Files
qtmultimedia/src/imports/audioengine/qsoundinstance_p.cpp
Ling Hu 809bbc35c6 Add AudioEngine with new implementation
Change-Id: I5eebe662ecbce9814ed3e763db56df9be737d11f
Reviewed-by: Michael Goddard <michael.goddard@nokia.com>
2012-02-06 05:35:28 +01:00

388 lines
10 KiB
C++

/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** 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:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** 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
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qsoundinstance_p.h"
#include "qsoundsource_p.h"
#include "qsoundbuffer_p.h"
#include "qdeclarative_sound_p.h"
#include "qdeclarative_audiocategory_p.h"
#include "qdeclarative_audiosample_p.h"
#include "qdeclarative_attenuationmodel_p.h"
#include "qdeclarative_playvariation_p.h"
#include "qdeclarative_audioengine_p.h"
#include "qdeclarative_audiolistener_p.h"
#include "qdebug.h"
#define DEBUG_AUDIOENGINE
QT_USE_NAMESPACE
QSoundInstance::QSoundInstance(QObject *parent)
: QObject(parent)
, m_soundSource(0)
, m_bindBuffer(0)
, m_sound(0)
, m_variationIndex(-1)
, m_isReady(false)
, m_gain(1)
, m_attenuationGain(1)
, m_varGain(1)
, m_pitch(1)
, m_varPitch(1)
, m_state(QSoundInstance::StopppedState)
, m_coneOuterGain(0)
, m_engine(0)
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "creating new QSoundInstance";
#endif
m_engine = qobject_cast<QDeclarativeAudioEngine*>(parent);
}
void QSoundInstance::bindSoundDescription(QDeclarativeSound *sound)
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QSoundInstance::bindSoundDescription" << sound;
#endif
if (m_sound == sound)
return;
if (m_sound && m_sound->categoryObject()) {
disconnect(m_sound->categoryObject(), SIGNAL(volumeChanged(qreal)), this, SLOT(categoryVolumeChanged()));
disconnect(m_sound->categoryObject(), SIGNAL(paused()), this, SLOT(pause()));
disconnect(m_sound->categoryObject(), SIGNAL(stopped()), this, SLOT(stop()));
disconnect(m_sound->categoryObject(), SIGNAL(resumed()), this, SLOT(resume()));
}
m_attenuationGain = 1;
m_gain = 1;
m_sound = sound;
if (sound) {
if (!m_soundSource) {
m_soundSource = m_engine->engine()->createSoundSource();
connect(m_soundSource, SIGNAL(stateChanged(QSoundSource::State)),
this, SLOT(handleSourceStateChanged(QSoundSource::State)));
}
} else {
if (m_soundSource) {
detach();
m_engine->engine()->releaseSoundSource(m_soundSource);
m_soundSource = 0;
}
}
if (m_sound) {
if (m_sound->categoryObject()) {
connect(m_sound->categoryObject(), SIGNAL(volumeChanged(qreal)), this, SLOT(categoryVolumeChanged()));
connect(m_sound->categoryObject(), SIGNAL(paused()), this, SLOT(pause()));
connect(m_sound->categoryObject(), SIGNAL(stopped()), this, SLOT(stop()));
connect(m_sound->categoryObject(), SIGNAL(resumed()), this, SLOT(resume()));
}
prepareNewVariation();
} else {
m_variationIndex = -1;
}
}
QSoundInstance::~QSoundInstance()
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QSoundInstance::dtor()";
#endif
if (m_soundSource) {
detach();
m_engine->engine()->releaseSoundSource(m_soundSource);
}
}
void QSoundInstance::prepareNewVariation()
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QSoundInstance::prepareNewVariation()";
#endif
int newVariationIndex = m_sound->genVariationIndex(m_variationIndex);
if (newVariationIndex == m_variationIndex)
return;
QDeclarativePlayVariation *playVar = m_sound->getVariation(newVariationIndex);
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QSoundInstance: generate new play variation [old:" << m_variationIndex << ", new:" << newVariationIndex << "-" << playVar->sample() << "]";
#endif
m_variationIndex = newVariationIndex;
playVar->applyParameters(this);
detach();
m_bindBuffer = playVar->sampleObject()->soundBuffer();
if (m_bindBuffer->isReady()) {
Q_ASSERT(m_soundSource);
m_soundSource->bindBuffer(m_bindBuffer);
m_isReady = true;
} else {
m_bindBuffer->load();
connect(m_bindBuffer, SIGNAL(ready()), this, SLOT(bufferReady()));
}
}
void QSoundInstance::bufferReady()
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QSoundInstance::bufferReady()";
#endif
if (!m_soundSource)
return;
m_soundSource->bindBuffer(m_bindBuffer);
