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Audio3DSource.h
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#ifndef __CELESTIA__AUDIO_3D__SOURCE__H__
#define __CELESTIA__AUDIO_3D__SOURCE__H__
#include <Eigen/Core>
#include <AL/al.h>
namespace Audio3D
{
class Source
{
ALuint _srcId;
public:
static ALuint newSource()
{
ALuint id;
alGenSources(1, &id);
return id;
}
Source() { _srcId = newSource(); }
~Source()
{
alDeleteSources(1, &_srcId);
}
ALuint internalId() { return _srcId; }
bool isValid() { return alIsSource(_srcId); }
// Set float property
void setFloatProperty(ALenum param, ALfloat val)
{
alSourcef(_srcId, param, val);
}
void setPitch(ALfloat v)
{
setFloatProperty(AL_PITCH, v);
}
void setGain(ALfloat v)
{
setFloatProperty(AL_GAIN, v);
}
void setMinGain(ALfloat v)
{
setFloatProperty(AL_MIN_GAIN, v);
}
void setMaxGain(ALfloat v)
{
setFloatProperty(AL_MAX_GAIN, v);
}
void setMaxDistance(ALfloat v)
{
setFloatProperty(AL_MAX_DISTANCE, v);
}
void setRolloff(ALfloat v)
{
setFloatProperty(AL_ROLLOFF_FACTOR, v);
}
void setConeOuterGain(ALfloat v)
{
setFloatProperty(AL_CONE_OUTER_GAIN, v);
}
void setConeInnerAngle(ALfloat v)
{
setFloatProperty(AL_CONE_INNER_ANGLE, v);
}
void setConeOuterAngle(ALfloat v)
{
setFloatProperty(AL_CONE_OUTER_ANGLE, v);
}
void setRefDistance(ALfloat v)
{
setFloatProperty(AL_REFERENCE_DISTANCE, v);
}
// Set 3f property
void set3FloatProperty(ALenum param, ALfloat v1, ALfloat v2, ALfloat v3)
{
alSource3f(_srcId, param, v1, v2, v3);
}
void setPosition(ALfloat v1, ALfloat v2, ALfloat v3)
{
set3FloatProperty(AL_POSITION, v1, v2, v3);
}
void setVelocity(ALfloat v1, ALfloat v2, ALfloat v3)
{
set3FloatProperty(AL_VELOCITY, v1, v2, v3);
}
void setDirection(ALfloat v1, ALfloat v2, ALfloat v3)
{
set3FloatProperty(AL_DIRECTION, v1, v2, v3);
}
// Set vf property
void setVFloatProperty(ALenum param, ALfloat *v)
{
alSourcefv(_srcId, param, v);
}
void setPosition(ALfloat *v)
{
setVFloatProperty(AL_POSITION, v);
}
void setVelocity(ALfloat *v)
{
setVFloatProperty(AL_POSITION, v);
}
void setDirection(ALfloat *v)
{
setVFloatProperty(AL_DIRECTION, v);
}
void setVector3DProperty(ALenum param, const Eigen::Vector3d &v)
{
set3FloatProperty(param, v[0], v[1], v[3]);
}
void setPosition(const Eigen::Vector3d &v)
{
setPosition(v[0], v[1], v[2]);
}
void setVelocity(const Eigen::Vector3d &v)
{
setVelocity(v[0], v[1], v[2]);
}
void setDirection(const Eigen::Vector3d &v)
{
setDirection(v[0], v[1], v[2]);
}
// Set integer property
void setIntProperty(ALenum param, ALint v)
{
alSourcei(_srcId, param, v);
}
void setRelative(bool v)
{
setIntProperty(AL_SOURCE_RELATIVE, v ? AL_TRUE : AL_FALSE);
}
void setLooping(bool v)
{
setIntProperty(AL_LOOPING, v ? AL_TRUE : AL_FALSE);
}
void setBuffer(ALuint v)
{
setIntProperty(AL_BUFFER, v);
}
void setBuffer(const Buffer &b) {
setBuffer(b.internalId());
}
// Get float property
ALfloat floatProperty(ALenum param) const
{
ALfloat ret;
alGetSourcef(_srcId, param, &ret);
return ret;
}
ALfloat pitch() const
{
return floatProperty(AL_PITCH);
}
ALfloat gain() const
{
return floatProperty(AL_GAIN);
}
ALfloat minGain() const
{
return floatProperty(AL_MIN_GAIN);
}
ALfloat maxGain() const
{
return floatProperty(AL_MAX_GAIN);
}
ALfloat maxDistance() const
{
return floatProperty(AL_MAX_DISTANCE);
}
ALfloat rolloff() const
{
return floatProperty(AL_ROLLOFF_FACTOR);
}
ALfloat coneOuterGain() const
{
return floatProperty(AL_CONE_OUTER_GAIN);
}
ALfloat coneInnerAngle() const
{
return floatProperty(AL_CONE_INNER_ANGLE);
}
ALfloat coneOuterAngle() const
{
return floatProperty(AL_CONE_OUTER_ANGLE);
}
ALfloat refDistance() const
{
return floatProperty(AL_REFERENCE_DISTANCE);
}
// get integer property
ALint intProperty(ALenum param) const
{
ALint ret;
alGetSourcei(_srcId, param, &ret);
return ret;
}
bool looping()
{
return intProperty(AL_LOOPING) > 0;
}
bool relative()
{
return intProperty(AL_SOURCE_RELATIVE) > 0;
}
// get float vector property
Eigen::Vector3d vectorProperty(ALenum param) const
{
ALfloat v1, v2, v3;
alGetSource3f(_srcId, param, &v1, &v2, &v3);
return Eigen::Vector3d(v1, v2, v3);
}
Eigen::Vector3d position() const
{
return vectorProperty(AL_POSITION);
}
Eigen::Vector3d velocity() const
{
return vectorProperty(AL_VELOCITY);
}
Eigen::Vector3d direction() const
{
return vectorProperty(AL_DIRECTION);
}
// State transitions
void play() { alSourcePlay(_srcId); }
void pause() { alSourcePause(_srcId); }
void stop() { alSourceStop(_srcId); }
void queueBuffer(ALuint v) { alSourceQueueBuffers(_srcId, 1, &v); }
void queueBuffer(const Buffer &b) { queueBuffer(b.internalId()); }
void unqueueBuffer(ALuint v) { alSourceUnqueueBuffers(_srcId, 1, &v); }
void unqueueBuffer(const Buffer &b) { unqueueBuffer(b.internalId()); }
};
}
#endif