Files
CrystalPoint/OpenAL.cpp
T
2016-06-05 17:25:04 +02:00

181 lines
7.3 KiB
C++

#include "OpenAL.h"
#include <cstdlib>
#include <iostream>
#include <windows.h>
#include <al.h>
#include <alc.h>
SoundSystem::SoundSystem():
device(nullptr),
context(nullptr)
{
device = alcOpenDevice(nullptr);
if (!device)
return;
context = alcCreateContext(device, nullptr);
if (!context)
return;
alcMakeContextCurrent(context);
}
SoundSystem::~SoundSystem()
{
alcMakeContextCurrent(nullptr); //Make no context current
alcDestroyContext(context); //Destroy the OpenAL Context
alcCloseDevice(device); //Close the OpenAL Device
}
void SoundSystem::Play(ESoundID inID)
{
ALuint buffer;
alGenBuffers(1, &buffer); //Generate one OpenAL Buffer and link to "buffer"
ALuint source;
alGenSources(1, &source); //Generate one OpenAL Source and link to "source"
if (alGetError() != AL_NO_ERROR) return ; //Error during buffer/source generation
//Figure out the format of the WAVE file
ALenum format = 0; //The audio format (bits per sample, number of channels)
if (bitsPerSample == 8)
{
if (channels == 1)
format = AL_FORMAT_MONO8;
else if (channels == 2)
format = AL_FORMAT_STEREO8;
}
else if (bitsPerSample == 16)
{
if (channels == 1)
format = AL_FORMAT_MONO16;
else if (channels == 2)
format = AL_FORMAT_STEREO16;
}
if (!format) return; //Not valid format
ALuint frequency = sampleRate; //The Sample Rate of the WAVE file
alBufferData(buffer, format, buf, dataSize, frequency); //Store the sound data in the OpenAL Buffer
if (alGetError() != AL_NO_ERROR)
return EndWithError("Error loading ALBuffer"); //Error during buffer loading
//Sound setting variables
ALfloat SourcePos[] = { 0.0, 0.0, 0.0 }; //Position of the source sound
ALfloat SourceVel[] = { 0.0, 0.0, 0.0 }; //Velocity of the source sound
ALfloat ListenerPos[] = { 0.0, 0.0, 0.0 }; //Position of the listener
ALfloat ListenerVel[] = { 0.0, 0.0, 0.0 }; //Velocity of the listener
ALfloat ListenerOri[] = { 0.0, 0.0, -1.0, 0.0, 1.0, 0.0 }; //Orientation of the listener
//First direction vector, then vector pointing up)
//Listener
alListenerfv(AL_POSITION, ListenerPos); //Set position of the listener
alListenerfv(AL_VELOCITY, ListenerVel); //Set velocity of the listener
alListenerfv(AL_ORIENTATION, ListenerOri); //Set orientation of the listener
//Source
alSourcei(source, AL_BUFFER, buffer); //Link the buffer to the source
alSourcef(source, AL_PITCH, 1.0f); //Set the pitch of the source
alSourcef(source, AL_GAIN, 1.0f); //Set the gain of the source
alSourcefv(source, AL_POSITION, SourcePos); //Set the position of the source
alSourcefv(source, AL_VELOCITY, SourceVel); //Set the velocity of the source
alSourcei(source, AL_LOOPING, AL_FALSE); //Set if source is looping sound
//PLAY
alSourcePlay(source); //Play the sound buffer linked to the source
if (alGetError() != AL_NO_ERROR) return EndWithError("Error playing sound"); //Error when playing sound
system("PAUSE"); //Pause to let the sound play
//Clean-up
fclose(fp); //Close the WAVE file
delete[] buf; //Delete the sound data buffer
alDeleteSources(1, &source); //Delete the OpenAL Source
alDeleteBuffers(1, &buffer); //Delete the OpenAL Buffer
return ;
}
void SoundSystem::Pause(ESoundID inID)
{
}
void SoundSystem::Stop(ESoundID inID)
{
}
const char* SoundSystem::GetWaveFile(ESoundID inID)
{
}
bool SoundSystem::LoadWave(ESoundID inID)
{
const char* path = GetWaveFile(inID);
FILE *fp = fopen(path, "rb"); //Open the WAVE file
if (!fp)
return false; // Could not open file
//Check that the WAVE file is OK
char type[4];
fread(type, sizeof(char), 4, fp); // Reads the first bytes in the file
if (type[0] != 'R' || type[1] != 'I' || type[2] != 'F' || type[3] != 'F') // Should be "RIFF"
return false; // Not RIFF
DWORD size;
fread(&size, sizeof(DWORD), 1, fp); // Continue to read the file
fread(type, sizeof(char), 4, fp); // Continue to read the file
if (type[0] != 'W' || type[1] != 'A' || type[2] != 'V' || type[3] != 'E') //This part should be "WAVE"
return false; //Not WAVE
fread(type, sizeof(char), 4, fp); //Continue to read the file
if (type[0] != 'f' || type[1] != 'm' || type[2] != 't' || type[3] != ' ') //This part should be "fmt "
return false; //Not fmt
//Now we know that the file is a acceptable WAVE file
//Info about the WAVE data is now read and stored
DWORD chunkSize;
fread(&chunkSize, sizeof(DWORD), 1, fp);
short formatType;
fread(&formatType, sizeof(short), 1, fp);
short channels;
fread(&channels, sizeof(short), 1, fp);
DWORD sampleRate;
fread(&sampleRate, sizeof(DWORD), 1, fp);
DWORD avgBytesPerSec;
fread(&avgBytesPerSec, sizeof(DWORD), 1, fp);
short bytesPerSample;
fread(&bytesPerSample, sizeof(short), 1, fp);
short bitsPerSample;
fread(&bitsPerSample, sizeof(short), 1, fp);
fread(type, sizeof(char), 4, fp);
if (type[0] != 'd' || type[1] != 'a' || type[2] != 't' || type[3] != 'a') //This part should be "data"
return false; //not data
DWORD dataSize;
fread(&dataSize, sizeof(DWORD), 1, fp); //The size of the sound data is read
//Display the info about the WAVE file
std::cout << "Chunk Size: " << chunkSize << "\n";
std::cout << "Format Type: " << formatType << "\n";
std::cout << "Channels: " << channels << "\n";
std::cout << "Sample Rate: " << sampleRate << "\n";
std::cout << "Average Bytes Per Second: " << avgBytesPerSec << "\n";
std::cout << "Bytes Per Sample: " << bytesPerSample << "\n";
std::cout << "Bits Per Sample: " << bitsPerSample << "\n";
std::cout << "Data Size: " << dataSize << "\n";
unsigned char* buf = new unsigned char[dataSize]; //Allocate memory for the sound data
std::cout << fread(buf, sizeof(BYTE), dataSize, fp) << " bytes loaded\n"; //Read the sound data and display the
return true;
}