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 +1,558 @@
/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the plugins of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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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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** file. Please review the following information to ensure the GNU General
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****************************************************************************/
#include "qdeclarative_sound_p.h"
#include "qdeclarative_audiocategory_p.h"
#include "qdeclarative_attenuationmodel_p.h"
#include "qdeclarative_soundinstance_p.h"
#include "qdeclarative_audioengine_p.h"
#include "qdebug.h"
#define DEBUG_AUDIOENGINE
QT_USE_NAMESPACE
QDeclarativeSoundCone::QDeclarativeSoundCone(QObject *parent)
: QObject(parent)
, m_innerAngle(360)
, m_outerAngle(360)
, m_outerGain(0)
{
}
/*!
\qmlproperty real Sound::cone.innerAngle
This property holds the innerAngle for Sound definition.
The range is [0, 360] degree. There is no directional attenuation within innerAngle.
*/
qreal QDeclarativeSoundCone::innerAngle() const
{
return m_innerAngle;
}
void QDeclarativeSoundCone::setInnerAngle(qreal innerAngle)
{
QDeclarativeSound *s = qobject_cast<QDeclarativeSound*>(parent());
if (s && s->m_complete)
return;
if (innerAngle < 0 || innerAngle > 360) {
qWarning() << "innerAngle should be within[0, 360] degrees";
return;
}
m_innerAngle = innerAngle;
}
/*!
\qmlproperty real Sound::cone.outerAngle
This property holds the outerAngle for Sound definition.
The range is [0, 360] degree. All audio output from this sound will be attenuated by \l outerGain
outside outerAngle.
*/
qreal QDeclarativeSoundCone::outerAngle() const
{
return m_outerAngle;
}
void QDeclarativeSoundCone::setOuterAngle(qreal outerAngle)
{
QDeclarativeSound *s = qobject_cast<QDeclarativeSound*>(parent());
if (s && s->m_complete)
return;
if (outerAngle < 0 || outerAngle > 360) {
qWarning() << "outerAngle should be within[0, 360] degrees";
return;
}
m_outerAngle = outerAngle;
}
/*!
\qmlproperty real Sound::cone.outerGain
This property holds attenuation value for directional attenuation of this sound.
The range is [0, 1]. All audio output from this sound will be attenuated by outerGain
outside \l outerAngle.
*/
qreal QDeclarativeSoundCone::outerGain() const
{
return m_outerGain;
}
void QDeclarativeSoundCone::setOuterGain(qreal outerGain)
{
QDeclarativeSound *s = qobject_cast<QDeclarativeSound*>(parent());
if (s && s->m_complete)
return;
if (outerGain < 0 || outerGain > 1) {
qWarning() << "outerGain should no less than 0 and no more than 1";
return;
}
m_outerGain = outerGain;
}
void QDeclarativeSoundCone::componentComplete()
{
if (m_outerAngle < m_innerAngle) {
m_outerAngle = m_innerAngle;
}
}
////////////////////////////////////////////////////////////
/*!
\qmlclass Sound QDeclarativeSound
\since 5.0
\brief The Sound element allows you to define a variety of samples and parameters to be used for
SoundInstance.
\ingroup qml-multimedia
\inherits Item
This element is part of the \bold{QtAudioEngine 1.0} module.
Sound element can be accessed through AudioEngine::sounds with its unique name and must be
defined inside AudioEngine.
\qml
import QtQuick 2.0
import QtAudioEngine 1.0
Rectangle {
color:"white"
width: 300
height: 500
AudioEngine {
id:audioengine
AudioSample {
name:"explosion01"
source: "explosion-01.wav"
}
AudioSample {
name:"explosion02"
source: "explosion-02.wav"
}
Sound {
name:"explosion"
PlayVariation {
sample:"explosion01"
minPitch: 0.8
maxPitch: 1.1
}
PlayVariation {
sample:"explosion01"
minGain: 1.1
maxGain: 1.5
}
}
}
MouseArea {
anchors.fill: parent
onPressed: {
audioengine.sounds["explosion"].play();
}
}
}
\endqml
*/
QDeclarativeSound::QDeclarativeSound(QObject *parent)
: QObject(parent)
, m_complete(false)
, m_playType(Random)
, m_attenuationModelObject(0)
, m_categoryObject(0)
{
m_cone = new QDeclarativeSoundCone(this);
}
QDeclarativeSound::~QDeclarativeSound()
{
}
void QDeclarativeSound::classBegin()
{
if (!parent() || !parent()->inherits("QDeclarativeAudioEngine")) {
qWarning("Sound must be defined inside AudioEngine!");
return;
}
}
void QDeclarativeSound::componentComplete()
{
m_complete = true;
m_cone->componentComplete();
}
/*!
