Audaspace: Moving audaspace 1.3 into extern.

Deleting the old internal audaspace.

Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
 - Most requested: Play self generated sounds using numpy arrays.
 - For games: Sound list, random sounds and dynamic music.
 - Writing sounds to files.
 - Sequencing API.
 - Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.
This commit is contained in:
Jörg Müller
2017-08-18 08:24:12 +02:00
parent d0dad02604
commit 986267300b
530 changed files with 39383 additions and 23920 deletions

View File

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#include "sequence/SequenceData.h"
#include "sequence/SequenceReader.h"
#include "sequence/SequenceEntry.h"
#include <mutex>
AUD_NAMESPACE_BEGIN
SequenceData::SequenceData(Specs specs, float fps, bool muted) :
m_specs(specs),
m_status(0),
m_entry_status(0),
m_id(0),
m_muted(muted),
m_fps(fps),
m_speed_of_sound(343.3f),
m_doppler_factor(1),
m_distance_model(DISTANCE_MODEL_INVERSE_CLAMPED),
m_volume(1, 1.0f),
m_location(3),
m_orientation(4)
{
Quaternion q;
m_orientation.write(q.get());
float f = 1;
m_volume.write(&f);
}
SequenceData::~SequenceData()
{
}
void SequenceData::lock()
{
m_mutex.lock();
}
void SequenceData::unlock()
{
m_mutex.unlock();
}
Specs SequenceData::getSpecs()
{
std::lock_guard<std::recursive_mutex> lock(m_mutex);
return m_specs;
}
void SequenceData::setSpecs(Specs specs)
{
std::lock_guard<std::recursive_mutex> lock(m_mutex);
m_specs = specs;
m_status++;
}
float SequenceData::getFPS() const
{
return m_fps;
}
void SequenceData::setFPS(float fps)
{
std::lock_guard<std::recursive_mutex> lock(m_mutex);
m_fps = fps;
}
void SequenceData::mute(bool muted)
{
std::lock_guard<std::recursive_mutex> lock(m_mutex);
m_muted = muted;
}
bool SequenceData::isMuted() const
{
return m_muted;
}
float SequenceData::getSpeedOfSound() const
{
return m_speed_of_sound;
}
void SequenceData::setSpeedOfSound(float speed)
{
std::lock_guard<std::recursive_mutex> lock(m_mutex);
m_speed_of_sound = speed;
m_status++;
}
float SequenceData::getDopplerFactor() const
{
return m_doppler_factor;
}
void SequenceData::setDopplerFactor(float factor)
{
std::lock_guard<std::recursive_mutex> lock(m_mutex);
m_doppler_factor = factor;
m_status++;
}
DistanceModel SequenceData::getDistanceModel() const
{
return m_distance_model;
}
void SequenceData::setDistanceModel(DistanceModel model)
{
std::lock_guard<std::recursive_mutex> lock(m_mutex);
m_distance_model = model;
m_status++;
}
AnimateableProperty* SequenceData::getAnimProperty(AnimateablePropertyType type)
{
switch(type)
{
case AP_VOLUME:
return &m_volume;
case AP_LOCATION:
return &m_location;
case AP_ORIENTATION:
return &m_orientation;
default:
return nullptr;
}
}
std::shared_ptr<SequenceEntry> SequenceData::add(std::shared_ptr<ISound> sound, float begin, float end, float skip)
{
std::lock_guard<std::recursive_mutex> lock(m_mutex);
std::shared_ptr<SequenceEntry> entry = std::shared_ptr<SequenceEntry>(new SequenceEntry(sound, begin, end, skip, m_id++));
m_entries.push_back(entry);
m_entry_status++;
return entry;
}
void SequenceData::remove(std::shared_ptr<SequenceEntry> entry)
{
std::lock_guard<std::recursive_mutex> lock(m_mutex);
m_entries.remove(entry);
m_entry_status++;
}
AUD_NAMESPACE_END