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author | athomas <[email protected]> | 2003-06-28 03:12:25 +0000 |
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committer | athomas <[email protected]> | 2003-06-28 03:12:25 +0000 |
commit | 04efc0b731340962a6991ecbd86f42fdc303f212 (patch) | |
tree | 5b069e4c0d39540c9ccfc5a9410873ee222b29ee | |
parent | 1f5e6499c26dcd6bc6acad247c7a44e67d2449a6 (diff) |
initial checkin
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diff --git a/www/devmaster/lesson1.htm b/www/devmaster/lesson1.htm new file mode 100644 index 0000000..66f5dcb --- /dev/null +++ b/www/devmaster/lesson1.htm @@ -0,0 +1,248 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> +<html> +<head> +<title>Untitled Document</title> +<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> +</head> + +<body> +<p align="center" class="title"><span class="title"><font size="5">Single Static + Source</font></span><font size="4"><br> + <b>Lesson 1</b></font></p> + +<p align="center" class="title"> <span class="author">Author: <a href="mailto:[email protected]"><font color="#888888">Jesse + Maurais</font></a> </span><br> + Adapted for Java by: Athomas Goldberg</p> +<p>Welcome to the exciting world of OpenAL! OpenAL +is still in a stage of growth, and even though there is an ever larger following +to the API it still hasn't reached it's full potential. One of the big reasons +for this is that there is still not yet hardware acceleration built in for +specific cards. However, Creative Labs is a major contributor to the OpenAL +project and also happens to be one of the largest soundcard manufacturers. So +there is a promise of hardware accelerated features in the near future. OpenAL's +only other major contributor, Loki, has gone the way of the dinosaur. So the +future of OpenAL on Linux platforms is uncertain. You can still obtain the Linux +binaries on some more obscure websites.</p> +<p>OpenAL has also not been seen in many major +commercial products, which may have also hurt it's growth. As far as I know the +only pc game to use OpenAL has been Metal Gear 2 (although recently I've +discovered that Unreal 2 does as well). The popular modeling program, Blender3D, +was also known to use OpenAL for all it's audio playback. Aside from these +however the only other OpenAL uses have been in the sdk examples and a few +obscure tutorials on the internet.</p> +<p>But lets face it, OpenAL has a lot of +potential. There are many other audio libraries that claim to work with the +hardware on a lower level (and this may be true), but the designers of OpenAL +did several things in it's design which make it a superior API. First of all +they emulated the OpenGL API which is one of the best ever designed. The API +style is flexible, so different coding methods and hardware implementations will +take advantage of this. People who have had a lot of experience with OpenGL will +be able to pick up OpenAL quite fast. OpenAL also has the advantage of creating +3D surround sound which a lot of other API's cannot boast. On top of all of that +it also has the ability to extend itself into EAX and AC3 flawlessly. To my +knowledge no other audio library has that capability.</p> +<p>If you still haven't found a reason here to use +OpenAL then here's another. It's just cool. It's a nice looking API and will +integrate well into your code. You will be able to do many cool sound effects +with it. But before we do that we have to learn the basics.</p> + +<p>So let's get coding!</p> +<pre class=code><font color="#0000FF">import</font> net.java.games.joal.*; +<font color="#0000FF">import</font> net.java.games.joal.util.*; +<font color="#0000FF">import</font> java.io.*; +<font color="#0000FF">import</font> java.nio.ByteBuffer;</pre> +<pre class=code><font color="#0000FF">public</font> <font color="#0000FF">class</font> SimpleStaticSound { + + <font color="#0000FF"><span class=codeComment>static</span></font><span class=codeComment> AL al = ALFactory.getAL(); + + <font color="#006600">// Buffers hold sound data.</font></span> + <font color="#0000FF">static int</font>[] buffer = new <font color="#0000FF">int</font>[1];; + +<span class=codeComment> <font color="#006600">// Sources are points emitting sound.