\qmlproperty enueration Sound::playType
This property holds the playType. It can be one of:
\list
\o Random - randomly picks up a play variation when playback is triggered
\o Sequential - plays each variation in sequence when playback is triggered
\endlist
The default value is Random.
*/
QDeclarativeSound::PlayType QDeclarativeSound::playType() const
{
return m_playType;
}
void QDeclarativeSound::setPlayType(PlayType playType)
{
if (m_complete) {
qWarning("Sound: playType not changable after initialization.");
return;
}
m_playType = playType;
}
/*!
\qmlproperty string Sound::category
This property specifies which AudioCategory this sound belongs to.
*/
QString QDeclarativeSound::category() const
{
return m_category;
}
void QDeclarativeSound::setCategory(const QString& category)
{
if (m_complete) {
qWarning("Sound: category not changable after initialization.");
return;
}
m_category = category;
}
/*!
\qmlproperty string Sound::name
This property holds the name of Sound, must be unique among all sounds and only
defined once.
*/
QString QDeclarativeSound::name() const
{
return m_name;
}
void QDeclarativeSound::setName(const QString& name)
{
if (m_complete) {
qWarning("Sound: category not changable after initialization.");
return;
}
m_name = name;
}
/*!
\qmlproperty string Sound::attenuationModel
This property specifies which attenuation model this sound will apply.
*/
QString QDeclarativeSound::attenuationModel() const
{
return m_attenuationModel;
}
int QDeclarativeSound::genVariationIndex(int oldVariationIndex)
{
if (m_playlist.count() == 0)
return -1;
if (m_playlist.count() == 1)
return 0;
switch (m_playType) {
case QDeclarativeSound::Random: {
if (oldVariationIndex < 0)
oldVariationIndex = 0;
return (oldVariationIndex + (qrand() % (m_playlist.count() + 1))) % m_playlist.count();
}
default:
return (oldVariationIndex + 1) % m_playlist.count();
}
}
QDeclarativePlayVariation* QDeclarativeSound::getVariation(int index)
{
Q_ASSERT(index >= 0 && index < m_playlist.count());
return m_playlist[index];
}
void QDeclarativeSound::setAttenuationModel(QString attenuationModel)
{
if (m_complete) {
qWarning("Sound: attenuationModel not changable after initialization.");
return;
}
m_attenuationModel = attenuationModel;
}
QDeclarativeSoundCone* QDeclarativeSound::cone() const
{
return m_cone;
}
QDeclarativeAttenuationModel* QDeclarativeSound::attenuationModelObject() const
{
return m_attenuationModelObject;
}
void QDeclarativeSound::setAttenuationModelObject(QDeclarativeAttenuationModel *attenuationModelObject)
{
m_attenuationModelObject = attenuationModelObject;
}
QDeclarativeAudioCategory* QDeclarativeSound::categoryObject() const
{
return m_categoryObject;
}
void QDeclarativeSound::setCategoryObject(QDeclarativeAudioCategory *categoryObject)
{
m_categoryObject = categoryObject;
}
QDeclarativeListProperty<QDeclarativePlayVariation> QDeclarativeSound::playVariationlist()
{
return QDeclarativeListProperty<QDeclarativePlayVariation>(this, 0, appendFunction);
}
QList<QDeclarativePlayVariation*>& QDeclarativeSound::playlist()
{
return m_playlist;
}
void QDeclarativeSound::appendFunction(QDeclarativeListProperty<QDeclarativePlayVariation> *property, QDeclarativePlayVariation *value)
{
QDeclarativeSound *sound = static_cast<QDeclarativeSound*>(property->object);
if (sound->m_complete) {
qWarning("Sound: PlayVariation not addable after initialization.");
return;
}
sound->m_playlist.append(value);
}
/*!