disconnect(m_bindBuffer, SIGNAL(ready()), this, SLOT(bufferReady()));
m_isReady = true;
if (m_state == QSoundInstance::PlayingState) {
sourcePlay();
} else if (m_state == QSoundInstance::PausedState) {
sourcePause();
}
}
void QSoundInstance::categoryVolumeChanged()
{
updateGain();
}
void QSoundInstance::handleSourceStateChanged(QSoundSource::State newState)
{
State ns = State(newState);
if (ns == m_state)
return;
if (ns == QSoundInstance::StopppedState) {
prepareNewVariation();
}
setState(ns);
}
void QSoundInstance::setState(State state)
{
if (state == m_state)
return;
m_state = state;
emit stateChanged(m_state);
}
qreal QSoundInstance::categoryVolume() const
{
if (!m_sound)
return 1;
if (!m_sound->categoryObject())
return 1;
return m_sound->categoryObject()->volume();
}
void QSoundInstance::sourceStop()
{
Q_ASSERT(m_soundSource);
m_soundSource->stop();
setState(QSoundInstance::StopppedState);
}
void QSoundInstance::detach()
{
sourceStop();
m_isReady = false;
if (m_soundSource)
m_soundSource->unbindBuffer();
if (m_bindBuffer) {
disconnect(m_bindBuffer, SIGNAL(ready()), this, SLOT(bufferReady()));
m_engine->engine()->releaseSoundBuffer(m_bindBuffer);
m_bindBuffer = 0;
}
}
void QSoundInstance::play()
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QSoundInstancePrivate::play()";
#endif
if (!m_soundSource || m_state == QSoundInstance::PlayingState)
return;
if (!m_isReady) {
setState(QSoundInstance::PlayingState);
return;
}
sourcePlay();
setState(QSoundInstance::PlayingState);
}
void QSoundInstance::sourcePlay()
{
update3DVolume(m_engine->listener()->position());
Q_ASSERT(m_soundSource);
m_soundSource->play();
}
void QSoundInstance::resume()
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QSoundInstancePrivate::resume()";
#endif
if (m_state != QSoundInstance::PausedState)
return;
play();
}
void QSoundInstance::pause()
{
if (!m_soundSource || m_state == QSoundInstance::PausedState)
return;
if (!m_isReady) {
setState(QSoundInstance::PausedState);
return;
}
sourcePause();
setState(QSoundInstance::PausedState);
}
void QSoundInstance::sourcePause()
{
Q_ASSERT(m_soundSource);
m_soundSource->pause();
}
void QSoundInstance::stop()
{
if (!m_isReady || !m_soundSource || m_state == QSoundInstance::StopppedState) {
setState(QSoundInstance::StopppedState);
return;
}
sourceStop();
prepareNewVariation();
}
QSoundInstance::State QSoundInstance::state() const
{
return m_state;
}
void QSoundInstance::setPosition(const QVector3D& position)
{
if (!m_soundSource)
return;
m_soundSource->setPosition(position);
}
void QSoundInstance::setDirection(const QVector3D& direction)
{
if (!m_soundSource)
return;
m_soundSource->setDirection(direction);
}
void QSoundInstance::setVelocity(const QVector3D& velocity)
{
if (!m_soundSource)
return;
m_soundSource->setVelocity(velocity);
}
void QSoundInstance::setGain(qreal gain)
{
if (!m_soundSource)
return;
m_gain = gain;
updateGain();
}
void QSoundInstance::setPitch(qreal pitch)
{
if (!m_soundSource)
return;
m_pitch = pitch;
updatePitch();
}
void QSoundInstance::setCone(qreal innerAngle, qreal outerAngle, qreal outerGain)
{
if (!m_soundSource)
return;
m_soundSource->setCone(innerAngle, outerAngle, outerGain);
}
bool QSoundInstance::attenuationEnabled() const
{
if (!m_sound || !m_sound->attenuationModelObject())
return false;
return true;
}
void QSoundInstance::update3DVolume(const QVector3D& listenerPosition)
{
if (!m_sound || !m_soundSource)
return;
QDeclarativeAttenuationModel *attenModel = m_sound->attenuationModelObject();
if (!attenModel)
return;
m_attenuationGain = attenModel->calculateGain(listenerPosition, m_soundSource->position());
updateGain();
}
void QSoundInstance::updateVariationParameters(qreal varPitch, qreal varGain, bool looping)
{
if (!m_soundSource)
return;
m_soundSource->setLooping(looping);
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QSoundInstance::updateVariationParameters" << varPitch << varGain << looping;
#endif
m_varPitch = varPitch;
m_varGain = varGain;
updatePitch();
updateGain();
}
void QSoundInstance::updatePitch()
{
m_soundSource->setPitch(m_pitch * m_varPitch);
}
void QSoundInstance::updateGain()
{
m_soundSource->setGain(m_gain * m_varGain * m_attenuationGain * categoryVolume());
}
QT_END_NAMESPACE