</font></span> + <font color="#0000FF">static int</font>[] source = <font color="#0000FF">new</font> <font color="#0000FF">int</font>[1]; +</pre> +<p>Those familiar with OpenGL know that it uses "texture objects" (or "texture +names") to handle textures used by a program. OpenAL does a similar thing with +audio samples. There are essentially 3 kinds of objects in OpenAL. A buffer +which stores all the information about how a sound should be played and the +sound data itself, and a source which is a point in space that emits a sound. +It's important to understand that a source is not itself an audio sample. A +source only plays back sound data from a buffer bound to it. The source is also +given special properties like position and velocity. </p> +<p>The third object which I have not mentioned yet is the listener. There is +only one listener which represents where 'you' are, the user. The listener +properties along with the source properties determine how the audio sample will +be heard. For example their relative positions will determine the intensity of +the sound.</p> + +<pre class=code> +<span class=codeComment><font color="#006600"> // Position of the source sound.</font></span> +<font color="#0000FF"> static float</font>[] sourcePos = { 0.0f, 0.0f, 0.0f }; +<font color="#006600"> +<span class=codeComment> // Velocity of the source sound.</span></font> +<font color="#0000FF"> static float</font>[] sourceVel = { 0.0f, 0.0f, 0.0f }; + +<span class=codeComment> <font color="#006600">// Position of the listener.</font></span> + <font color="#0000FF">static float</font>[] listenerPos = { 0.0f, 0.0f, 0.0f }; + +<span class=codeComment> <font color="#006600">// Velocity of the listener.</font></span> + <font color="#0000FF">static float</font>[] listenerVel = { 0.0f, 0.0f, 0.0f }; + +<span class=codeComment> <font color="#006600">// Orientation of the listener. (first 3 elements are "at", second 3 are "up")</font></span> + <font color="#0000FF">static float</font>[] listenerOri = { 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f }; +</pre> + +<p>In the above code we specify the position and velocity of the source and listener + objects. These arrays are vector based Cartesian coordinates. You could easily + build a structure or class to do the same thing. In this example I used arrays + for simplicity.</p> +<p>Here we will create a function that loads all of our sound data from a file. +</p> +<pre class=code> <font color="#0000FF">static int</font> LoadALData() { + +<span class=codeComment> <font color="#006600">// variables to load into</font> + + <font color="#0000FF">int</font>[] format = <font color="#0000FF">new int</font>[1];<br> <font color="#0000FF">int</font>[] size = <font color="#0000FF">new int</font>[1];<br> ByteBuffer[] data = <font color="#0000FF">new</font> ByteBuffer[1];<br> <font color="#0000FF">int</font>[] freq = new <font color="#0000FF">int</font>[1]; + <font color="#0000FF">int</font>[] loop = new <font color="#0000FF">int</font>[1];<br></span> + <font color="#006600">// Load wav data into a buffer.</font> + al.alGenBuffers(1, buffer); + <span class=codeKeyword>if</span> (al.alGetError() != AL.AL_NO_ERROR) + <span class=codeKeyword> return</span> AL.AL_FALSE; + + ALut.alutLoadWAVFile("wavdata/FancyPants.wav", format, data, size, freq, loop); + al.alBufferData(buffer[0], format[0], data[0], size[0], freq[0]); + ALut.alutUnloadWAV(format[0],data[0],size[0],freq[0]); +</pre> +<p>The function 'alGenBuffers' will create the buffer objects and store them in +the variable we passed it. It's important to do an error check to make sure +everything went smoothly. There may be a case in which OpenAL could not generate +a buffer object due to a lack of memory. In this case it would set the error +bit.</p> +<p>The ALut is very helpful here. It opens up the file for us and gives us all + the information we need to create the buffer. And after we have attached all + this data to the buffer it will help use dispose of the data. It all works in + a clean and efficient manner.</p> +<pre class=code> + <span class=codeComment><font color="#006600">// Bind buffer with a source.</font></span> + al.alGenSources(1, source); + + <span class=codeKeyword>if</span> (al.alGetError() != AL.AL_NO_ERROR) + <span class=codeKeyword>return</span> AL.AL_FALSE; + + al.alSourcei (source[0], AL.AL_BUFFER, buffer[0] ); + al.alSourcef (source[0], AL.AL_PITCH, 1.0f ); + al.alSourcef (source[0], AL.AL_GAIN, 1.0f ); + al.alSourcefv(source[0], AL.AL_POSITION, sourcePos); + al.alSourcefv(source[0], AL.AL_VELOCITY, sourceVel); + al.alSourcei (source[0], AL.AL_LOOPING, loop[0] );</pre> +<p>We generate a source object in the same manner we generated the buffer object. +Then we define the source properties that it will use when it's in playback. The +most important of these properties is the buffer it should use. This tells the +source which audio sample to playback. In this case we only have one so we bind +it. We also tell the source it's position and velocity which we defined earlier.