->setPanning(pan);
return ret;
}
/** Start soundFX playing from loaded audio groups, attach to positional emitter */
Emitter* Engine::addEmitter(const Vector3f& pos, const Vector3f& dir, float maxDist,
float falloff, int sfxId, float minVol, float maxVol)
{
const AudioGroupSampleDirectory::Entry* entry;
AudioGroup* grp = _findGroupFromSfxId(sfxId, entry);
if (!grp)
return nullptr;
Voice* vox = _allocateVoice(grp->groupId(), entry->m_sampleRate, true, true);
m_activeEmitters.emplace_back(*this, grp->groupId(), *vox);
Emitter& ret = m_activeEmitters.back();
ret.setPos(pos);
ret.setDir(dir);
ret.setMaxDist(maxDist);
ret.setFalloff(falloff);
ret.setMinVol(minVol);
ret.setMaxVol(maxVol);
return &ret;
}
/** Start song playing from loaded audio groups */
Sequencer* Engine::seqPlay(int songId, const unsigned char* arrData)
{
}
/** Find voice from VoiceId */
Voice* Engine::findVoice(int vid)
{
for (Voice& vox : m_activeVoices)
if (vox.vid() == vid)
return &vox;
return nullptr;
}
}