visually indicate when map preview generation is in progress.
/*
* commands.c
* Hedgewars
*
* Created by Vittorio on 13/06/10.
* Copyright 2010 __MyCompanyName__. All rights reserved.
*
*/
#include "commands.h"
#include "wrappers.h"
ALfloat old_gain;
extern ALuint *Sources;
extern ALuint cache_size, cache_index, sources_number;
extern ALboolean instances_number;
extern al_sound_t *the_sounds;
void openal_pausesound (uint32_t index) {
if (openal_ready() == AL_TRUE && index < cache_size)
alSourcePause(Sources[the_sounds[index].source_index]);
}
void openal_stopsound (uint32_t index) {
if (openal_ready() == AL_TRUE && index < cache_size)
alSourceStop(Sources[the_sounds[index].source_index]);
}
void openal_playsound (unsigned int index) {
ALboolean needsSource = AL_TRUE;
ALfloat SourcePosition[] = { 0.0, 0.0, 0.0 };
ALfloat SourceVelocity[] = { 0.0, 0.0, 0.0 };
ALint state;
int i, j;
if (openal_ready() == AL_TRUE && index < cache_size) {
// check if sound has already a source
if (the_sounds[index].source_index != -1) {
// it has a source, check it's not playing
alGetSourcei(Sources[the_sounds[index].source_index], AL_SOURCE_STATE, &state);
if (state != AL_PLAYING && state != AL_PAUSED) {
// it is not being played, so we can use it safely
needsSource = AL_FALSE;
}
// else it is being played, so we have to allocate a new source for this buffer
}
if (needsSource) {
#ifdef DEBUG
fprintf(stderr,"(Bridge Debug) - looking for a source for sound %d\n", index);
#endif
for (i = 0; i < sources_number; i++) {
// let's iterate on Sources until we find a source that is not playing
alGetSourcei(Sources[i], AL_SOURCE_STATE, &state);
if (state != AL_PLAYING && state != AL_PAUSED) {
// let's iterate on the_sounds until we find the sound using that source
for (j = 0; j < cache_size; j++) {
if (the_sounds[j].source_index == i) {
the_sounds[j].source_index = -1;
break;
}
}
// here we know that no-one is using that source so we can use it
break;
}
}
if (i == sources_number) {
// this means all sources are busy
}
// set source properties that it will use when it's in playback
alSourcei (Sources[i], AL_BUFFER, the_sounds[index].buffer);
alSourcef (Sources[i], AL_PITCH, 1.0f);
alSourcef (Sources[i], AL_GAIN, 1.0f);
alSourcefv(Sources[i], AL_POSITION, SourcePosition);
alSourcefv(Sources[i], AL_VELOCITY, SourceVelocity);
alSourcei (Sources[i], AL_LOOPING, 0);
if (AL_NO_ERROR != alGetError()) {
fprintf(stderr,"(Bridge ERROR) - failed to set Source properties\n");
return;
}
the_sounds[index].source_index = i;
}
alSourcePlay(Sources[the_sounds[index].source_index]);
if (AL_NO_ERROR != alGetError()) {
fprintf(stderr,"(Bridge Warning) - failed to play sound %d\n", index);
return;
}
}
}
void openal_toggleloop (uint32_t index) {
ALint loop;
if (openal_ready() == AL_TRUE && index < cache_size) {
alGetSourcei (Sources[the_sounds[index].source_index], AL_LOOPING, &loop);
alSourcei (Sources[the_sounds[index].source_index], AL_LOOPING, !((uint8_t) loop) & 0x00000001);
}
}
void openal_setvolume (uint32_t index, float gain) {
if (openal_ready() == AL_TRUE && index < cache_size)
alSourcef (Sources[the_sounds[index].source_index], AL_GAIN, gain);
}
void openal_setglobalvolume (float gain) {
if (openal_ready() == AL_TRUE)
alListenerf (AL_GAIN, gain);
}
void openal_togglemute () {
ALfloat gain;
if (openal_ready() == AL_TRUE) {
alGetListenerf (AL_GAIN, &gain);
if (gain > 0) {
old_gain = gain;
gain = 0;
} else
gain = old_gain;
alListenerf (AL_GAIN, gain);
}
}
// Fade in or out by calling a helper thread
void openal_fade (uint32_t index, uint16_t quantity, al_fade_t direction) {
#ifndef _WIN32
pthread_t thread;
#else
HANDLE Thread;
#endif
fade_t *fade;
if (openal_ready() == AL_TRUE && index < cache_size) {
fade = (fade_t*) Malloc(sizeof(fade_t));
fade->index = index;
fade->quantity = quantity;
fade->type = direction;
#ifndef _WIN32
pthread_create(&thread, NULL, (void *)helper_fade, (void *)fade);
pthread_detach(thread);
#else
Thread = (HANDLE) _beginthread((void *)helper_fade, 0, (void *)fade);
#endif
}
}
void openal_setposition (uint32_t index, float x, float y, float z) {
if (openal_ready() == AL_TRUE && index < cache_size)
alSource3f(Sources[the_sounds[index].source_index], AL_POSITION, x, y, z);;
}
void helper_fade(void *tmp) {
ALfloat gain;
ALfloat target_gain;
fade_t *fade;
uint32_t index;
uint16_t quantity;
al_fade_t type;
fade = tmp;
index = fade->index;
quantity = fade->quantity;
type = fade->type;
free (fade);
if (type == AL_FADE_IN) {
#ifdef DEBUG
fprintf(stderr,"(Bridge Info) - Fade-in in progress [index %d quantity %d]", index, quantity);
#endif
// save the volume desired after the fade
alGetSourcef(Sources[the_sounds[index].source_index], AL_GAIN, &target_gain);
if (target_gain > 1.0f || target_gain <= 0.0f)
target_gain = 1.0f;
for (gain = 0.0f ; gain <= target_gain; gain += (float) quantity/10000) {
#ifdef TRACE
fprintf(stderr,"(Bridge Debug) - Fade-in set gain to %f\n", gain);
#endif
alSourcef(Sources[the_sounds[index].source_index], AL_GAIN, gain);
usleep(10000);
}
} else {
alGetSourcef(Sources[the_sounds[index].source_index], AL_GAIN, &target_gain);
for (gain = target_gain; gain >= 0.00f; gain -= (float) quantity/10000) {
#ifdef TRACE
fprintf(stderr,"(Bridge Debug) - Fade-out set gain to %f\n", gain);
#endif
alSourcef(Sources[the_sounds[index].source_index], AL_GAIN, gain);
usleep(10000);
}
if (AL_NO_ERROR != alGetError())
fprintf(stderr,"(Bridge Warning) - Failed to set fade-out effect\n");
// stop that sound and reset its volume
alSourceStop (Sources[the_sounds[index].source_index]);
alSourcef (Sources[the_sounds[index].source_index], AL_GAIN, target_gain);
}
if (AL_NO_ERROR != alGetError())
fprintf(stderr,"(Bridge Warning) - Failed to set fade effect\n");
#ifndef _WIN32
pthread_exit(NULL);
#else
_endthread();
#endif
}