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sound.ts
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sound.ts
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/*{# Copyright (c) 2010-2013 Turbulenz Limited #}*/
/*
* @title: Sound
* @description:
* This sample shows how to load and play sounds from sources moving in a 3D environment.
* You can enable and disable the movement of the different 3D sources to hear the spatial difference.
* Sounds can also be played with reverb, echo and pitch filtering effects when supported.
*/
/*{{ javascript("jslib/aabbtree.js") }}*/
/*{{ javascript("jslib/camera.js") }}*/
/*{{ javascript("jslib/floor.js") }}*/
/*{{ javascript("jslib/geometry.js") }}*/
/*{{ javascript("jslib/material.js") }}*/
/*{{ javascript("jslib/light.js") }}*/
/*{{ javascript("jslib/scenenode.js") }}*/
/*{{ javascript("jslib/scene.js") }}*/
/*{{ javascript("jslib/vmath.js") }}*/
/*{{ javascript("jslib/effectmanager.js") }}*/
/*{{ javascript("jslib/shadermanager.js") }}*/
/*{{ javascript("jslib/texturemanager.js") }}*/
/*{{ javascript("jslib/renderingcommon.js") }}*/
/*{{ javascript("jslib/defaultrendering.js") }}*/
/*{{ javascript("jslib/observer.js") }}*/
/*{{ javascript("jslib/resourceloader.js") }}*/
/*{{ javascript("jslib/utilities.js") }}*/
/*{{ javascript("jslib/requesthandler.js") }}*/
/*{{ javascript("jslib/vertexbuffermanager.js") }}*/
/*{{ javascript("jslib/indexbuffermanager.js") }}*/
/*{{ javascript("jslib/services/turbulenzservices.js") }}*/
/*{{ javascript("jslib/services/turbulenzbridge.js") }}*/
/*{{ javascript("jslib/services/gamesession.js") }}*/
/*{{ javascript("jslib/services/mappingtable.js") }}*/
/*{{ javascript("scripts/motion.js") }}*/
/*{{ javascript("scripts/htmlcontrols.js") }}*/
/*{{ javascript("scripts/sceneloader.js") }}*/
/*global TurbulenzEngine: true */
/*global Motion: false */
/*global window: false */
/*global RequestHandler: false */
/*global TextureManager: false */
/*global ShaderManager: false */
/*global EffectManager: false */
/*global Camera: false */
/*global Scene: false */
/*global SceneLoader: false */
/*global Floor: false */
/*global HTMLControls: false */
/*global DefaultRendering: false */
/*global TurbulenzServices: false */
TurbulenzEngine.onload = function onloadFn()
{
var errorCallback = function errorCallback(msg)
{
window.alert(msg);
};
// Create the engine devices objects
var graphicsDeviceParameters = { };
var graphicsDevice = TurbulenzEngine.createGraphicsDevice(graphicsDeviceParameters);
if (!graphicsDevice.shadingLanguageVersion)
{
errorCallback("No shading language support detected.\nPlease check your graphics drivers are up to date.");
graphicsDevice = null;
return;
}
// Clear the background color of the engine window
var clearColor = [0.95, 0.95, 1.0, 1.0];
if (graphicsDevice.beginFrame())
{
graphicsDevice.clear(clearColor);
graphicsDevice.endFrame();
}
var mathDeviceParameters = { };
var mathDevice = TurbulenzEngine.createMathDevice(mathDeviceParameters);
var soundDeviceParameters = {
linearDistance : false
};
var soundDevice = TurbulenzEngine.createSoundDevice(soundDeviceParameters);
if (!soundDevice)
{
errorCallback("No SoundDevice detected.");
return;
}
var requestHandlerParameters = {};
var requestHandler = RequestHandler.create(requestHandlerParameters);
var textureManager = TextureManager.create(graphicsDevice, requestHandler, null, errorCallback);
var shaderManager = ShaderManager.create(graphicsDevice, requestHandler, null, errorCallback);
var effectManager = EffectManager.create();
var scene = Scene.create(mathDevice);
var sceneLoader = SceneLoader.create();
var renderer;
// Create world
var worldUp = mathDevice.v3BuildYAxis();
var floor = Floor.create(graphicsDevice, mathDevice);
// Create moving objects
var duck1 = Motion.create(mathDevice, "Duck01");
duck1.setCircularMovement(9.0, [0, 0, 0]);
duck1.setDuckMotion(0.1, 0.5, 0.3);
var duck1OrientAngle = -90;
duck1.setBaseOrientation(duck1OrientAngle);
var duck2 = Motion.create(mathDevice, "Duck02");
duck2.setCircularMovement(7.0, [0, 0, 0]);
duck2.setDuckMotion(0.2, 0.5, 0.3);
duck2.reverseDirection();
var duck2OrientAngle = 90;
duck2.setBaseOrientation(duck2OrientAngle);
// Create fixed position for camera
// The camera exists between the duck orbits. This is so the one duck passes in front and one behind.
