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/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) by Kongsberg Oil & Gas Technologies.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.GPL at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using Coin with software that can not be combined with the GNU
* GPL, and for taking advantage of the additional benefits of our
* support services, please contact Kongsberg Oil & Gas Technologies
* about acquiring a Coin Professional Edition License.
*
* See http://www.coin3d.org/ for more information.
*
* Kongsberg Oil & Gas Technologies, Bygdoy Alle 5, 0257 Oslo, NORWAY.
* http://www.sim.no/ sales@sim.no coin-support@coin3d.org
*
\**************************************************************************/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif // HAVE_CONFIG_H
#ifdef HAVE_VRML97
/*!
\class SoVRMLSound SoVRMLSound.h Inventor/VRMLnodes/SoVRMLSound.h
\brief The SoVRMLSound class is used to represent a sound source.
\ingroup VRMLnodes
\ingroup sound
\WEB3DCOPYRIGHT
\verbatim
Sound {
exposedField SFVec3f direction 0 0 1 # (-inf, inf)
exposedField SFFloat intensity 1 # [0,1]
exposedField SFVec3f location 0 0 0 # (-inf, inf)
exposedField SFFloat maxBack 10 # [0,inf)
exposedField SFFloat maxFront 10 # [0,inf)
exposedField SFFloat minBack 1 # [0,inf)
exposedField SFFloat minFront 1 # [0,inf)
exposedField SFFloat priority 0 # [0,1]
exposedField SFNode source NULL
field SFBool spatialize TRUE
}
\endverbatim
The Sound node specifies the spatial presentation of a sound in a
VRML scene. The sound is located at a point in the local coordinate
system and emits sound in an elliptical pattern (defined by two
ellipsoids). The ellipsoids are oriented in a direction specified by
the direction field. The shape of the ellipsoids may be modified to
provide more or less directional focus from the location of the
sound.
The source field specifies the sound source for the Sound node. If
the source field is not specified, the Sound node will not emit
audio. The source field shall specify either an AudioClip node or a
MovieTexture node. If a MovieTexture node is specified as the sound
source, the MovieTexture shall refer to a movie format that supports
sound (e.g., MPEG1-Systems).
The intensity field adjusts the loudness (decibels) of the sound
emitted by the Sound node (note: this is different from the
traditional definition of intensity with respect to sound).
The intensity field has a value that ranges from 0.0 to 1.0 and
specifies a factor which shall be used to scale the normalized
sample data of the sound source during playback. A Sound node with
an intensity of 1.0 shall emit audio at its maximum loudness (before
attenuation), and a Sound node with an intensity of 0.0 shall emit
no audio. Between these values, the loudness should increase
linearly from a -20 dB change approaching an intensity of 0.0 to a 0
dB change at an intensity of 1.0.
The priority field provides a hint for the browser to choose which
sounds to play when there are more active Sound nodes than can be
played at once due to either limited system resources or system
load. 7.3.4, Sound priority, attenuation, and spatialization
(<http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#7.3.4>),
describes a recommended algorithm for determining which sounds to
play under such circumstances. The priority field ranges from 0.0 to
1.0, with 1.0 being the highest priority and 0.0 the lowest
priority.
The location field determines the location of the sound emitter in
the local coordinate system. A Sound node's output is audible only
if it is part of the traversed scene. Sound nodes that are descended
from LOD, Switch, or any grouping or prototype node that disables
traversal (i.e., drawing) of its children are not audible unless
they are traversed. If a Sound node is disabled by a Switch or LOD
node, and later it becomes part of the traversal again, the sound
shall resume where it would have been had it been playing
continuously.
The Sound node has an inner ellipsoid that defines a volume of space
in which the maximum level of the sound is audible. Within this
ellipsoid, the normalized sample data is scaled by the intensity
field and there is no attenuation. The inner ellipsoid is defined by
extending the direction vector through the location.
The minBack and minFront fields specify distances behind and in
front of the location along the direction vector respectively. The
inner ellipsoid has one of its foci at location (the second focus is
implicit) and intersects the direction vector at minBack and
minFront. The Sound node has an outer ellipsoid that defines a
volume of space that bounds the audibility of the sound. No sound
can be heard outside of this outer ellipsoid.
The outer ellipsoid is defined by extending the direction vector
through the location. The maxBack and maxFront fields specify
distances behind and in front of the location along the direction
vector respectively. The outer ellipsoid has one of its foci at
location (the second focus is implicit) and intersects the direction
vector at maxBack and maxFront. The minFront, maxFront, minBack,
and maxBack fields are defined in local coordinates, and shall be
greater than or equal to zero. The minBack field shall be less than
or equal to maxBack, and minFront shall be less than or equal to
maxFront. The ellipsoid parameters are specified in the local
coordinate system but the ellipsoids' geometry is affected by
ancestors' transformations.
Between the two ellipsoids, there shall be a linear attenuation ramp
in loudness, from 0 dB at the minimum ellipsoid to -20 dB at the
maximum ellipsoid: attenuation = -20 (d' / d") where d' is the
distance along the location-to-viewer vector, measured from the
transformed minimum ellipsoid boundary to the viewer, and d" is the
distance along the location-to-viewer vector from the transformed
minimum ellipsoid boundary to the transformed maximum ellipsoid
boundary (see Figure 6.14).
<center>
<img src="http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/Images/Sound.gif">
Figure 6.14 -- Sound node geometry
</center>
The spatialize field specifies if the sound is perceived as being
directionally located relative to the viewer. If the spatialize
field is TRUE and the viewer is located between the transformed
inner and outer ellipsoids, the viewer's direction and the relative
location of the Sound node should be taken into account during
playback. Details outlining the minimum required spatialization
functionality can be found in 7.3.4, Sound priority, attenuation,
and spatialization
(<http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#7.3.4>),
If the spatialize field is FALSE, then directional effects are
ignored, but the ellipsoid dimensions and intensity will still
affect the loudness of the sound. If the sound source is
multi-channel (e.g., stereo), then the source should retain its
channel separation during playback.
*/
/*!
\var SoSFNode SoVRMLSound::source
The audio stream. Either an SoVRMLAudioClip or an
SoVRMLMovieTexture. Coin only supports playback of audio from
SoVRMLAudioClip, not from SoVRMLMovieTexture.
*/
/*!
\var SoSFFloat SoVRMLSound::intensity
Sound intensity. A value from 0 to 1. Default value is 1.
*/
/*!
\var SoSFFloat SoVRMLSound::priority
Browser hint for how important the sound is. A value from 0 to
1. Default value is 0. Coin does not yet support this field.
*/
/*!
\var SoSFVec3f SoVRMLSound::location
The sound position. Default value is (0, 0, 0).
*/
/*!
\var SoSFVec3f SoVRMLSound::direction
Sound direction. Default value is (0, 0, 1).
*/
/*!
\var SoSFFloat SoVRMLSound::minFront
Inner ellipse front value. Default value is 1.
*/
/*!
\var SoSFFloat SoVRMLSound::maxFront
Outer ellipse front value. Default value is 10.
*/
/*!
\var SoSFFloat SoVRMLSound::minBack
Inner ellipse back value. Default value is 1.
*/
/*!
