Files
qtmultimedia/src/imports/audioengine/qdeclarative_soundinstance_p.cpp
Sze Howe Koh ab54cc46c6 Doc: Fix minor typos
Task-number: QTWEBSITE-514
Change-Id: Ie8f3689d18d15fd0e88e0ada4a745d9994d9c2ae
Reviewed-by: Jerome Pasion <jerome.pasion@digia.com>
2013-04-10 13:20:46 +02:00

570 lines
14 KiB
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/****************************************************************************
**
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#include "qdeclarative_soundinstance_p.h"
#include "qdeclarative_sound_p.h"
#include "qdeclarative_audioengine_p.h"
#include "qaudioengine_p.h"
#include "qsoundinstance_p.h"
#include "qdebug.h"
#define DEBUG_AUDIOENGINE
QT_USE_NAMESPACE
/*!
\qmltype SoundInstance
\instantiates QDeclarativeSoundInstance
\since 1.0
\brief Play 3d audio content.
\inqmlmodule QtAudioEngine 1.0
\ingroup multimedia_audioengine
\inherits Item
\preliminary
This type is part of the \b{QtAudioEngine 1.0} module.
There are two ways to create SoundInstance objects. You can obtain it by calling newInstance
method of a \l Sound:
\qml
import QtQuick 2.0
import QtAudioEngine 1.0
Rectangle {
id:root
color:"white"
width: 300
height: 500
AudioEngine {
id:audioengine
AudioSample {
name:"explosion01"
source: "explosion-01.wav"
}
Sound {
name:"explosion"
PlayVariation {
sample:"explosion01"
}
}
}
property variant soundEffect: audioengine.sounds["explosion"].newInstance();
MouseArea {
anchors.fill: parent
onPressed: {
root.soundEffect.play();
}
}
}
\endqml
Or alternatively, you can explicitly define SoundInstance outside of AudioEngine for
easier qml bindings:
\qml
import QtQuick 2.0
import QtAudioEngine 1.0
Rectangle {
id:root
color:"white"
width: 300
height: 500
AudioEngine {
id:audioengine
AudioSample {
name:"explosion01"
source: "explosion-01.wav"
}
Sound {
name:"explosion"
PlayVariation {
sample:"explosion01"
}
}
}
Item {
id: animator
x: 10 + observer.percent * 100
y: 20 + observer.percent * 80
property real percent: 0
SequentialAnimation on percent {
loops: Animation.Infinite
running: true
NumberAnimation {
duration: 8000
from: 0
to: 1
}
}
}
SoundInstance {
id:soundEffect
engine:audioengine
sound:"explosion"
position:Qt.vector3d(animator.x, animator.y, 0);
}
MouseArea {
anchors.fill: parent
onPressed: {
soundEffect.play();
}
}
}
\endqml
*/
QDeclarativeSoundInstance::QDeclarativeSoundInstance(QObject *parent)
: QObject(parent)
, m_position(0, 0, 0)
, m_direction(0, 1, 0)
, m_velocity(0, 0, 0)
, m_gain(1)
, m_pitch(1)
, m_requestState(QDeclarativeSoundInstance::StoppedState)
, m_coneInnerAngle(360)
, m_coneOuterAngle(360)
, m_coneOuterGain(0)
, m_instance(0)
, m_engine(0)
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QDeclarativeSoundInstance::ctor()";
#endif
}
/*!
\qmlproperty QtAudioEngine1::AudioEngine QtAudioEngine1::SoundInstance::engine
This property holds the reference to AudioEngine, must be set only once.
*/
QDeclarativeAudioEngine* QDeclarativeSoundInstance::engine() const
{
return m_engine;
}
void QDeclarativeSoundInstance::setEngine(QDeclarativeAudioEngine *engine)
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QDeclarativeSoundInstance::setEngine(" << engine << ")";
#endif
if (!engine)
return;
if (m_engine) {
qWarning("SoundInstance: you can not set different value for engine property");
return;
}
m_engine = engine;
if (!m_engine->isReady()) {
connect(m_engine, SIGNAL(ready()), this, SLOT(engineComplete()));
} else {
engineComplete();
}
}
void QDeclarativeSoundInstance::engineComplete()
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QDeclarativeSoundInstance::engineComplete()";
#endif
disconnect(m_engine, SIGNAL(ready()), this, SLOT(engineComplete()));
if (m_sound.isEmpty())
return;
//rebind to actual engine resource
QString sound = m_sound;
m_sound.clear();
setSound(sound);
}
QDeclarativeSoundInstance::~QDeclarativeSoundInstance()
{
}
/*!
