Add AudioEngine with new implementation

Change-Id: I5eebe662ecbce9814ed3e763db56df9be737d11f
Reviewed-by: Michael Goddard <michael.goddard@nokia.com>
This commit is contained in:
Ling Hu
2012-01-18 17:17:54 +10:00
committed by Qt by Nokia
parent 262f397e3e
commit 809bbc35c6
39 changed files with 6592 additions and 6 deletions

View File

@@ -0,0 +1,168 @@
/****************************************************************************
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
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** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
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** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
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****************************************************************************/
#ifndef QAUDIOENGINE_OPENAL_P_H
#define QAUDIOENGINE_OPENAL_P_H
#include <QObject>
#include <QList>
#include <QMap>
#include <QTimer>
#include <AL/al.h>
#include <AL/alc.h>
#include "qsoundsource_p.h"
#include "qsoundbuffer_p.h"
QT_BEGIN_HEADER
QT_BEGIN_NAMESPACE
class QSoundBufferPrivateAL : public QSoundBuffer
{
Q_OBJECT
public:
QSoundBufferPrivateAL(QObject* parent);
virtual void bindToSource(ALuint alSource) = 0;
virtual void unbindFromSource(ALuint alSource) = 0;
};
class QSoundSourcePrivate : public QSoundSource
{
Q_OBJECT
public:
QSoundSourcePrivate(QObject *parent);
~QSoundSourcePrivate();
void play();
void pause();
void stop();
QSoundSource::State state() const;
bool isLooping() const;
void setLooping(bool looping);
void setPosition(const QVector3D& position);
void setDirection(const QVector3D& direction);
void setVelocity(const QVector3D& velocity);
QVector3D velocity() const;
QVector3D position() const;
QVector3D direction() const;
void setGain(qreal gain);
void setPitch(qreal pitch);
void setCone(qreal innerAngle, qreal outerAngle, qreal outerGain);
void bindBuffer(QSoundBuffer*);
void unbindBuffer();
void checkState();
void release();
Q_SIGNALS:
void activate(QObject*);
private:
void sourcePlay();
void sourcePause();
ALuint m_alSource;
QSoundBufferPrivateAL *m_bindBuffer;
bool m_isReady; //true if the sound source is already bound to some sound buffer
QSoundSource::State m_state;
qreal m_gain;
qreal m_pitch;
qreal m_coneInnerAngle;
qreal m_coneOuterAngle;
qreal m_coneOuterGain;
};
class QSampleCache;
class QAudioEnginePrivate : public QObject
{
Q_OBJECT
public:
QAudioEnginePrivate(QObject *parent);
~QAudioEnginePrivate();
bool isLoading() const;
QSoundSource* createSoundSource();
void releaseSoundSource(QSoundSource *soundInstance);
QSoundBuffer* getStaticSoundBuffer(const QUrl& url);
void releaseSoundBuffer(QSoundBuffer *buffer);
QVector3D listenerPosition() const;
QVector3D listenerVelocity() const;
qreal listenerGain() const;
void setListenerPosition(const QVector3D& position);
void setListenerVelocity(const QVector3D& velocity);
void setListenerOrientation(const QVector3D& direction, const QVector3D& up);
void setListenerGain(qreal gain);
void setDopplerFactor(qreal dopplerFactor);
void setSpeedOfSound(qreal speedOfSound);
static bool checkNoError(const char *msg);
Q_SIGNALS:
void isLoadingChanged();
private Q_SLOTS:
void updateSoundSources();
void soundSourceActivate(QObject *soundSource);
private:
QList<QSoundSourcePrivate*> m_activeInstances;
QList<QSoundSourcePrivate*> m_instancePool;
QMap<QUrl, QSoundBufferPrivateAL*> m_staticBufferPool;
QSampleCache *m_sampleLoader;
QTimer m_updateTimer;
};
QT_END_NAMESPACE
QT_END_HEADER
#endif