\var SoSFFloat SoVRMLSound::maxBack
Outer ellips back value. Default value is 10.
*/
/*!
\var SoSFBool SoVRMLSound::spatialize
Set to TRUE if sound should be spatialized (directional effects
are applied) with respect to the viewer. Distance attenuation is
always applied. Default value is TRUE.
*/
#include <Inventor/VRMLnodes/SoVRMLSound.h>
#include <stddef.h>
#include <Inventor/VRMLnodes/SoVRMLAudioClip.h>
#include <Inventor/VRMLnodes/SoVRMLMacros.h>
#include <Inventor/actions/SoAudioRenderAction.h>
#include <Inventor/elements/SoModelMatrixElement.h>
#include <Inventor/elements/SoListenerPositionElement.h>
#include <Inventor/elements/SoListenerOrientationElement.h>
#include <Inventor/elements/SoListenerDopplerElement.h>
#include <Inventor/elements/SoListenerGainElement.h>
#include <Inventor/elements/SoSoundElement.h>
#include <Inventor/errors/SoDebugError.h>
#include <Inventor/sensors/SoFieldSensor.h>
#include <Inventor/sensors/SoTimerSensor.h>
#include <Inventor/misc/SoAudioDevice.h>
#include <Inventor/lists/SbList.h>
#include <Inventor/C/tidbits.h>
#include <Inventor/SbTime.h>
#ifdef HAVE_THREADS
#include <Inventor/threads/SbCondVar.h>
#include <Inventor/threads/SbMutex.h>
#include <Inventor/threads/SbThreadAutoLock.h>
#include <Inventor/C/threads/thread.h>
#endif // HAVE_THREADS
#include "misc/AudioTools.h"
#include "glue/openal_wrapper.h"
#include "nodes/SoSubNodeP.h"
// *************************************************************************
#define DEBUG_AUDIO 0
// *************************************************************************
class SoVRMLSoundP
{
public:
SoVRMLSoundP(SoVRMLSound * master) : master(master) {};
SoVRMLSound *master;
static void sourceSensorCBWrapper(void *, SoSensor *);
void sourceSensorCB(SoSensor *);
SbBool stopPlaying();
SbBool startPlaying();
static void timercb(void * data, SoSensor *);
static void * threadCallbackWrapper(void *userdata);
void * threadCallback();
void fillBuffers();
void deleteAlBuffers();
void generateAlSource();
void deleteAlSource();
SbBool hasValidAlSource();
SoFieldSensor * sourcesensor;
unsigned int sourceId;
SbList<unsigned int> alBuffers;
SoVRMLAudioClip *currentAudioClip;
SbBool playing;
SbBool useTimerCallback;
SbBool endoffile;
SbBool waitingForAudioClipToFinish;
SoTimerSensor * timersensor;
#ifdef HAVE_THREADS
cc_thread *workerThread;
SbMutex syncmutex;
SbMutex exitthreadmutex;
SbCondVar exitthreadcondvar;
#endif
volatile SbBool exitthread;
volatile SbBool errorInThread;
int16_t *audioBuffer;
int channels;
SbTime sleepTime;
SbTime workerThreadSleepTime;
static int defaultBufferLength;
static int defaultNumBuffers;
static double defaultSleepTime;
int bufferLength; // bytesize = bufferLength*bitspersample/8*channels
int numBuffers;
void *cliphandle;
};
#define PRIVATE(p) ((p)->pimpl)
#define PUBLIC(p) ((p)->master)
int SoVRMLSoundP::defaultBufferLength = 44100/10;
int SoVRMLSoundP::defaultNumBuffers = 5;
double SoVRMLSoundP::defaultSleepTime = 0.100; // 100ms
SO_NODE_SOURCE(SoVRMLSound);
// Doc in parent
void
SoVRMLSound::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoVRMLSound, SO_VRML97_NODE_TYPE);
SoAudioRenderAction::addMethod(SoVRMLSound::getClassTypeId(),
SoNode::audioRenderS);
/* Note: The default buffersize is currently set to 4096*10. This is
because the Linux version of OpenAL currently in CVS at
www.openal.org is slightly buggy when it comes to buffer
handling, and for mysterious reasons, if the buffer size is a
multiple of 4096, everything works almost as it should. The
problem (and this quick-fix) has been aknowledged by the guy in
charge of the Linux version of OpenAL, and it is being worked
at. 2003-03-10 thammer */
const char * env = coin_getenv("COIN_SOUND_BUFFER_LENGTH");
int bufferlength = env ? atoi(env) : 40960;
env = coin_getenv("COIN_SOUND_NUM_BUFFERS");
int numbuffers = env ? atoi(env) : 5;
env = coin_getenv("COIN_SOUND_THREAD_SLEEP_TIME");
float threadsleeptime = env ? (float) atof(env) : 0.250f;
SoVRMLSound::setDefaultBufferingProperties(bufferlength, numbuffers, threadsleeptime);
}
/*!
Constructor.
*/
SoVRMLSound::SoVRMLSound(void)
{
// This is done to trigger the operation which sets up
// coin_sound_should_traverse() (which, when TRUE informs
// SoSceneManager that it should start applying an
// SoAudioRenderAction on its scene graphs).
//
// Note: even though SoAudioDevice::instance() is called further
// below in this constructor, keep this here right at the top, so we
// don't end up by chance without any call, in case the one(s) below
// are later removed.
(void)SoAudioDevice::instance();
SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLSound);
SO_VRMLNODE_ADD_EXPOSED_FIELD(source, (NULL));
SO_VRMLNODE_ADD_EXPOSED_FIELD(intensity, (1.0f));
SO_VRMLNODE_ADD_EXPOSED_FIELD(priority, (0.0f));
SO_VRMLNODE_ADD_EXPOSED_FIELD(location, (0.0f, 0.0f, 0.0f));
SO_VRMLNODE_ADD_EXPOSED_FIELD(direction, (0.0f, 0.0f, 1.0f));
SO_VRMLNODE_ADD_EXPOSED_FIELD(minFront, (1.0f));
SO_VRMLNODE_ADD_EXPOSED_FIELD(maxFront, (10.0f));
SO_VRMLNODE_ADD_EXPOSED_FIELD(minBack, (1.0f));
SO_VRMLNODE_ADD_EXPOSED_FIELD(maxBack, (10.0f));
SO_VRMLNODE_ADD_FIELD(spatialize, (TRUE));
PRIVATE(this) = new SoVRMLSoundP(this);
PRIVATE(this)->channels = 1;
// because spatialize defaults to TRUE
// and OpenAL only spatializes mono buffers
PRIVATE(this)->currentAudioClip = NULL;
PRIVATE(this)->playing = FALSE;
PRIVATE(this)->endoffile = FALSE;
PRIVATE(this)->waitingForAudioClipToFinish = FALSE;
PRIVATE(this)->timersensor = NULL;
#ifdef HAVE_THREADS
/* FIXME: Let the user override use of timer callback with an
environment variable. 2003-01-16 thammer. */
PRIVATE(this)->useTimerCallback = FALSE;
#else
PRIVATE(this)->useTimerCallback = TRUE;
#endif // HAVE_THREADS
/* FIXME: if (coin_debug_audio()), post info about which playback
mode is used, threaded or timer callback. 2003-01-14 thammer */
PRIVATE(this)->sourcesensor = new SoFieldSensor(
PRIVATE(this)->sourceSensorCBWrapper, PRIVATE(this));
PRIVATE(this)->sourcesensor->setPriority(0);
PRIVATE(this)->sourcesensor->attach(&this->source);
#ifdef HAVE_THREADS
PRIVATE(this)->workerThread = NULL;
#endif
PRIVATE(this)->exitthread = FALSE;
PRIVATE(this)->errorInThread = FALSE;
PRIVATE(this)->audioBuffer = NULL;
PRIVATE(this)->bufferLength = 0;
this->setBufferingProperties(SoVRMLSoundP::defaultBufferLength,
SoVRMLSoundP::defaultNumBuffers,
SbTime(SoVRMLSoundP::defaultSleepTime));
PRIVATE(this)->sourceId = 0;
PRIVATE(this)->cliphandle = NULL;
static SbBool warningprintedonce = FALSE;
// FIXME: I believe all this checking with HAVE_SOUND should be
// unnecessary -- using SoAudioDevice::instance()->haveSound()
// should be sufficient. This goes for a lot of code in this file
// (and nowhere else -- after I did some cleaning up). 20050628 mortene.