var cameraPosition = mathDevice.v3Build(0.0, 2.0, -8.0);
var lookAtPosition = mathDevice.v3Build(0.0, 0.0, 100.0);
// Create a sound source for each object (different pitch)
var duck1SoundSource = soundDevice.createSource({
position : duck1.position,
relative : false,
pitch : 1.0
});
var duck2SoundSource = soundDevice.createSource({
position : duck2.position,
relative : false,
pitch : 1.5
});
// Set the interval between playing the sound (in seconds)
// The ratio of the intervals is approximately 1:2
// The slight variation is so the playing of the sounds don't coincide exactly
var duck1SoundInterval = 1.1;
var duck2SoundInterval = 1.9;
// Accumulates the time elapsed before the next sound is due
var duck1TimeElapsed = 0;
var duck2TimeElapsed = 0;
// Is the duck playing the sound
var duck1PlaySound = true;
var duck2PlaySound = true;
// The sound to play
var duck1QuackSound = null;
var duck2QuackSound = null;
// Sound Effects, Filters
var reverbOn = false;
var echoOn = false;
var lowPassOn = false;
// Create effects to apply to the source
var reverb = soundDevice.createEffect({
name : "DuckReverb",
type : "Reverb",
gain : 0.3
});
var echo = soundDevice.createEffect({
name : "DuckEcho",
type : "Echo",
damping : 0.78,
lrdelay : 0.24,
delay : 0.17,
gain : 0.3
});
var lowPassFilter = soundDevice.createFilter({
name : "CutoffLowPass",
type : "LowPass",
gainHF : 0.05
});
var reverbSlot = soundDevice.createEffectSlot({
effect : reverb,
gain : 0.1
});
var echoSlot = soundDevice.createEffectSlot({
effect : echo,
gain : 0.1
});
// Create a basic camera
var camera = Camera.create(mathDevice);
camera.lookAt(lookAtPosition, worldUp, cameraPosition);
camera.updateViewMatrix();
var addCustomSceneData = function addCustomSceneDataFn(sceneData)
{
var addModel = function addModelFn(modelName, modelGeometry, modelMaterial, modelSurface, modelPosition)
{
var modelMatrix = [1, 0, 0,
0, 1, 0,
0, 0, 1,
modelPosition[0], modelPosition[1], modelPosition[2]];
sceneData.nodes[modelName] =
{
geometryinstances : {
"default": {
geometry: modelGeometry,
surface : modelSurface,
material : modelMaterial,
render : true
}
},
matrix : modelMatrix,
dynamic : true,
disabled : false,
visible : true
};
};
// Removes the default duck node in the loaded scene
delete sceneData.nodes.LOD3sp;
addModel("Duck01", "LOD3spShape", "blinn3", "blinn3SG", duck1.position);
addModel("Duck02", "LOD3spShape", "blinn3", "blinn3SG", duck2.position);
};
// Controls
var htmlControls = HTMLControls.create();
htmlControls.addCheckboxControl({
id: "checkbox01",
value: "duck1Move",
isSelected: duck1.move,
fn: function ()
{
duck1.move = !duck1.move;
return duck1.move;
}
});
htmlControls.addCheckboxControl({
id: "checkbox02",
value: "duck1PlaySound",
isSelected: duck1PlaySound,
fn: function ()
{
duck1PlaySound = !duck1PlaySound;
return duck1PlaySound;
}
});
htmlControls.addCheckboxControl({
id: "checkbox03",
value: "duck2Move",
isSelected: duck2.move,
fn: function ()
{
duck2.move = !duck2.move;
return duck2.move;
}
});
htmlControls.addCheckboxControl({
id: "checkbox04",
value: "duck2PlaySound",
isSelected: duck2PlaySound,
fn: function ()
{
duck2PlaySound = !duck2PlaySound;
return duck2PlaySound;
}
});
htmlControls.addCheckboxControl({
id: "checkbox05",
value: "reverbOn",
isSelected: reverbOn,
fn: function ()
{
if (reverb && reverbSlot)
{
if (reverbOn)
{
// Set no effect slot and no filter on auxiliary send at index 0
reverbOn = !(duck1SoundSource.setAuxiliarySendFilter(0, null, null) &&
duck2SoundSource.setAuxiliarySendFilter(0, null, null));
}
else
{
// Set the reverb effect slot on auxiliary send at index 0, no filter
reverbOn = (duck1SoundSource.setAuxiliarySendFilter(0, reverbSlot, null) &&
duck2SoundSource.setAuxiliarySendFilter(0, reverbSlot, null));
}
}
return reverbOn;
}
});
htmlControls.addCheckboxControl({
id: "checkbox06",
value: "echoOn",
isSelected: echoOn,
fn: function ()
{