</p> +<p>One more thing on 'alGenBuffers' and 'alGenSources'. In some example code I +have seen these functions will return an integer value for the number of +buffers/sources created. I suppose this was meant as an error checking feature +that was left out in a later version. If you see this done in other code don't +use it yourself. If you want to do this check, use 'alGetError' instead (like we +have done above).</p> +<pre class=code> + <span class=codeComment><font color="#006600">// Do another error check and return.</font></span> + <span class=codeKeyword><font color="#0000FF">if</font></span> (al.alGetError() == AL.AL_NO_ERROR) + <span class=codeKeyword><font color="#0000FF">return</font></span> AL.AL_TRUE; + + <span class=codeKeyword><font color="#0000FF">return</font></span> AL.AL_FALSE; +} +</pre> +<p>To end the function we just do one more check to make sure all is well, then +we return success.</p> +<pre class=code><font color="#0000FF">static <span class=codeKeyword>void</span> </font>setListenerValues() { + al.alListenerfv(AL.AL_POSITION, listenerPos); + al.alListenerfv(AL.AL_VELOCITY, listenerVel); + al.alListenerfv(AL.AL_ORIENTATION, listenerOri); +} +</pre> +<p>We created this function to update the listener properties.</p> +<pre class=code><font color="#0000FF">static <span class=codeKeyword>void</span> </font>killALData() { + al.alDeleteBuffers(1, buffer); + al.alDeleteSources(1, source); + Alut.alutExit(); +} +</pre> + +<p>This will be our shutdown procedure. It is necessary to call this to release +all the memory and audio devices that our program may be using.</p> +<pre class=code><font color="#0000FF">public static void main</font>(<span class=codeKeyword>String[] args</span>) { + <span class=codeComment><font color="#006600">// Initialize OpenAL and clear the error bit.</font></span> +<span class=codeComment> + ALut.alutInit();</span> + al.alGetError(); + +</pre> +<p>The function 'alutInit' will setup everything that the Alc needs to do for +us. Basically Alut creates a single OpenAL context through Alc and sets it to +current. On the Windows platform it initializes DirectSound. We also do an +initial call to the error function to clear it. Every time we call 'glGetError' +it will reset itself to 'AL_NO_ERROR'.</p> +<pre class=code> +<span class=codeComment> <font color="#006600">// Load the wav data.</font></span> + <span class=codeKeyword><font color="#0000FF">if</font></span> (loadALData() == AL.AL_FALSE) + <span class=codeKeyword><font color="#0000FF">return</font></span> -1; + + setListenerValues(); + + <span class=codeComment><font color="#006600">// Setup an exit procedure.</font></span> + + Runtime runtime = Runtime.getRuntime(); + runtime.addShutdownHook( + <font color="#0000FF">new</font> Thread( + <font color="#0000FF">new</font> Runnable() { + <font color="#0000FF">public void</font> run() { + killAllData(); + } + } + ) + ); +</pre> +<p>We will check to see if the wav files loaded correctly. If not we must exit +the program. Then we update the listener values, and finally we set our exit +procedure.</p> +<pre class=code> <font color="#0000FF">char</font>[] c = new <font color="#0000FF">char</font>[1]; + <font color="#0000FF">while</font>(c[0] != 'q') { + <font color="#0000FF">try</font> { + BufferedReader buf = + <font color="#0000FF">new</font> BufferedReader(<font color="#0000FF">new</font> InputStreamReader(System.in)); + System.out.println("Press a key and hit ENTER: " + + "'p' to play, 's' to stop, 'h' to pause and 'q' to quit"); + buf.read(c); + <font color="#0000FF">switch</font>(c[0]) { + <font color="#0000FF">case</font> 'p': + <font color="#006600">// Pressing 'p' will begin playing the sample.</font> + al.alSourcePlay(source[0]); + <font color="#0000FF">break</font>; + <font color="#0000FF">case</font> 's': + <font color="#006600">// Pressing 's' will stop the sample from playing.</font> + alSourceStop(source[0]); + <font color="#0000FF">break</font>; + <font color="#0000FF">case</font> 'h': + <font color="#006600">// Pressing 'n' will pause (hold) the sample.</font> + alSourcePause(source[0]); + <font color="#0000FF">break</font>; + } + } <font color="#0000FF">catch</font> (IOException e) { + System.exit(1); + } + } +} + +</pre> +<p>This is the interesting part of the tutorial. It's a very basic loop that +lets us control the playback of the audio sample. Pressing 'p' will replay the +sample, pressing 's' will stop the sample, and pressing 'h' will pause the +sample. Pressing 'q' will exit the program.