/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SoAudioDevice Inventor/misc/SoAudioDevice.h \brief The SoAudioDevice class is used to control an audio device. \ingroup general \ingroup sound The SoAudioDevice class is responsible for initialization of an audio device, as well as enabling and disabling sound. It is a singleton class. The application programmer does not need to use this class directly, as audio support is enabled by default, and the default settings are reasonable. Coin uses OpenAL (http://www.openal.org/, http://developer.soundblaster.com [Games section]) to render audio. OpenAL should work with any soundcard, and on most modern operating systems (including Unix, Linux, IRIX, *BSD, Mac OS X and Microsoft Windows). 2 speaker output is always available, and on some OS and soundcard combinations, more advanced speaker configurations are supported. On Microsoft Windows, OpenAL can use DirectSound3D to render audio, thus supporting any speaker configuration the current DirectSound3D driver supports. Configuring speakers are done through the soundcard driver, and is transparent to both Coin and OpenAL. */ // ************************************************************************* #ifdef HAVE_CONFIG_H #include #endif #include #include #include #include #include #include "AudioTools.h" // ************************************************************************* class SoAudioDeviceP { public: SoAudioDeviceP(SoAudioDevice * master); ~SoAudioDeviceP(); static SoAudioDevice *singleton; static void clean(); void *context; void *device; SbBool enabled; SbBool initOK; float lastGain; private: SoAudioDevice *master; }; #define PRIVATE(p) ((p)->pimpl) #define PUBLIC(p) ((p)->master) SoAudioDevice *SoAudioDeviceP::singleton = NULL; // ************************************************************************* /*! Returns a pointer to the SoAudioDevice class, which is a singleton. */ SoAudioDevice * SoAudioDevice::instance() { if (SoAudioDeviceP::singleton == NULL) { SoAudioDeviceP::singleton = new SoAudioDevice(); // Note: there is a known problem with the OpenAL driver on // certain platforms. If clean-up is not done before application // exit, that is, alcDestroyContext() and alcCloseDevice() is // *not* invoked, the application hangs on exit. // // For Coin, that means one /has/ to invoke SoDB::finish() for // application which uses sound, or the application will hang on // exit for some users. coin_atexit((coin_atexit_f *)SoAudioDeviceP::clean, CC_ATEXIT_NORMAL); } return SoAudioDeviceP::singleton; } void SoAudioDeviceP::clean() { if (SoAudioDeviceP::singleton) { delete SoAudioDeviceP::singleton; } SoAudioDeviceP::singleton = NULL; } // ************************************************************************* SoAudioDeviceP::SoAudioDeviceP(SoAudioDevice * master) : master(master) { this->context = NULL; this->device = NULL; this->enabled = FALSE; this->initOK = FALSE; this->lastGain = 1.0f; } SoAudioDeviceP::~SoAudioDeviceP() { if (this->context) { openal_wrapper()->alcDestroyContext(this->context); } if (this->device) { openal_wrapper()->alcCloseDevice(this->device); } } // ************************************************************************* /*! Constructor */ SoAudioDevice::SoAudioDevice() { PRIVATE(this) = NULL; const char * env = coin_getenv("COIN_SOUND_DRIVER_NAME"); (void)this->init("OpenAL", env ? env : "DirectSound3D"); } /*! Destructor */ SoAudioDevice::~SoAudioDevice() { if (coin_debug_audio()) { SoDebugError::postInfo("SoAudioDevice::~SoAudioDevice", "closing"); } if (this->haveSound()) { this->disable(); } delete PRIVATE(this); } /*! Initializes the audio device. Currently, the only supported \a devicetype is "OpenAL". The supported \a devicename depends on the OS and on installed soundcards and drivers. On Microsoft Windows, supported device names are "DirectSound3D", "DirectSound", and "MMSYSTEM". See OpenAL documentation (available from http://www.openal.org/) for further information. The application programmer may override the default setting by calling this method with the wanted device type and name. The user can also control which \a devicename