// FIXME: the remaining code in this constructor seems to just be
// more or less a duplicate of the envvar checking, warning
// messages, and other functionality from
// SoAudioDevice::init(). Clean up. 20050628 mortene.
#ifdef HAVE_SOUND
if (!warningprintedonce) {
if (!SoAudioDevice::instance()->haveSound()) {
warningprintedonce = TRUE;
// FIXME: checking support platform and the COIN_SOUND_ENABLE
// envvar is already done in SoAudioDevice.cpp -- I don't see
// why it needs to be done again. Clean up. 20050627 mortene.
SbBool unsupportedplatform = TRUE;
#ifdef _WIN32
unsupportedplatform = FALSE;
#endif // _WIN32
SbBool forceenable = FALSE;
if (unsupportedplatform) {
const char * env;
env = coin_getenv("COIN_SOUND_ENABLE");
if (env && atoi(env))
forceenable = TRUE;
}
if (unsupportedplatform && (!forceenable)) {
SoDebugError::postWarning("SoVRMLSound::SoVRMLSound",
"You are using a SoVRMLSound node, but sound support on this "
"platform is considered experimental and is not enabled by "
"default. If you'd like to enable sound, set the environment "
"variable COIN_SOUND_ENABLE=1. "
SOUND_NOT_ENABLED_BY_DEFAULT_STRING );
}
else {
if (!openal_wrapper()->available) {
SoDebugError::postWarning("SoVRMLSound::SoVRMLSound",
"You are using a SoVRMLSound node, but Coin was "
"unable to link with the OpenAL library. Attempted to use %s "
"linking. Sound will not be available. "
"The probable reason for this is that the OpenAL library, "
"needed for rendering 3D audio, is not installed correctly on "
"your system. If you'd like to use sounds in Coin, "
"download the latest "
"version of OpenAL from www.openal.org [all platforms], "
"ftp://opensource.creative.com/pub/sdk/ (OpenALWEAX.exe or "
"OpenALWEAX2.exe) [Windows platform only], or ask the "
"manufacturer of "
"your soundcard for a native OpenAL driver (several soundcard"
"manufacturers offer this).",
openal_wrapper()->runtime ? "run-time" : "link-time");
if (openal_wrapper()->runtime) {
SoDebugError::postInfo("SoVRMLSound::SoVRMLSound",
"To get more debug information, "
"set the environment variable "
"COIN_DEBUG_DL=1 and run the "
"application again");
}
}
else {
SoDebugError::postWarning("SoVRMLSound::SoVRMLSound",
"Initialization of the audio device failed. To get more debug "
"information, set the environment variable COIN_DEBUG_AUDIO=1 "
"and run the application again.");
}
}
}
}
#else // !HAVE_SOUND
if (!warningprintedonce) {
SoDebugError::postWarning("SoVRMLSound::SoVRMLSound",
"You are using a SoVRMLSound node, but this version of Coin was built "
"without sound support. If you'd like to have sound support in Coin, "
"please reconfigure and rebuild the Coin library without specifying "
"--disable-sound or --disable-vrml on the configure command line.");
warningprintedonce = TRUE;
}
#endif // !HAVE_SOUND
}
/*!
Destructor.
*/
SoVRMLSound::~SoVRMLSound(void)
{
delete PRIVATE(this)->sourcesensor;
PRIVATE(this)->stopPlaying();
if (PRIVATE(this)->currentAudioClip != NULL)
PRIVATE(this)->currentAudioClip->unref();
PRIVATE(this)->currentAudioClip = NULL;
if (PRIVATE(this)->audioBuffer != NULL)
delete[] PRIVATE(this)->audioBuffer;
#ifdef HAVE_SOUND
assert(!PRIVATE(this)->hasValidAlSource());
PRIVATE(this)->deleteAlBuffers();
#endif
delete PRIVATE(this);
}
/*!
Sets the doppler velocity relative to the global coordinate
system. Not implemented yet.
*/
void
SoVRMLSound::setDopplerVelocity(float velocity)
{
// FIXME: as of yet unimplemented. 2003-02-26 thammer.
SoDebugError::postWarning("SoVRMLSound::setDopplerVelocity",
"Not yet implemented for Coin. "
"Get in touch if you need this functionality.");
}
/*!
Returns the doppler velocity relative to the global coordinate
system. Not implemented yet.
*/
float
SoVRMLSound::getDopplerVelocity() const
{
// FIXME: as of yet unimplemented. 2003-02-26 thammer.
SoDebugError::postWarning("SoVRMLSound::getDopplerVelocity",
"Not yet implemented for Coin. "
"Get in touch if you need this functionality.");
return 0.0f;
}
/*!
Sets the doppler factor. Not implemented yet.
*/
void
SoVRMLSound::setDopplerFactor(float factor)
{
// FIXME: as of yet unimplemented. 2003-02-26 thammer.
SoDebugError::postWarning("SoVRMLSound::setDopplerFactor",
"Not yet implemented for Coin. "
"Get in touch if you need this functionality.");
}
/*!
Returns the doppler factor. Not implemented yet.
*/
float
SoVRMLSound::getDopplerFactor() const
{
// FIXME: as of yet unimplemented. 2003-02-26 thammer.
SoDebugError::postWarning("SoVRMLSound::getDopplerFactor",
"Not yet implemented for Coin. "
"Get in touch if you need this functionality.");
return 0.0f;
}
/*!
Starts playing the sound. Not implemented yet.
Please use the fields of SoVRMLAudioClip to start and stop sounds.
*/
void
SoVRMLSound::startPlaying(SoPath *path, void *userdataptr)
{
// FIXME: as of yet unimplemented. 2003-02-26 thammer.
SoDebugError::postWarning("SoVRMLSound::startPlaying",
"Not yet implemented for Coin.");
}
/*!
Stops playing the sound. Not implemented yet.
Please use the fields of SoVRMLAudioClip to start and stop sounds.