</p> +<p>Well there it is. Your first delve into OpenAL. I hope it was made simple +enough for you. It may have been a little too simple for the 1337 h4X0r, but we +all got to start somewhere. Things will get more advanced as we go along.</p> +<p> Download the Java Source and Ant Build File</p> +</body> +</html> diff --git a/www/index.html b/www/index.html index a116ed4..f5be7cf 100644 --- a/www/index.html +++ b/www/index.html @@ -1,5 +1,111 @@ <html> <body> - This is the default project content. - </body> +<div align="center"><IMG SRC="http://games.dev.java.net/images/navbar.gif" WIDTH=454 HEIGHT=43 BORDER=0 ALT="" USEMAP="#navbar_Map"></div> +<MAP NAME="navbar_Map"> +<AREA SHAPE="rect" ALT="Wiki" COORDS="340,0,386,43" HREF="http://wiki.java.net/bin/view/Games"> +<AREA SHAPE="rect" ALT="Weblogs" COORDS="286,0,339,43" HREF="http://weblogs.java.net/weblogs/project/games"> +<AREA SHAPE="rect" ALT="Forums" COORDS="216,0,285,43" HREF="http://games.dev.java.net/forums"> +<AREA SHAPE="rect" ALT="JavaGames Home" COORDS="91,0,215,43" HREF="http://community.java.net/games"> +<AREA SHAPE="rect" ALT="www.java.net" COORDS="1,1,91,44" HREF="http://www.java.net" TARGET="_self"> +</MAP> + +<div align="center"><font color="#990000" size="+2">Java Bindings for OpenAL / + Sound3D Toolkit Demos and Tutorials</font> </div> +<table width="100%" border="0" cellspacing="1" cellpadding="0"> + <tr> + <td width="66%" valign="top"> <table width="100%" height="358" border="0" cellpadding="5" cellspacing="1"> + <tr> + <td valign="top"><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000"> + <tr> + <td width="589" valign="top" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Overview</strong></font></div></td> + </tr> + <tr> + <td valign="top" bgcolor="#FFFFFF"><div align="justify"> + <p>The JOAL-Demos Project hosts a collection of turials and + demonstrations illustred the features and usage of the Java + bindings for OpenAL API and the Sound3D Toolkit.</p> + </div></td> + </tr> + </table></td> + </tr> + <tr> + <td><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000"> + <tr> + <td width="589" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Getting + Started </strong></font></div></td> + </tr> + <tr> + <td valign="top" bgcolor="#FFFFFF"><p>These demos and tutorials + have been built in the following environment:</p> + <ul> + <li> Win32 (Win XP in the case of our machine)</li> + <li> Sun J2SDK 1.4.2 (available at <a href="http://java.sun.com" target="_blank">java.sun.com</a>)</li> + <li> OpenAL1.0 SDK from Creative Labs (available at <a href="http://developer.creative.com" target="_blank">developer.creative.com</a> + under "Gaming -> Development Kits -> Open AL") + </li> + <li> ANT 1.5.3 (available at <a href="http://www.apache.org" target="_blank">www.apache.org</a>)</li> + </ul></td> + </tr> + </table></td> + </tr> + <tr> + <td> </td> + </tr> + </table> + <p> </p></td> + <td valign="top"> + <table width="100%" height="242" border="0" cellpadding="5" cellspacing="1"> + <tr> + <td><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000"> + <tr> + <td valign="top" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Useful + Links</strong></font></div></td> + </tr> + <tr> + <td valign="top" bgcolor="#FFFFFF"><ul> + <li><a href="http://joal.dev.java.net">JOAL</a> Home</li> + <li><a href="http://www.openal.org" target="_blank">OpenAL</a> + Home</li> + <li><a href="ftp://opensource.creative.com/pub/sdk/OpenAL_PGuide_A4.pdf" target="_blank">OpenAL + Programmer's Reference</a></li> + </ul></td> + </tr> + </table></td> + </tr> + <tr> + <td><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000"> + <tr> + <td valign="top" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Documentation</strong></font></div></td> + </tr> + <tr> + <td valign="top" bgcolor="#FFFFFF"><ul> + <li><a href="http://games-core.dev.java.net/nonav/docs/joal/api/index.html" target="_blank">JOAL + / Sound3D Toolkit API</a></li> + </ul></td> + </tr> + </table></td> + </tr> + <tr> + <td><table width="100%" border="0" cellpadding="5" cellspacing="1" bgcolor="#990000"> + <tr> + <td valign="top" bgcolor="#990000"><div align="left"><font color="#FFFFFF"><strong>Tutorials</strong></font></div></td> + </tr> + <tr> + <td valign="top" bgcolor="#FFFFFF"><ul> + <li> OpenAL Tutorials (<a href="http://www.devmaster.net">www.devmaster.net</a>) + <ul> + <li><a href="devmaster/lesson1.htm">lesson1</a>: Simple + Static Sound</li> + </ul> + </li> + </ul></td> + </tr> + </table></td> + </tr> + </table></td> + </tr> +</table> + +</body> </html> + |