/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the plugins of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #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 5.0 \brief Play 3d audio content. \inqmlmodule QtAudioEngine \ingroup multimedia_audioengine \inherits Item \preliminary There are two ways to create SoundInstance objects. You can obtain it by calling newInstance method of a \l Sound: \qml 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 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 QtAudioEngine::AudioEngine QtAudioEngine::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 QtAudioEngine::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 QtAudioEngine::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 QtAudioEngine::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 QtAudioEngine::SoundInstance::stop() 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 QtAudioEngine::SoundInstance::pause() 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 QtAudioEngine::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 QtAudioEngine::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 QtAudioEngine::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 QtAudioEngine::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 QtAudioEngine::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 QtAudioEngine::SoundInstance::stateChanged(state) This signal is emitted when \l state is changed The corresponding handler is \c onStateChanged. */ /*! \qmlsignal QtAudioEngine::SoundInstance::positionChanged() This signal is emitted when \l position is changed The corresponding handler is \c onPositionChanged. */ /*! \qmlsignal QtAudioEngine::SoundInstance::directionChanged() This signal is emitted when \l direction is changed The corresponding handler is \c onDirectionChanged. */ /*! \qmlsignal QtAudioEngine::SoundInstance::velocityChanged() This signal is emitted when \l velocity is changed The corresponding handler is \c onVelocityChanged. */ /*! \qmlsignal QtAudioEngine::SoundInstance::gainChanged() This signal is emitted when \l gain is changed The corresponding handler is \c onGainChanged. */ /*! \qmlsignal QtAudioEngine::SoundInstance::pitchChanged() This signal is emitted when \l pitch is changed The corresponding handler is \c onPitchChanged. */ /*! \qmlsignal QtAudioEngine::SoundInstance::soundChanged() This signal is emitted when \l sound is changed The corresponding handler is \c onSoundChanged. */