Files
mcpe/platforms/openal/SoundSystemAL.hpp
Vruk 3447669f04 OpenAL Seperation and Adjustments (#34)
* OpenAL adjustments and improvements mk.1

Seperated SoundSystemAl from the sdl section and into platform/openal.
Made PlatformDefinitions.hpp require a "USE_OPENAL" definition instead of "USE_SDL" definition for OpenAL
Added SoundSystemAl.cpp  and SoundSystemAL.hpp files to the actual solution file so it can be compiled properly.
Made the SoundSystemAl use headers from thirdparty/OpenAL/include folder.
Made the SoundSystemAl use #pragma comment(lib, "OpenAL32.lib") to include the library if needed without adding it to the linker input value in the solution file.
Added thirdparty/OpenAL/libs/Win64/thirdparty/OpenAL/libs/Win32 to the additional libraries so that it can find the OpenAL32.lib library.

* OpenAL adjustments and improvements mk.2

Removed specific USE_SDL preprocessor definitions related to OpenAL which were unhelpful/unneeded for multi-platform use.
Made the OpenAl sound system inherit from the SoundSystem class and implement the functions properly without requiring a custom update function.
Fixed an error that would happen when closing the game related to OpenAl closing the sound device.
Removed unnecessary is_ui check in OpenAL sound system, UI sounds work just fine without it.
Adjusted rolloff factor, not sure if this is just placebo but it felt a bit better?

* Update sdl/CMakeLists.txt for new OpenAL stuff

* CMakeLists name fix

* Minor fixes for SDL compatibility

* Added check for absolute zero position

Made the OpenAL sound system consider any sound that is at absolute zero non-spatial

Also removed unneeded ORIGINAL_CODE check in SoundSystem.hpp and SoundSystem.cpp

* Fixed OpenAL popping strangeness

OpenAL apparently makes weird popping noises when the gain of a sound is below 0, so I added a check to see if the distance is too far (for the new updated settings)

I did some graphing and the previous settings for OpenAL were limiting the sound distance to 8 blocks (which was causing popping when sounds were between 8-16 blocks away as the gain was 0 or below) so I changed the rolloff factor to 1.0f to make sounds falloff at 16 blocks instead which seems reasonable/like the original intention.

* Minor Fix to solution additional includes

* Forgot an sdl compat change
2023-08-08 11:12:08 +03:00

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1.0 KiB
C++

#pragma once
#ifdef _WIN32
#include <thirdparty/OpenAL/Include/al.h>
#include <thirdparty/OpenAL/Include/alc.h>
#pragma comment( lib, "OpenAl32.lib" )
#else
#include <AL/al.h>
#include <AL/alc.h>
#endif
#include <string>
#include <vector>
#include <unordered_map>
#include "client/sound/SoundSystem.hpp"
#include <client/common/Vec3.hpp>
#define MAX_IDLE_SOURCES 50
#define MAX_DISTANCE 16.0f
class SoundSystemAL : public SoundSystem
{
public:
SoundSystemAL();
~SoundSystemAL();
virtual bool isAvailable();
void update();
virtual void playAt(const SoundDesc& sound, float x, float y, float z, float volume, float pitch);
virtual void setListenerPos(float x, float y, float z);
virtual void setListenerAngle(float yaw, float pitch);
private:
void delete_sources();
void delete_buffers();
ALuint get_buffer(const SoundDesc& sound);
ALCdevice *device = NULL;
ALCcontext *context = NULL;
bool loaded = false;
std::vector<ALuint> sources;
std::vector<ALuint> idle_sources;
std::unordered_map<void *, ALuint> buffers;
Vec3 lastListenerPos;
};