OpenAL uses by setting the COIN_SOUND_DRIVER_NAME environment variable. On Microsoft Windows, the default driver name is "DirectSound3D", which should normally be what the user wants. */ SbBool SoAudioDevice::init(const SbString & devicetype, const SbString & devicename) { if (PRIVATE(this)) { if (this->haveSound()) { this->disable(); } delete PRIVATE(this); } PRIVATE(this) = new SoAudioDeviceP(this); // Default disabled, as sound support through OpenAL caused crashes // under Linux. SbBool initaudio = FALSE; // FIXME: nobody bothered to document what was crashing, and how and // why and how to solve it, though. *grumpf*. // // And it works for me, on my Debian Linux system with the following // OpenAL specifics: // // AL_VENDOR=='J. Valenzuela' // AL_VERSION=='0.0.6' // AL_RENDERER=='Software' // AL_EXTENSIONS=='' // // 20030507 mortene. #ifdef HAVE_WIN32_API initaudio = TRUE; #endif // HAVE_WIN32_API const char * env = coin_getenv("COIN_SOUND_ENABLE"); if (env) { if (!initaudio && atoi(env) > 0) { SoDebugError::postInfo("SoAudioDevice::init", "Sound has been enabled because the environment variable " "COIN_SOUND_ENABLE=1. Sound support on this platform is considered " "experimental, and is therefore not enabled by default. " SOUND_NOT_ENABLED_BY_DEFAULT_STRING ); initaudio = TRUE; } else if (initaudio && atoi(env) == 0) { SoDebugError::postInfo("SoAudioDevice::init", "Sound has been disabled because the environment variable " "COIN_SOUND_ENABLE=0."); initaudio = FALSE; } } // Yes, there's both COIN_SOUND_ENABLE and COIN_SOUND_DISABLE -- one // should be sufficient, but for compatibility reasons with // exisiting run-time systems, we keep them both. env = coin_getenv("COIN_SOUND_DISABLE"); if (env && (atoi(env) > 0)) { if (coin_debug_audio()) { SoDebugError::postInfo("SoAudioDevice::init", "Sound has been disabled because the " "environment variable COIN_SOUND_DISABLE was set."); } initaudio = FALSE; } if (!initaudio) { return FALSE; } if (devicetype != "OpenAL") { SoDebugError::postWarning("SoAudioDevice::init", "devicetype != OpenAL - currently OpenAL is " "the only supported device type for audio " "rendering"); return FALSE; } #ifndef HAVE_SOUND SoDebugError::postWarning("SoAudioDevice::init", "Sound support was forced off when building " "this Coin binary."); return FALSE; #endif // !HAVE_SOUND if (!openal_wrapper()->available) { PRIVATE(this)->enabled = FALSE; PRIVATE(this)->initOK = FALSE; return FALSE; } PRIVATE(this)->device = openal_wrapper()->alcOpenDevice((unsigned char*)devicename.getString()); if (PRIVATE(this)->device == NULL) { SoDebugError::postWarning("SoAudioDevice::init", "Failed to initialize OpenAL. " "Sound will not be available."); return FALSE; } // FIXME: the version string should be checked against the minimum // version we demand. A standard "Debian testing" distribution as of // now comes with version 0.0.6, for instance, and that one has // problems with thammer's code. It is unknown if the problems are // caused by our code, or by old bugs in OpenAL, though. // // const ALubyte * str = alGetString(AL_VERSION); // // 20021029 mortene. PRIVATE(this)->context = openal_wrapper()->alcCreateContext(PRIVATE(this)->device, NULL); openal_wrapper()->alcMakeContextCurrent(PRIVATE(this)->context); // Clear Error Code // // FIXME: huh? This seems bogus -- shouldn't we rather check and // report if there is one? 20050627 mortene. (void)openal_wrapper()->alGetError(); // Set listener parameters (position, orientation, velocity, gain) // These will never change, since we're simulating listener movement by // moving sounds instead of moving the listener. 2002-11-13 thammer. int error; float alfloat3[3] = { 0.0f, 0.0f, 0.0f }; float alfloat6[6] = { 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f }; float gain = 1.0f; // FIXME: why disable sound all together if any one of the below // calls fail? 20050627 mortene. // FIXME: it seems like it would be better to integrate error // checking into the OpenAL wrapper..? At least for catching and // reporting non-fatal errors. 