if (echo && echoSlot)
{
if (echoOn)
{
// Set no effect slot and no filter on auxiliary send at index 1
echoOn = !(duck1SoundSource.setAuxiliarySendFilter(1, null, null) &&
duck2SoundSource.setAuxiliarySendFilter(1, null, null));
}
else
{
// Set the reverb effect slot on auxiliary send at index 1, no filter
echoOn = (duck1SoundSource.setAuxiliarySendFilter(1, echoSlot, null) &&
duck2SoundSource.setAuxiliarySendFilter(1, echoSlot, null));
}
}
return echoOn;
}
});
htmlControls.addCheckboxControl({
id: "checkbox07",
value: "lowPassOn",
isSelected: lowPassOn,
fn: function ()
{
if (lowPassFilter)
{
if (lowPassOn)
{
// Set filter on direct output only
lowPassOn = !(duck1SoundSource.setDirectFilter(null) &&
duck2SoundSource.setDirectFilter(null));
}
else
{
// Set no filter on direct output only
lowPassOn = (duck1SoundSource.setDirectFilter(lowPassFilter) &&
duck2SoundSource.setDirectFilter(lowPassFilter));
}
}
return lowPassOn;
}
});
var slider01ID = "slider1";
var initialGain = soundDevice.listenerGain;
htmlControls.addSliderControl({
id: slider01ID,
value: initialGain,
max: 1.0,
min: 0,
step: 0.05,
fn: function ()
{
var val = this.value;
soundDevice.listenerGain = val;
htmlControls.updateSlider(slider01ID, val);
}
});
htmlControls.addButtonControl({
id: "button01",
value: "Duck 1",
fn: function ()
{
duck1.reverseDirection();
duck1OrientAngle = -duck1OrientAngle;
duck1.setBaseOrientation(duck1OrientAngle);
}
});
htmlControls.addButtonControl({
id: "button02",
value: "Duck 2",
fn: function ()
{
duck2.reverseDirection();
duck2OrientAngle = -duck2OrientAngle;
duck2.setBaseOrientation(duck2OrientAngle);
}
});
htmlControls.register();
var reverbButton = document.getElementById("checkbox05");
if (reverbButton)
{
reverbButton.disabled = !(reverb && reverbSlot);
}
var echoButton = document.getElementById("checkbox06");
if (echoButton)
{
echoButton.disabled = !(echo && echoSlot);
}
var lowpassButton = document.getElementById("checkbox07");
if (lowpassButton)
{
lowpassButton.disabled = !(lowPassFilter);
}
// Update listener position to match camera
// This must occur everytime the listener moves
soundDevice.listenerTransform = camera.matrix;
// Initialize the previous frame time
var previousFrameTime = TurbulenzEngine.time;
var intervalID;
var playSounds = function playSoundsFn(delta)
{
if (duck1PlaySound)
{
duck1TimeElapsed += delta;
if (duck1TimeElapsed > duck1SoundInterval)
{
// Play quack sound
duck1SoundSource.play(duck1QuackSound);
duck1TimeElapsed -= duck1SoundInterval;
}
}
if (duck2PlaySound)
{
duck2TimeElapsed += delta;
if (duck2TimeElapsed > duck2SoundInterval)
{
// Play quack sound
duck2SoundSource.play(duck2QuackSound);
duck2TimeElapsed -= duck2SoundInterval;
}
}
};
// Callback to draw extra debug information
function drawDebugCB()
{
floor.render(graphicsDevice, camera);
}
//
// Update
//
var update = function updateFn()
{
var currentTime = TurbulenzEngine.time;
var deltaTime = (currentTime - previousFrameTime);
if (deltaTime > 0.1)
{
deltaTime = 0.1;
}
// Update the aspect ratio of the camera in case of window resizes
var deviceWidth = graphicsDevice.width;
var deviceHeight = graphicsDevice.height;
var aspectRatio = (deviceWidth / deviceHeight);
if (aspectRatio !== camera.aspectRatio)
{
camera.aspectRatio = aspectRatio;
camera.updateProjectionMatrix();
}
camera.updateViewProjectionMatrix();
// Update duck movement and rotation
duck1.update(deltaTime);
duck2.update(deltaTime);
// Update sound source position
duck1SoundSource.position = duck1.position;
duck2SoundSource.position = duck2.position;
// Play sound if interval has elapsed
playSounds(deltaTime);
// Update duck1 position in scene
var duck1Node = scene.findNode("Duck01");
if (duck1Node)
{
duck1Node.setLocalTransform(duck1.matrix);
}
// Update duck2 position in scene
var duck2Node = scene.findNode("Duck02");
if (duck2Node)
{
duck2Node.setLocalTransform(duck2.matrix);
}
// Update scene
