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authorathomas <[email protected]>2003-06-28 20:07:15 +0000
committerathomas <[email protected]>2003-06-28 20:07:15 +0000
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checking in Lesson 2
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-<br>
-OpenAL Tutorials from DevMaster.net. Reprinted with Permission.<br>
-<br>
-
-<table border="0" cellspacing="0" style="border-collapse: collapse" width="100%" cellpadding="0" id="AutoNumber1" height="12" bgcolor="#666699">
- <tr>
- <td width="47%" height="12" valign="middle"><p><b><font color="#FFFFFF">OpenAL
- Tutorials</font></b></p></td>
- <td width="53%" height="12" align="right" valign="middle"><p align="right"><a href="http://devmaster.net/"><font color="#66FF99">DevMaster.net</font></a></p></td>
- </tr>
- </table>
-<p align="left" 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="right" class="title"> <span class="author">Author: <a href="mailto:[email protected]"><font color="#888888">Jesse
- Maurais<br>
- </font></a></span>Adapted for Java by: <a href="mailto:[email protected]"><font color="#888888">Athomas
- Goldberg</font></a></p> </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> SingleStaticSource {
-
- <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 &quot;texture objects&quot; (or &quot;texture
-names&quot;) 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(&quot;wavdata/FancyPants.wav&quot;, 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(&quot;Press a key and hit ENTER: &quot; +
- &quot;'p' to play, 's' to stop, 'h' to pause and 'q' to quit&quot;);
- 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> <a href="lesson1.zip">Download
- the Java Source and Ant Build File</a></p>
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