*/
void
SoVRMLSound::stopPlaying(SoPath *path, void *userdataptr)
{
// FIXME: as of yet unimplemented. 2003-02-26 thammer.
SoDebugError::postWarning("SoVRMLSound::stopPlaying",
"Not yet implemented for Coin.");
}
/*
FIXME: Calling setDefaultBufferingProperties or
setBufferingProperties while a sound was playing might mess up quite
a bit. This should be made more robust, or at the very least
documented properly. 2002-11-15 thammer. */
void SoVRMLSound::setDefaultBufferingProperties(int bufferLength,
int numBuffers,
SbTime sleepTime)
{
SoVRMLSoundP::defaultBufferLength = bufferLength;
SoVRMLSoundP::defaultNumBuffers = numBuffers;
SoVRMLSoundP::defaultSleepTime = sleepTime.getValue();
}
void SoVRMLSound::setBufferingProperties(int bufferLength,
int numBuffers,
SbTime sleepTime)
{
/* FIXME: if (coin_debug_audio()), post the function
parameters. 2003-01-14 thammer */
#ifdef HAVE_THREADS
SbThreadAutoLock autoLock(&PRIVATE(this)->syncmutex);
#endif
PRIVATE(this)->numBuffers = numBuffers;
PRIVATE(this)->sleepTime = sleepTime;
if (PRIVATE(this)->bufferLength == bufferLength)
return;
PRIVATE(this)->bufferLength = bufferLength;
delete[] PRIVATE(this)->audioBuffer;
PRIVATE(this)->audioBuffer = new int16_t[PRIVATE(this)->bufferLength * 2];
}
void SoVRMLSound::getBufferingProperties(int &bufferLength,
int &numBuffers,
SbTime &sleepTime)
{
#ifdef HAVE_THREADS
SbThreadAutoLock autoLock(&PRIVATE(this)->syncmutex);
#endif
bufferLength = PRIVATE(this)->bufferLength;
numBuffers = PRIVATE(this)->numBuffers;
sleepTime = PRIVATE(this)->sleepTime;
}
#ifdef HAVE_SOUND
static inline
void SbVec3f2ALfloat3(float *dest, const SbVec3f &source)
{
source.getValue(dest[0], dest[1], dest[2]);
}
#endif // HAVE_SOUND
void SoVRMLSound::audioRender(SoAudioRenderAction *action)
{
#ifdef HAVE_SOUND
#ifdef HAVE_THREADS
SbThreadAutoLock autoLock(&PRIVATE(this)->syncmutex);
#endif
SoState * state = action->getState();
SoSoundElement::setSceneGraphHasSoundNode(state, this, TRUE);
SoSoundElement::setSoundNodeIsPlaying(state, this, FALSE);
// ^-- might be changed below
if (!SoAudioDevice::instance()->haveSound())
return;
if (PRIVATE(this)->currentAudioClip == NULL)
return;
SoSFBool * isActiveField = (SoSFBool *)PRIVATE(this)->currentAudioClip->getField("isActive");
SbBool isactive = isActiveField->getValue();
if ( (!PRIVATE(this)->playing) &&
( (!isactive) || (!SoSoundElement::isPartOfActiveSceneGraph(state)) ) )
return;
if (PRIVATE(this)->errorInThread) {
#ifdef HAVE_THREADS
PRIVATE(this)->syncmutex.unlock();
#endif
PRIVATE(this)->stopPlaying();
#ifdef HAVE_THREADS
PRIVATE(this)->syncmutex.lock();
#endif
return;
}
if ( PRIVATE(this)->playing &&
( (!isactive) ) || (!SoSoundElement::isPartOfActiveSceneGraph(state))) {
#ifdef HAVE_THREADS
PRIVATE(this)->syncmutex.unlock();
#endif
PRIVATE(this)->stopPlaying();
#ifdef HAVE_THREADS
PRIVATE(this)->syncmutex.lock();
#endif
return;
}
// if we got here then we're either allready playing, or we should be
if (!PRIVATE(this)->hasValidAlSource())
PRIVATE(this)->generateAlSource();
// Clamp field values
float intensity = this->intensity.getValue();
float minFront = this->minFront.getValue();
float maxFront = this->maxFront.getValue();
float minBack = this->minBack.getValue();
float maxBack = this->maxBack.getValue();
intensity = (intensity < 0.0f) ? 0.0f : (intensity > 1.0f) ? 1.0f : intensity;
maxFront = (maxFront < 0.0f) ? 0.0f : maxFront;
minFront = (minFront > maxFront) ? maxFront : minFront;
maxBack = (maxBack < 0.0f) ? 0.0f : maxBack;
minBack = (minBack > maxBack) ? maxBack : minBack;
// get listener stuff
const SbVec3f &listenerpos = SoListenerPositionElement::get(state);
const SbRotation &listenerorientation = SoListenerOrientationElement::get(state);
float listenergain = SoListenerGainElement::get(state);
#if COIN_DEBUG && 0 // debug
float x, y, z;
listenerpos.getValue(x, y, z);
SoDebugError::postInfo("SoVRMLSound::audioRender",
"listenerpos = (%0.2f, %0.2f, %0.2f)", x, y, z);
#endif // debug
int error;
float alfloat3[3];
SbVec3f pos, worldpos, relativepos;
pos = this->location.getValue();
SoModelMatrixElement::get(action->getState()).multVecMatrix(pos, worldpos);
worldpos -= listenerpos;
relativepos = worldpos;
listenerorientation.inverse().multVec(worldpos, worldpos);
#if COIN_DEBUG && 0 // debug
worldpos.getValue(x, y, z);
SoDebugError::postInfo("SoVRMLSound::audioRender",
"rotated (inversed) : (%0.2f, %0.2f, %0.2f)",
x, y, z);
#endif // debug
// Since we're not using OpenAL to calculate the distance
// attenuation, we normalize the source position (relative to the
// listener) before we send it to OpenAL. So it's only the
// direction from the listener to the source that matters
SbVec3f normworldpos = worldpos;
if (normworldpos.length() > 0.0f)
normworldpos.normalize();
SbVec3f2ALfloat3(alfloat3, normworldpos);
if (!this->spatialize.getValue()) {
// don't spatialize - i.e. do distance attenuation but not
// directional effects
alfloat3[0] = 0.0f; alfloat3[1] = 0.0f; alfloat3[2] = 0.0f;
}
// Set position
openal_wrapper()->alSourcefv(PRIVATE(this)->sourceId, AL_POSITION, alfloat3);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSound::audioRender",
"alSourcefv(,AL_POSITION,) failed. %s",
coin_get_openal_error(error));
PRIVATE(this)->deleteAlSource();
return;
}
#if 0
// Note: if we ever want to implement velocity (supported by OpenAL)
// then this is how it should be done. get alfloat3 from
// PRIVATE(this)->velocity. 2002-10-07 thammer.
SbVec3f2ALfloat3(alfloat3, velocity.getValue());
alSourcefv(this->sourceId, AL_VELOCITY, alfloat3);
if ((error = alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSound::GLRender",
"alSourcefv(,AL_VELOCITY,) failed. %s",
coin_get_openal_error(error));
PRIVATE(this)->deleteAlSource();
return;
}
#endif
float gain = intensity;
gain *= listenergain;
// Distance attenuation
// There are some nice formulas for the ellipse at
// http://mathworld.wolfram.com/Ellipse.html
// the letters used below are defined there
// (this is the common lettering, as used in e.g.