\qmlproperty string QtAudioEngine1::SoundInstance::sound
This property specifies which Sound this SoundInstance will use. Unlike some properties in
other types, this property can be changed dynamically.
*/
QString QDeclarativeSoundInstance::sound() const
{
return m_sound;
}
void QDeclarativeSoundInstance::setSound(const QString& sound)
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QDeclarativeSoundInstance::setSound(" << sound << ")";
#endif
if (m_sound == sound)
return;
if (!m_engine || !m_engine->isReady()) {
m_sound = sound;
emit soundChanged();
return;
}
#ifdef DEBUG_AUDIOENGINE
qDebug() << "SoundInstance switch sound from [" << m_sound << "] to [" << sound << "]";
#endif
stop();
dropInstance();
m_sound = sound;
if (!m_sound.isEmpty()) {
m_instance = m_engine->newSoundInstance(m_sound);
connect(m_instance, SIGNAL(stateChanged(QSoundInstance::State)), this, SLOT(handleStateChanged()));
m_instance->setPosition(m_position);
m_instance->setDirection(m_direction);
m_instance->setVelocity(m_velocity);
m_instance->setGain(m_gain);
m_instance->setPitch(m_pitch);
m_instance->setCone(m_coneInnerAngle, m_coneOuterAngle, m_coneOuterGain);
if (m_requestState == QDeclarativeSoundInstance::PlayingState) {
m_instance->play();
} else if (m_requestState == QDeclarativeSoundInstance::PausedState) {
m_instance->pause();
}
}
emit soundChanged();
}
void QDeclarativeSoundInstance::dropInstance()
{
if (m_instance) {
disconnect(m_instance, SIGNAL(stateChanged(QSoundInstance::State)), this, SLOT(handleStateChanged()));
m_engine->releaseSoundInstance(m_instance);
m_instance = 0;
}
}
/*!
\qmlproperty enumeration QtAudioEngine1::SoundInstance::state
This property holds the current playback state. It can be one of:
\table
\header \li Value \li Description
\row \li StopppedState
\li The SoundInstance is not playing, and when playback begins next it
will play from position zero.
\row \li PlayingState
\li The SoundInstance is playing the media.
\row \li PausedState
\li The SoundInstance is not playing, and when playback begins next it
will play from the position that it was paused at.
\endtable
*/
QDeclarativeSoundInstance::State QDeclarativeSoundInstance::state() const
{
if (m_instance)
return State(m_instance->state());
return m_requestState;
}
/*!
\qmlmethod QtAudioEngine1::SoundInstance::play()
Starts playback.
*/
void QDeclarativeSoundInstance::play()
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QDeclarativeSoundInstance::play()";
#endif
if (!m_instance) {
m_requestState = QDeclarativeSoundInstance::PlayingState;
return;
}
m_instance->play();
}
/*!
\qmlmethod QtAudioEngine1::SoundInstance::play()
Stops current playback.
*/
void QDeclarativeSoundInstance::stop()
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QDeclarativeSoundInstance::stop()";
#endif
m_requestState = QDeclarativeSoundInstance::StoppedState;
if (!m_instance)
return;
m_instance->stop();
}
/*!
\qmlmethod QtAudioEngine1::SoundInstance::play()
Pauses current playback.
*/
void QDeclarativeSoundInstance::pause()
{
#ifdef DEBUG_AUDIOENGINE
qDebug() << "QDeclarativeSoundInstance::pause()";
#endif
if (!m_instance) {
m_requestState = QDeclarativeSoundInstance::PausedState;
return;
}
m_instance->pause();
}
void QDeclarativeSoundInstance::updatePosition(qreal deltaTime)
{
if (!m_instance || deltaTime == 0 || m_velocity.lengthSquared() == 0)
return;
setPosition(m_position + m_velocity * deltaTime);
}
/*!
\qmlproperty vector3d QtAudioEngine1::SoundInstance::position
This property holds the current 3d position.