\qmlmethod Sound::play()
Creates a new \l SoundInstance and starts playing.
Position, direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play()
{
play(QVector3D(), QVector3D(), QVector3D(), 1, 1);
}
/*!
\qmlmethod Sound::play(gain)
Creates a new SoundInstance and starts playing with the adjusted \a gain.
Position, direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(qreal gain)
{
play(QVector3D(), QVector3D(), QVector3D(), gain, 1);
}
/*!
\qmlmethod Sound::play(gain, pitch)
Creates a new SoundInstance and starts playing with the adjusted \a gain and \a pitch.
Position, direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(qreal gain, qreal pitch)
{
play(QVector3D(), QVector3D(), QVector3D(), gain, pitch);
}
/*!
\qmlmethod Sound::play(position)
Creates a new SoundInstance and starts playing with specified \a position.
Direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position)
{
play(position, QVector3D(), QVector3D(), 1, 1);
}
/*!
\qmlmethod Sound::play(position, velocity)
Creates a new SoundInstance and starts playing with specified \a position and \a velocity.
Direction is set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity)
{
play(position, velocity, QVector3D(), 1, 1);
}
/*!
\qmlmethod Sound::play(position, velocity, direction)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity and
\a direction.
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity,
const QVector3D& direction)
{
play(position, velocity, direction, 1, 1);
}
/*!
\qmlmethod Sound::play(position, gain)
Creates a new SoundInstance and starts playing with specified \a position and adjusted \a gain.
Direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, qreal gain)
{
play(position, QVector3D(), QVector3D(), gain, 1);
}
/*!
\qmlmethod Sound::play(position, velocity, gain)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity and
adjusted \a gain.
Direction is set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity, qreal gain)
{
play(position, velocity, QVector3D(), gain, 1);
}
/*!
\qmlmethod Sound::play(position, velocity, direction, gain)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity,
\a direction and adjusted \a gain.
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity, const QVector3D& direction, qreal gain)
{
play(position, velocity, direction, gain, 1);
}
/*!
\qmlmethod Sound::play(position, gain, pitch)
Creates a new SoundInstance and starts playing with specified \a position, adjusted \a gain and
\a pitch.
Direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, qreal gain, qreal pitch)
{
play(position, QVector3D(), QVector3D(), gain, pitch);
}
/*!
\qmlmethod Sound::play(position, velocity, gain, pitch)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity,
adjusted \a gain and \a pitch.
Direction is set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity, qreal gain, qreal pitch)
{
play(position, velocity, QVector3D(), gain, pitch);
}
/*!
\qmlmethod Sound::play(position, velocity, direction, gain, pitch)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity,
\a direction, adjusted \a gain and \a pitch.
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity, const QVector3D& direction, qreal gain, qreal pitch)
{
if (!m_complete) {
qWarning() << "AudioEngine::play not ready!";
return;
}
QDeclarativeSoundInstance *instance = this->newInstance(true);
if (!instance)
return;
instance->setPosition(position);
instance->setVelocity(velocity);
instance->setDirection(direction);
instance->setGain(gain);
instance->setPitch(pitch);
instance->setConeInnerAngle(cone()->innerAngle());
instance->setConeOuterAngle(cone()->outerAngle());
instance->setConeOuterGain(cone()->outerGain());
instance->play();
#ifdef DEBUG_AUDIOENGINE
qDebug() << "Sound[" << m_name << "] play ("
<< position << ","
<< velocity <<","
<< direction << ","
<< gain << ","
<< pitch << ")triggered";
#endif
}
/*!
\qmlmethod SoundInstance Sound::newInstance()
Returns a new \l SoundInstance.
*/
QDeclarativeSoundInstance* QDeclarativeSound::newInstance()
{
return newInstance(false);
}
QDeclarativeSoundInstance* QDeclarativeSound::newInstance(bool managed)
{
QDeclarativeSoundInstance *instance =
qobject_cast<QDeclarativeAudioEngine*>(this->parent())->newDeclarativeSoundInstance(managed);
instance->setSound(m_name);
return instance;
}