/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the plugins of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QAUDIOENGINE_OPENAL_P_H #define QAUDIOENGINE_OPENAL_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #if defined(HEADER_OPENAL_PREFIX) #include #include #else #include #include #endif #include "qsoundsource_p.h" #include "qsoundbuffer_p.h" QT_BEGIN_NAMESPACE class QSample; class QSampleCache; class QSoundBufferPrivateAL : public QSoundBuffer { Q_OBJECT public: QSoundBufferPrivateAL(QObject* parent); virtual void bindToSource(ALuint alSource) = 0; virtual void unbindFromSource(ALuint alSource) = 0; }; class StaticSoundBufferAL : public QSoundBufferPrivateAL { Q_OBJECT public: StaticSoundBufferAL(QObject *parent, const QUrl &url, QSampleCache *sampleLoader); ~StaticSoundBufferAL(); State state() const Q_DECL_OVERRIDE; void load() Q_DECL_OVERRIDE; void bindToSource(ALuint alSource) Q_DECL_OVERRIDE; void unbindFromSource(ALuint alSource) Q_DECL_OVERRIDE; inline long addRef() { return ++m_ref; } inline long release() { return --m_ref; } inline long refCount() const { return m_ref; } public Q_SLOTS: void sampleReady(); void decoderError(); private: long m_ref; QUrl m_url; ALuint m_alBuffer; State m_state; QSample *m_sample; QSampleCache *m_sampleLoader; }; class QSoundSourcePrivate : public QSoundSource { Q_OBJECT public: QSoundSourcePrivate(QObject *parent); ~QSoundSourcePrivate(); void play(); void pause(); void stop(); QSoundSource::State state() const; bool isLooping() const; void setLooping(bool looping); void setPosition(const QVector3D& position); void setDirection(const QVector3D& direction); void setVelocity(const QVector3D& velocity); QVector3D velocity() const; QVector3D position() const; QVector3D direction() const; void setGain(qreal gain); void setPitch(qreal pitch); void setCone(qreal innerAngle, qreal outerAngle, qreal outerGain); void bindBuffer(QSoundBuffer*); void unbindBuffer(); void checkState(); void release(); Q_SIGNALS: void activate(QObject*); private: void sourcePlay(); void sourcePause(); ALuint m_alSource; QSoundBufferPrivateAL *m_bindBuffer; bool m_isReady; //true if the sound source is already bound to some sound buffer QSoundSource::State m_state; qreal m_gain; qreal m_pitch; qreal m_coneInnerAngle; qreal m_coneOuterAngle; qreal m_coneOuterGain; }; class QAudioEnginePrivate : public QObject { Q_OBJECT public: QAudioEnginePrivate(QObject *parent); ~QAudioEnginePrivate(); bool isLoading() const; QSoundSource* createSoundSource(); void releaseSoundSource(QSoundSource *soundInstance); QSoundBuffer* getStaticSoundBuffer(const QUrl& url); void releaseSoundBuffer(QSoundBuffer *buffer); QVector3D listenerPosition() const; QVector3D listenerVelocity() const; qreal listenerGain() const; void setListenerPosition(const QVector3D& position); void setListenerVelocity(const QVector3D& velocity); void setListenerOrientation(const QVector3D& direction, const QVector3D& up); void setListenerGain(qreal gain); void setDopplerFactor(qreal dopplerFactor); void setSpeedOfSound(qreal speedOfSound); static bool checkNoError(const char *msg); Q_SIGNALS: void isLoadingChanged(); private Q_SLOTS: void updateSoundSources(); void soundSourceActivate(QObject *soundSource); private: QList m_activeInstances; QList m_instancePool; QMap m_staticBufferPool; QSampleCache *m_sampleLoader; QTimer m_updateTimer; }; QT_END_NAMESPACE #endif