*/
QVector3D QDeclarativeSoundInstance::position() const
{
return m_position;
}
void QDeclarativeSoundInstance::setPosition(const QVector3D& position)
{
if (m_position == position)
return;
m_position = position;
emit positionChanged();
if (!m_instance) {
return;
}
m_instance->setPosition(m_position);
}
/*!
\qmlproperty vector3d QtAudioEngine1::SoundInstance::direction
This property holds the current 3d direction.
*/
QVector3D QDeclarativeSoundInstance::direction() const
{
return m_direction;
}
void QDeclarativeSoundInstance::setDirection(const QVector3D& direction)
{
if (m_direction == direction)
return;
m_direction = direction;
emit directionChanged();
if (!m_instance) {
return;
}
m_instance->setDirection(m_direction);
}
/*!
\qmlproperty vector3d QtAudioEngine1::SoundInstance::velocity
This property holds the current 3d velocity.
*/
QVector3D QDeclarativeSoundInstance::velocity() const
{
return m_velocity;
}
void QDeclarativeSoundInstance::setVelocity(const QVector3D& velocity)
{
if (m_velocity == velocity)
return;
m_velocity = velocity;
emit velocityChanged();
if (!m_instance)
return;
m_instance->setVelocity(m_velocity);
}
/*!
\qmlproperty vector3d QtAudioEngine1::SoundInstance::gain
This property holds the gain adjustment which will be used to modulate the audio output level
from this SoundInstance.
*/
qreal QDeclarativeSoundInstance::gain() const
{
return m_gain;
}
void QDeclarativeSoundInstance::setGain(qreal gain)
{
if (gain == m_gain)
return;
if (gain < 0) {
qWarning("gain must be a positive value!");
return;
}
m_gain = gain;
emit gainChanged();
if (!m_instance)
return;
m_instance->setGain(m_gain);
}
/*!
\qmlproperty vector3d QtAudioEngine1::SoundInstance::pitch
This property holds the pitch adjustment which will be used to modulate the audio pitch
from this SoundInstance.
*/
qreal QDeclarativeSoundInstance::pitch() const
{
return m_pitch;
}
void QDeclarativeSoundInstance::setPitch(qreal pitch)
{
if (pitch == m_pitch)
return;
if (pitch < 0) {
qWarning("pitch must be a positive value!");
return;
}
m_pitch = pitch;
emit pitchChanged();
if (!m_instance)
return;
m_instance->setPitch(m_pitch);
}
void QDeclarativeSoundInstance::setConeInnerAngle(qreal innerAngle)
{
if (m_coneInnerAngle == innerAngle)
return;
m_coneInnerAngle = innerAngle;
if (!m_instance)
return;
m_instance->setCone(m_coneInnerAngle, m_coneOuterAngle, m_coneOuterGain);
}
void QDeclarativeSoundInstance::setConeOuterAngle(qreal outerAngle)
{
if (m_coneOuterAngle == outerAngle)
return;
m_coneOuterAngle = outerAngle;
if (!m_instance)
return;
m_instance->setCone(m_coneInnerAngle, m_coneOuterAngle, m_coneOuterGain);
}
void QDeclarativeSoundInstance::setConeOuterGain(qreal outerGain)
{
if (m_coneOuterGain == outerGain)
return;
m_coneOuterGain = outerGain;
if (!m_instance)
return;
m_instance->setCone(m_coneInnerAngle, m_coneOuterAngle, m_coneOuterGain);
}
void QDeclarativeSoundInstance::handleStateChanged()
{
emit stateChanged();
}
/*!
\qmlsignal QtAudioEngine1::SoundInstance::onStateChanged(state)
This handler is called when \l state is changed
*/
/*!
\qmlsignal QtAudioEngine1::SoundInstance::onPositionChanged()
This handler is called when \l position is changed
*/
/*!
\qmlsignal QtAudioEngine1::SoundInstance::onDirectionChanged()
This handler is called when \l direction is changed
*/
/*!
\qmlsignal QtAudioEngine1::SoundInstance::onVelocityChanged()
This handler is called when \l velocity is changed
*/
/*!
\qmlsignal QtAudioEngine1::SoundInstance::onGainChanged()
This handler is called when \l gain is changed
*/
/*!
\qmlsignal QtAudioEngine1::SoundInstance::onPitchChanged()
This handler is called when \l pitch is changed
*/
/*!
\qmlsignal QtAudioEngine1::SoundInstance::onSoundChanged()
This handler is called when \l sound is changed
*/