// Edwards & Penny's "Calculus and Analytic Geometry")
// r and theta measured from one of the focal points
// a = (back + front) / 2
// c = (front - back) / 2
// e = c / a = (front - back) / (front + back)
// r = (a * (1 - e^2)) / (1 + e * cos theta))
float theta = 0.0f;
float distance = 0.0f;
SbVec3f world_direction;
SbVec3f source_translation;
SbRotation source_rotation;
SbVec3f source_scale;
SbRotation source_scaleorientation;
SoModelMatrixElement::get(action->getState()).getTransform(
source_translation, source_rotation, source_scale,
source_scaleorientation);
source_rotation.multVec(this->direction.getValue(),
world_direction);
SbRotation rot(world_direction, -relativepos);
SbVec3f dummy;
rot.getValue(dummy, theta);
theta = (float)(M_PI - theta);
distance = relativepos.length();
float min_r =0;
float max_r = 0;
float a, c, e;
a = (minFront + minBack) / 2.0f;
c = (minFront - minBack) / 2.0f;
e = c / a;
if ( (e < 1.0f) && (e > -1.0f))
min_r = (float) ((a * (1 - e * e)) / (1 + e * cos(theta)));
// if e == +/- 1, the ellipse is (approaches) a straight horizontal line
// and we'll define the sound level to be zero in this case
a = (maxFront + maxBack) / 2.0f;
c = (maxFront - maxBack) / 2.0f;
e = c / a;
if ( (e < 1.0f) && (e > -1.0f))
max_r = (float) ((a * (1 - e * e)) / (1 + e * cos(theta)));
if (max_r < min_r) {
max_r = min_r;
}
if (distance >= max_r)
gain = 0.0f;
else if (distance >= min_r) {
float diff_r = max_r - min_r;
if (diff_r > 0.0f) {
/* Note: According to the VRML97 spec, the attenuation should vary
from 0dB at the minimum (inner) ellipsoid to 20dB at the
maximum (outer) ellipsoid. Since OpenAL's gain uses a linear
scale, not a decibel one, we must do some conversion.
attenuation_dB = -20 * (distance - min_r) / diff_r; // VRML97 spec
attenuation_linear = 10 ^ (attenuation_dB / 20)
= 10 ^ (-1 * (distance - min_r) / diff_r)
= 10 ^ ( (min_r - distance) / diff_r)
Personally, I think a maximum attenuation of 20dB is too
little. This means that the transition between no sound just
outside the max ellipsoid and some sound just inside the max
ellipsoid will be quite abrupt. 40dB would have been a much
better choice - or the falloff could be steeper (nonlinear)
when approaching the max ellipsoid from inside. But we'll
follow the VRML97 spec.
Old (linear, not dB) formula, kept for future reference:
gain *= (max_r - distance) / diff_r;
2005-04-15 thammer. */
float attenuation_linear =
(float) pow(10.0f, ((min_r - distance) / diff_r));
gain *= attenuation_linear;
}
}
// clamp gain to [0.0, 1.0]
gain = (gain > 0.0f) ? ((gain < 1.0f) ? gain : 1.0f) : 0.0f;
openal_wrapper()->alSourcef(PRIVATE(this)->sourceId,AL_GAIN, gain);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSound::audioRender",
"alSourcef(,AL_GAIN,) failed. %s",
coin_get_openal_error(error));
PRIVATE(this)->deleteAlSource();
return;
}
/* Note: According to the OpenAL 1.0 spec, the legal range for pitch
is [0, 1]. However, both the Win32 implementation and the linux
implementation supports the range [0, 2]. The Mac implementation
supports the range [0, infinite>. Testing shows that Creative
Labs' binary-only OpenAL implementations also supports the range
[0, 2]. Since it is very useful to be able to increase the pitch
above unity, and since the VRML97 spec specifies the range to be
[0, infinite>, we will allow the range to be within [0, 2], and
clamp outside this range. 2002-11-07 thammer.
Update: It turns out that CreativeLabs' Win32 binary release of
OpenAL will crash if pitch == 0.0. For that reason, we will clamp
at 0.01. The range supported is thus [0.01..2.0]. 2002-11-07
thammer. */
float pitch = PRIVATE(this)->currentAudioClip->pitch.getValue();
pitch = (pitch >= 0.01f) ? ( (pitch<=2.0f) ? pitch : 2.0f ) : 0.01f;
openal_wrapper()->alSourcef(PRIVATE(this)->sourceId, AL_PITCH, pitch);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR)
{
SoDebugError::postWarning("SoVRMLSoundP::sourceSensorCB",
"alSourcef(,AL_PITCH,) failed. %s",
coin_get_openal_error(error));
PRIVATE(this)->deleteAlSource();
return;
}
// Spatialization
int newchannels = this->spatialize.getValue() ? 1 : 2;
if (PRIVATE(this)->channels != newchannels) {
if (PRIVATE(this)->playing) {
#ifdef HAVE_THREADS
PRIVATE(this)->syncmutex.unlock();
#endif
PRIVATE(this)->stopPlaying();
#ifdef HAVE_THREADS
PRIVATE(this)->syncmutex.lock();
#endif
}
PRIVATE(this)->channels = newchannels;
}
if ( (!PRIVATE(this)->playing) && isactive ) {
PRIVATE(this)->startPlaying();
}
SoSoundElement::setSoundNodeIsPlaying(state, this, TRUE);
#endif // HAVE_SOUND
}
static void
mono2stereo(short int *buffer, int length)
{
// assumes that buffersize = length * sizeof(short int) * 2
for (int i=length-1; i>=0; i--) {
buffer[i*2] = buffer[i*2+1] = buffer[i];
}
}
static void
stereo2mono(short int *buffer, int length)
{
// assumes that buffersize = length * sizeof(short int) * 2
for (int i=0; i<length; i++) {
buffer[i] = buffer[i*2] / 2 + buffer[i*2+1] / 2;
}
}
#ifdef HAVE_SOUND
static int
getALSampleFormat(int channels, int bitspersample)
{
int alformat = 0;;
if ( (channels==1) && (bitspersample==8) )
alformat = AL_FORMAT_MONO8;
else if ( (channels==1) && (bitspersample==16) )
alformat = AL_FORMAT_MONO16;
else if ( (channels==2) && (bitspersample==8) )
alformat = AL_FORMAT_STEREO8;
else if ( (channels==2) && (bitspersample==16) )
alformat = AL_FORMAT_STEREO16;
return alformat;
}
#endif // HAVE_SOUND
void
SoVRMLSoundP::deleteAlBuffers()
{
#ifdef HAVE_SOUND
int error;
if (SoAudioDevice::instance()->haveSound()) {
while (this->alBuffers.getLength() > 0) {
unsigned int bufferid = this->alBuffers.pop();
openal_wrapper()->alDeleteBuffers(1, &bufferid);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSound::deleteAlBuffers",
"alDeleteBuffers failed. %s",
coin_get_openal_error(error));
}
}
}
#endif
}
void
SoVRMLSoundP::generateAlSource()
{
#ifdef HAVE_SOUND
if (SoAudioDevice::instance()->haveSound()) {
assert (this->sourceId == 0);
int error;
openal_wrapper()->alGenSources(1, &(this->sourceId));
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::post("SoVRMLSound::generateAlSource",
"alGenSources failed. %s",
coin_get_openal_error(error));
return;
}
// Turn off OpenAL's distance attenuation for this source
// (We're doing distance attenuation ourselves)
// Distance attenuation is also eliminated for this source in
// SoVRMLSound::audioRender() by normalizing the position
// of the source relative to the listener, and in
// SoAudioDevice::init() by setting the distance model to
// AL_NONE.