scene.update();
// Update renderer
renderer.update(graphicsDevice, camera, scene, currentTime);
soundDevice.update();
// Render frame
if (graphicsDevice.beginFrame())
{
if (renderer.updateBuffers(graphicsDevice, deviceWidth, deviceHeight))
{
renderer.draw(graphicsDevice, clearColor, null, null, drawDebugCB);
}
graphicsDevice.endFrame();
}
previousFrameTime = currentTime;
};
var loadingLoop = function loadingLoopFn()
{
if (sceneLoader.complete() && duck1QuackSound && duck2QuackSound)
{
TurbulenzEngine.clearInterval(intervalID);
renderer.updateShader(shaderManager);
intervalID = TurbulenzEngine.setInterval(update, 1000 / 60);
}
};
intervalID = TurbulenzEngine.setInterval(loadingLoop, 1000 / 10);
var loadAssets = function loadAssetsFn(mappingTable)
{
// Create the sound for the source to emit
var soundURL;
if (soundDevice.isSupported("FILEFORMAT_OGG"))
{
soundURL = mappingTable.getURL("sounds/duck.ogg");
}
else
{
soundURL = mappingTable.getURL("sounds/duck.mp3");
}
soundDevice.createSound({
src: soundURL,
onload : function (sound)
{
if (sound)
{
duck1QuackSound = sound;
duck2QuackSound = sound;
}
else
{
errorCallback('Failed to load sound.');
}
}
});
// Renderer for the scene (requires shader assets).
renderer = DefaultRendering.create(graphicsDevice,
mathDevice,
shaderManager,
effectManager);
renderer.setGlobalLightPosition(mathDevice.v3Build(0.5, 100.0, 0.5));
renderer.setAmbientColor(mathDevice.v3Build(0.3, 0.3, 0.4));
renderer.setDefaultTexture(textureManager.get("default"));
// Create & load duck scene
sceneLoader.load({ scene : scene,
append : true,
assetPath : "models/duck.dae",
keepLights : true,
baseScene : null,
baseMatrix : null,
skin : null,
graphicsDevice : graphicsDevice,
mathDevice : mathDevice,
textureManager : textureManager,
shaderManager : shaderManager,
effectManager : effectManager,
requestHandler : requestHandler,
preSceneLoadFn : addCustomSceneData
});
};
var mappingTableReceived = function mappingTableReceivedFn(mappingTable)
{
textureManager.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
shaderManager.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
sceneLoader.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
loadAssets(mappingTable);
};
var gameSessionCreated = function gameSessionCreatedFn(gameSession)
{
TurbulenzServices.createMappingTable(requestHandler,
gameSession,
mappingTableReceived);
};
var gameSession = TurbulenzServices.createGameSession(requestHandler, gameSessionCreated);
// Create a scene destroy callback to run when the window is closed
TurbulenzEngine.onunload = function destroyScene()
{
TurbulenzEngine.clearInterval(intervalID);
if (gameSession)
{
gameSession.destroy();
gameSession = null;
}
clearColor = null;
worldUp = null;
floor = null;
if (renderer)
{
renderer.destroy();
renderer = null;
}
reverb = null;
echo = null;
lowPassFilter = null;
reverbSlot = null;
echoSlot = null;
duck1 = null;
duck2 = null;
if (duck1SoundSource)
{
duck1SoundSource.setDirectFilter(null);
duck1SoundSource.setAuxiliarySendFilter(0, null, null);
duck1SoundSource.setAuxiliarySendFilter(1, null, null);
duck1SoundSource.destroy();
duck1SoundSource = null;
}
if (duck2SoundSource)
{
duck2SoundSource.setDirectFilter(null);
duck2SoundSource.setAuxiliarySendFilter(0, null, null);
duck2SoundSource.setAuxiliarySendFilter(1, null, null);
duck2SoundSource.destroy();
duck2SoundSource = null;
}
if (duck1QuackSound)
{
duck1QuackSound.destroy();
duck1QuackSound = null;
}
if (duck2QuackSound)
{
duck2QuackSound.destroy();
duck2QuackSound = null;
}
if (scene)
{
scene.destroy();
scene = null;
}
requestHandler = null;
sceneLoader = null;
camera = null;
if (textureManager)
{
textureManager.destroy();
textureManager = null;
}
if (shaderManager)
{
shaderManager.destroy();
shaderManager = null;
}
effectManager = null;
TurbulenzEngine.flush();
graphicsDevice = null;
mathDevice = null;
soundDevice = null;
};
};