20050627 mortene. openal_wrapper()->alListenerfv(AL_POSITION, alfloat3); if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) { if (coin_debug_audio()) SoDebugError::postWarning("SoAudioDevice::init", "alListenerfv(AL_POSITION,) failed. %s." "Sound will not be available.", coin_get_openal_error(error)); return FALSE; } openal_wrapper()->alListenerfv(AL_VELOCITY, alfloat3); if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) { if (coin_debug_audio()) SoDebugError::postWarning("SoAudioDevice::init", "alListenerfv(AL_VELOCITY,) failed. %s." "Sound will not be available.", coin_get_openal_error(error)); return FALSE; } openal_wrapper()->alListenerfv(AL_ORIENTATION, alfloat6); if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) { if (coin_debug_audio()) SoDebugError::postWarning("SoAudioDevice::init", "alListenerfv(AL_ORIENTATION,) failed. %s." "Sound will not be available.", coin_get_openal_error(error)); return FALSE; } openal_wrapper()->alListenerf(AL_GAIN, gain); if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) { if (coin_debug_audio()) SoDebugError::postWarning("SoAudioDevice::init", "alListenerf(AL_GAIN,) failed. %s." "Sound will not be available.", coin_get_openal_error(error)); return FALSE; } // Disable OpenAL's distance attenuation since it doesn't // fit very well with the model used by the VRML Sound node. // The line below disables distance attenuation for all sources. // Distance attenuation is also disabled on a per-source basis // in SoVRMLSound, by setting the rolloff factor to 0.0 in // generateAlSource() and by normalizing the position of the // source relative to the listener in audioRender(). The reason // we do the same thing all these places is to be more robust // for drivers not supporting all these methods (see note regarding // CreativeLabs Extigy in SoVRMLSoundP::generateAlSource()). // Note that if we later want to implement sound nodes that use // OpenAL's distance attenuation, we can enable // AL_INVERSE_DISTANCE_CLAMPED distance model here and // nullify the distance attenuation in SoVRMLSound instead. // // 2005-04-10 thammer openal_wrapper()->alDistanceModel(AL_NONE); PRIVATE(this)->enabled = TRUE; PRIVATE(this)->initOK = TRUE; if (coin_debug_audio() && PRIVATE(this)->initOK) { SoDebugError::postInfo("SoAudioDevice::init", "Initialization succeeded"); } // Notify SoSceneManager that sound is (maybe) being used, so it // should start applying an SoAudioRenderAction on its scene graphs. // // For further information, see function's code comments in // AudioTools.cpp. coin_sound_enable_traverse(); return TRUE; } /*! Cleans up any allocated resources. NOTE: now obsoleted, don't use this. Clean-up is triggered from the atexit scheme in "tidbits". */ void SoAudioDevice::cleanup() { SoDebugError::post("SoAudioDevice::cleanup", "OBSOLETED"); } /*! returns true if the audio device has been initialized successfully. */ SbBool SoAudioDevice::haveSound() { return PRIVATE(this)->initOK; } /*! Enables sound */ SbBool SoAudioDevice::enable() { if (!this->haveSound()) return FALSE; if (PRIVATE(this)->enabled) return TRUE; // already enabled PRIVATE(this)->enabled = TRUE; openal_wrapper()->alcProcessContext(PRIVATE(this)->context); return TRUE; } /*! Disables sound. Effectively silencing all audio output. */ void SoAudioDevice::disable() { if (!this->haveSound()) return; if (!PRIVATE(this)->enabled) return; // already disabled PRIVATE(this)->enabled = FALSE; openal_wrapper()->alcSuspendContext(PRIVATE(this)->context); } /*! Returns TRUE if audio is enabled. */ SbBool SoAudioDevice::isEnabled() { return PRIVATE(this)->enabled; } void SoAudioDevice::setGain(float gain) { if (!this->haveSound()) return; gain = (gain < 0.0f) ? 0.0f : gain; int error; openal_wrapper()->alListenerf(AL_GAIN, gain); if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) { SoDebugError::postWarning("SoAudioDevice::setGain", "alListenerf(AL_GAIN,) failed. %s", coin_get_openal_error(error)); return; } PRIVATE(this)->lastGain = gain; } void SoAudioDevice::mute(SbBool mute) { if (mute) { float lastgain = PRIVATE(this)->lastGain; this->setGain(0.0f); PRIVATE(this)->lastGain = lastgain; } else { this->setGain(PRIVATE(this)->lastGain); } } #undef PRIVATE #undef PUBLIC