/* Note: On some systems, it might not be possible to disable
distance attenuation by setting the AL_ROLLOFF_FACTOR to 0.0.
This has been experienced by thammer on WindowsXP using Creaitve
Labs Extigy, driver version 5.12.01.0038. On the same system,
using another soundcard (DellInspiron 8200's built-in
soundcard), distance attenuation was disabled, as it should be.
This difference is probably due to poor DirectSound3D drivers
for the Extigy. 2002-11-07 thammer. */
openal_wrapper()->alSourcef(this->sourceId,
AL_ROLLOFF_FACTOR, 0.0f);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSound::generateAlSource",
"alSourcef(,AL_ROLLOFF_FACTOR,) failed. %s",
coin_get_openal_error(error));
this->deleteAlSource();
return;
}
}
#endif
}
void
SoVRMLSoundP::deleteAlSource()
{
#ifdef HAVE_SOUND
if (SoAudioDevice::instance()->haveSound()) {
assert (this->sourceId != 0);
int error;
openal_wrapper()->alDeleteSources(1, &(this->sourceId));
this->sourceId = 0;
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSound::~SoVRMLSound",
"alDeleteSources() failed. %s",
coin_get_openal_error(error));
}
}
#endif
}
SbBool
SoVRMLSoundP::hasValidAlSource()
{
return this->sourceId != 0;
}
void *
SoVRMLSoundP::threadCallbackWrapper(void *userdata)
{
SoVRMLSoundP *thisp = (SoVRMLSoundP *)userdata;
return thisp->threadCallback();
}
void *
SoVRMLSoundP::threadCallback()
{
/* FIXME: An application using Coin might crash when shutdown
because a SoAudioClip node might have been deleted (even though
it is ref'ed). Using this->currentAudioClip in the fillThread is
then undefined... Investigate this further. 20021104 thammer */
while (!this->exitthread) {
this->fillBuffers();
/* FIXME: If we're not playing (and the thread should be
idle-ing), the sleep time could be a lot longer, or we could
have infinite sleeping time, as long as the main thread calls
wake() on the condvar when thread should exit or when playback
should start. This would make the thread consume less CPU time
when idle. 2003-01-20 thammer. */
#ifdef HAVE_THREADS
// cc_sleep(this->workerThreadSleepTime.getValue());
/* Note: See http://www.llnl.gov/computing/tutorials/workshops/workshop/pthreads/MAIN.html#ConditionVariables
for a sample of condvar usage. 2002-01-20 thammer. */
this->exitthreadmutex.lock();
if (!this->exitthread)
this->exitthreadcondvar.timedWait(this->exitthreadmutex, this->workerThreadSleepTime);
this->exitthreadmutex.unlock();
#endif
}
return NULL;
}
void
SoVRMLSoundP::timercb(void * data, SoSensor * s)
{
SoVRMLSoundP * thisp = (SoVRMLSoundP*) data;
thisp->fillBuffers();
}
SbBool SoVRMLSoundP::stopPlaying()
{
#ifdef HAVE_SOUND
#if COIN_DEBUG && DEBUG_AUDIO // debug
SoDebugError::postInfo("SoVRMLSound::stopPlaying", "stop");
#endif // debug
if (!SoAudioDevice::instance()->haveSound())
return FALSE;
if (!this->playing)
return TRUE;
int error;
// stop timersensor
if (this->timersensor) {
if (this->timersensor->isScheduled())
this->timersensor->unschedule();
delete this->timersensor;
this->timersensor = NULL;
}
/* FIXME: joining with workerThread will normally cause a lag of
sleepTime. This should be fixed in some way. 20021107 thammer. */
// stop thread
#ifdef HAVE_THREADS
if (this->workerThread!=NULL) {
this->exitthreadmutex.lock();
this->exitthread = TRUE;
this->exitthreadcondvar.wakeAll();
this->exitthreadmutex.unlock();
void *retval = NULL;
cc_thread_join(this->workerThread, &retval);
cc_thread_destruct(this->workerThread);
this->workerThread = NULL;
}
#endif // HAVE_THREADS
this->errorInThread = FALSE;
SbBool retval = TRUE;
openal_wrapper()->alSourceStop(this->sourceId);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSound::stopPlaying",
"alSourceStop failed. %s",
coin_get_openal_error(error));
retval= FALSE;
}
/* Note: Rewinding will make sure state is AL_INITIAL, not just
AL_STOPPED. This lets us give the user a warning if the source
stopped playing because a buffer underrun occured. See
fillBuffers(). 2002-11-07 thammer. */
openal_wrapper()->alSourceRewind(this->sourceId);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSound::stopPlaying",
"alSourceRewind failed. %s",
coin_get_openal_error(error));
retval= FALSE;
}
int processed;
int queued;
openal_wrapper()->alGetSourcei(this->sourceId, AL_BUFFERS_QUEUED, &queued);
openal_wrapper()->alGetSourcei(this->sourceId, AL_BUFFERS_PROCESSED, &processed);
/* Note: if the sound was stopped after the thread reported to the
audioclip that all buffer were played, queued and processed
should both be 0. If the sound was stopped for any other reason
(for instance because the url or startTime/stopTime of the
audioclip changed, processed and/or queued could be != 0.
20021106 thammer
*/
#if COIN_DEBUG && DEBUG_AUDIO // debug
SoDebugError::postInfo("SoVRMLSound::stopPlaying",
"Queued: %d, Processed: %d.",
queued, processed);
#endif // debug
if (processed >0) {
unsigned int *removedBuffers = new unsigned int[processed];
openal_wrapper()->alSourceUnqueueBuffers(this->sourceId,
processed, removedBuffers);
delete[] removedBuffers;
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSoundP::stopPlaying",
"alSourceUnqueueBuffers failed. %s",
coin_get_openal_error(error));
retval = FALSE;
}
}
/* Note: The OpenAL manual states that when a source is stopped,
"the entire queue is considered processed" (see documentation for
"Unqueueing command". However, sometimes (encountered on Win32
using OpenAL from CVS) after stopping, processed==0 and queued !=
0, which means that the above unqueueing would fail (because it
unqueues only processed buffers).
So, we try explisitly setting the AL_BUFFER source attribute to
NULL, which is legal according to the OpenAL documentation (and
also redundant, wrt alSourceUnqueueBuffers according to the same
documentation).
To be absolutely sure the queue is empty, we verify this with an
assert.
2003-01-17 thammer. */
openal_wrapper()->alSourcei(this->sourceId, AL_BUFFER, AL_NONE);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSoundP::stopPlaying",
"alSourcei(,AL_BUFFER, AL_NONE) failed. %s",
coin_get_openal_error(error));
retval = FALSE;
}
openal_wrapper()->alGetSourcei(this->sourceId, AL_BUFFERS_QUEUED, &queued);
assert(queued == 0);
this->deleteAlSource();
this->deleteAlBuffers();
this->playing = FALSE;
return retval;
#else
return FALSE;
#endif // HAVE_SOUND
}
extern "C" {
typedef void * thread_f(void *);
}
SbBool SoVRMLSoundP::startPlaying()
{
#ifdef HAVE_SOUND
#if COIN_DEBUG && DEBUG_AUDIO
SoDebugError::postInfo("SoVRMLSound::startPlaying", "start");
#endif // debug
if (!SoAudioDevice::instance()->haveSound())
return FALSE;
if (this->playing)
return TRUE;
int error;
assert(this->alBuffers.getLength() == 0);
if (!this->hasValidAlSource())
this->generateAlSource();
openal_wrapper()->alSourcei(this->sourceId, AL_LOOPING, FALSE);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::postWarning("SoVRMLSoundP::startPlaying",
"alSourcei(,AL_LOOPING,) failed. %s",
coin_get_openal_error(error));
if (this->hasValidAlSource())
this->deleteAlSource();
return FALSE;
}
this->playing = TRUE;
this->endoffile = FALSE;
this->waitingForAudioClipToFinish = FALSE;
this->cliphandle = NULL;
// Start timer or thread
if (this->useTimerCallback) {
// stop previous timer
if (this->timersensor) {
if (this->timersensor->isScheduled())
this->timersensor->unschedule();
delete this->timersensor;
this->timersensor = NULL;
}
this->errorInThread = FALSE;
// start new timer
this->timersensor = new SoTimerSensor(timercb, this);
this->timersensor->setInterval(this->sleepTime);
this->timersensor->schedule();
}
else {
// stop existing thread, start new thread
#ifdef HAVE_THREADS
if (this->workerThread!=NULL) {
/* FIXME: Verify that this will actually happen sometimes. Also
verify that it is indeed necessary to stop and start the
thread. 2003-01-20 thammer. */
this->exitthreadmutex.lock();
this->exitthread = TRUE;
this->exitthreadcondvar.wakeAll();
this->exitthreadmutex.unlock();
void *retval = NULL;
cc_thread_join(this->workerThread, &retval);
cc_thread_destruct(this->workerThread);
this->workerThread = NULL;
}
this->workerThreadSleepTime = this->sleepTime;
this->errorInThread = FALSE;
this->exitthread = FALSE;
this->workerThread = cc_thread_construct((thread_f *) this->threadCallbackWrapper, this);
#endif // HAVE_THREADS
}
return TRUE;
#else
return FALSE;
#endif // HAVE_SOUND
}
void SoVRMLSoundP::fillBuffers()
{
#ifdef HAVE_SOUND
#ifdef HAVE_THREADS
SbThreadAutoLock autoLock(&this->syncmutex);
#endif
assert(this->currentAudioClip != NULL);
assert(this->hasValidAlSource());
if (this->waitingForAudioClipToFinish) {
#if COIN_DEBUG && DEBUG_AUDIO // debug
SoDebugError::postInfo("SoVRMLSound::fillBuffers",
"this->waitingForAudioClipToFinish == TRUE, "
"returning.");
#endif // debug
return;
}
int processed;
// Get status
openal_wrapper()->alGetSourcei(this->sourceId, AL_BUFFERS_PROCESSED,
&processed);
int queued;
openal_wrapper()->alGetSourcei(this->sourceId, AL_BUFFERS_QUEUED, &queued);
#if COIN_DEBUG && DEBUG_AUDIO
SoDebugError::postInfo("SoVRMLSound::fillBuffers",
"Processed: %d, Queued: %d", processed, queued);
#endif // debug
unsigned int bufferid = 0;
int error;
size_t ret;
#if 0
// 20021021 thammer, kept for debugging purposes
if (queued<=0) {
// no buffers were queued, so there's nothing to do. This should
// only happen after audioclip::fillBuffer() returns NULL to
// indicate an EOF, and sound::fillBuffers() does not queue new
// buffers after that
#if COIN_DEBUG && DEBUG_AUDIO // debug
SoDebugError::postInfo("SoVRMLSound::fillBuffers",
"No more buffers queued (we're "
"probably stopping soon)");
#endif // debug
return;
}
#endif
if (this->endoffile) {
if (processed > 0) {
assert(queued > 0);
unsigned int *removedBuffers = new unsigned int[processed];
openal_wrapper()->alSourceUnqueueBuffers(this->sourceId, processed,
removedBuffers);
delete[] removedBuffers;
} else if (queued == 0) {
this->waitingForAudioClipToFinish = TRUE;
// inform currentAudioClip() that the last buffer has been played,
// so it can decide if it would like to stop playing
int numchannels;
ret = this->currentAudioClip->read(this->cliphandle, NULL, 0,
numchannels);
assert (ret == 0); // or else the AudioClip isn't performing as it should
}
} else {
while (((processed > 0) || (queued<this->numBuffers))
&& !this->endoffile) {
// FIXME: perhaps we should reread processed in the while loop
// too. This might make buffer underruns less frequent.
// 2002-10-07 thammer.
if (queued < this->numBuffers) {
openal_wrapper()->alGenBuffers(1, &bufferid);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::post("SoVRMLSoundP::fillBuffers",
"alGenBuffers failed. %s",
coin_get_openal_error(error));
this->errorInThread = TRUE;
return;
}
this->alBuffers.push(bufferid);
} else {
// unqueue one buffer
openal_wrapper()->alSourceUnqueueBuffers(this->sourceId, 1, &bufferid);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::post("SoVRMLSound::fillBuffers",
"alSourceUnqueueBuffers failed. "
"Queued: %d, Processed: %d."
"OpenAL error: %s.",
queued, processed,
coin_get_openal_error(error));
this->errorInThread = TRUE;
return;
}
}
// fill buffer
int numchannels;
/* Notes (mainly kept for future debugging of deadlock issues):
Unlocking syncmutex here might open up a can of worms. I have
looked at the variables used in this thread, and it looks
like it's ok to unlock at this point, but it's very easy to
overlook something!
The reason I had to look into doing more finegrained
synchronization was because
I stumbled across a deadlock. Description of the deadlock:
- sound::fillbuffers locks sound::syncmutex and calls
clip::fillbuffer,
which tries to lock clip::syncmutex
- clip::timerCB locks clip::syncmutex and calls stopPlaying, which
changes isActive, which triggers sound::sourceSensorCB, which tries
to lock sound::syncmutex
==> deadlock
A nice way to test for deadlocks is to do a lot of
audioDevice::enable() and audioDevice::disable() calls fast, while
a sound is / should be playing.
First, I implemented buffer sync'ing and unlocked syncmutex here.
After implementing buffer synchronization, I stumbled across another
deadlock:
- ac:timer lock ac:sync-> isActive -> sound:sourceCB
-> sound:stopPlaying -> thread_join (lock-wait for thread to finish)
- sound:fillbuffers -> ac:fillbuffer-> tries to lock ac:sync
==> deadlock
This deadlock was removed by making sure ac:sync wasn't locked while
changing ac:isActive.
This also fixes the first deadlock described above, so I'll probably
get away with not unlocking syncmutex here afterall.
2002-11-18 thammer */
ret = this->currentAudioClip->read(this->cliphandle,
this->audioBuffer,
this->bufferLength, numchannels);
if ( (numchannels==1) && (this->channels==2) )
mono2stereo(this->audioBuffer, this->bufferLength);
else if ( (numchannels==2) && (this->channels==1) )
stereo2mono(this->audioBuffer, this->bufferLength);
// copy buffer data to the newly generated or unqueued openal buffer
int alformat = 0;;
alformat = getALSampleFormat(this->channels, 16);
openal_wrapper()->alBufferData(bufferid, alformat, this->audioBuffer,
this->bufferLength * sizeof(int16_t) * this->channels,
this->currentAudioClip->getSampleRate());
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::post("SoVRMLSound::fillBuffers",
"alBufferData(buffer=%d, format=%d, data=%p, "
"size=%d, freq=%d) failed. "
"Queued: %d, Processed: %d. "
"OpenAL error: %s",
bufferid, alformat, this->audioBuffer,
this->bufferLength * sizeof(int16_t) *
this->channels,
this->currentAudioClip->getSampleRate(),
queued, processed,
coin_get_openal_error(error));
this->errorInThread = TRUE;
return;
}
// Queue buffer
openal_wrapper()->alSourceQueueBuffers(this->sourceId, 1, &bufferid);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::post("SoVRMLSound::fillBuffers",
"alSourceQueueBuffers failed. "
"Queued: %d, Processed: %d."
"OpenAL error: %s.",
queued, processed,
coin_get_openal_error(error));
this->errorInThread = TRUE;
return;
}
if (ret == 0) {
this->endoffile = TRUE;
// AudioClip has reached EOF (or an error), so we shouldn't
// fill any more buffers
}
// Check to see if we're still playing if not, make sure to
// start over again. If we're not playing, it's because the
// buffers have not been filled up (unqueued, filled, queued)
// fast enough, so the source has played the last buffer in the
// queue and changed state from playing to stopped.
int state;
openal_wrapper()->alGetSourcei(this->sourceId, AL_SOURCE_STATE, &state);
if (state != AL_PLAYING) {
if ( (state == AL_STOPPED) || (state == AL_INITIAL) ) {
openal_wrapper()->alSourcePlay(this->sourceId);
if ((error = openal_wrapper()->alGetError()) != AL_NO_ERROR) {
SoDebugError::post("SoVRMLSoundP::fillBuffers",
"alSourcePlay(sid=%d) failed: %s",
this->sourceId,
coin_get_openal_error(error));
this->errorInThread = TRUE;
return;
}
if (state == AL_STOPPED)
SoDebugError::postWarning("SoVRMLSoundP::fillBuffers",
"Buffer underrun. The audio source had to be restarted. "
"Queued: %d, Processed: %d. "
"Try increasing buffer size (current: %d frames), "
"and/or increasing number of buffers (current: %d buffers), "
"and/or decreasing sleeptime (current: %0.3fs)",
queued, processed,
this->bufferLength, this->numBuffers,
this->sleepTime.getValue());
else {
#if COIN_DEBUG && DEBUG_AUDIO // debug
SoDebugError::postInfo("SoVRMLSoundP::fillBuffers",
"Source had not been started (state==AL_INITIAL). "
"The audio source has been started. "
"Queued: %d, Processed: %d. "
"Current buffer size: %d frames, "
"current number of buffers: %d buffers, "
"current sleeptime: %0.3fs",
queued, processed,
this->bufferLength, this->numBuffers,
this->sleepTime.getValue());
#endif // debug
}
}
else {
#if COIN_DEBUG && DEBUG_AUDIO // debug
char statestr[20];
switch (state) {
case AL_INITIAL : strcpy(statestr, "initial"); break;
case AL_PLAYING : strcpy(statestr, "playing"); break;
case AL_PAUSED : strcpy(statestr, "paused"); break;
case AL_STOPPED : strcpy(statestr, "stopped"); break;
default : strcpy(statestr, "unknown"); break;
};
// 20021007 thammer fixme: deal with this properly!
SoDebugError::postWarning("SoVRMLSound::fillBuffers",
"state == %s. Don't know what "
"to do about it...", statestr);
#endif
}
}
if (queued < this->numBuffers)
queued++;
else
processed--;
}
}
#endif // HAVE_SOUND
}
//
// called when source changes
//
void
SoVRMLSoundP::sourceSensorCBWrapper(void * data, SoSensor *)
{
SoVRMLSoundP * thisp = (SoVRMLSoundP*) data;
thisp->sourceSensorCB(NULL);
}
//
// called when source changes
//
void
SoVRMLSoundP::sourceSensorCB(SoSensor *)
{
#ifdef HAVE_SOUND
#ifdef HAVE_THREADS
SbThreadAutoLock autoLock(&this->syncmutex);
#endif
if (!SoAudioDevice::instance()->haveSound())
return;
SoNode *node = (SoNode *)PUBLIC(this)->source.getValue();
if (!node->isOfType(SoVRMLAudioClip::getClassTypeId())) {
SoDebugError::postWarning("SoVRMLSoundP::sourceSensorCB",
"Unknown source node type");
if (this->currentAudioClip != NULL) {
this->currentAudioClip->unref();
#ifdef HAVE_THREADS
this->syncmutex.unlock();
#endif
this->stopPlaying();
#ifdef HAVE_THREADS
this->syncmutex.lock();
#endif
}
this->currentAudioClip = NULL;
return;
}
SoVRMLAudioClip *audioClip = (SoVRMLAudioClip *)node;
if (audioClip != this->currentAudioClip) {
if (this->currentAudioClip != NULL) {
this->currentAudioClip->unref();
this->currentAudioClip = NULL;
#ifdef HAVE_THREADS
this->syncmutex.unlock();
#endif
this->stopPlaying();
#ifdef HAVE_THREADS
this->syncmutex.lock();
#endif
}
if (audioClip!=NULL)
audioClip->ref();
this->currentAudioClip = audioClip;
}
if (this->currentAudioClip == NULL)
return;
SoSFBool * isActiveField =
(SoSFBool *)this->currentAudioClip->getField("isActive");
SbBool isactive = isActiveField->getValue();
if ( this->playing && (!isactive) ) {
#if COIN_DEBUG && DEBUG_AUDIO // debug
SoDebugError::postInfo("SoVRMLSound::sourceSensorCB",
"this->playing && (!isactive). "
"Calling stopPlaying()");
#endif // debug
#ifdef HAVE_THREADS
this->syncmutex.unlock();
#endif
this->stopPlaying();
#ifdef HAVE_THREADS
this->syncmutex.lock();
#endif
}
#endif // HAVE_SOUND
}
#undef PRIVATE
#undef PUBLIC
#endif // HAVE_VRML97
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