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author | athomas <[email protected]> | 2003-06-29 04:07:03 +0000 |
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committer | athomas <[email protected]> | 2003-06-29 04:07:03 +0000 |
commit | da8d0035ab293f5e10bef611465c446e35a6b31e (patch) | |
tree | 7121aa1231de565e982cf6fa16f907bb7b00b9df /www | |
parent | 8bf2b32da563ce906ffce971d9bfb803ff9559e0 (diff) |
check-in of lesson 3
git-svn-id: file:///home/mbien/NetBeansProjects/JOGAMP/joal-sync/svn-server-sync-demos/joal-demos/trunk@25 235fdd13-0e8c-4fed-b5ee-0a390d04b286
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diff --git a/www/devmaster/lesson3.html b/www/devmaster/lesson3.html new file mode 100644 index 0000000..e3a6d90 --- /dev/null +++ b/www/devmaster/lesson3.html @@ -0,0 +1,294 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> +<html> +<head> + <title>DevMaster.net Game Development</title> +</head> +<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> +<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 class="ArticleTitle"><font size="5">Multiple Sources<br> + </font><font size="4"><strong>Lesson 3</strong></font></p> + +<p align="right" class="ArticleAuthor">Author: <a href="mailto:[email protected]">Jesse + Maurais</a><br> + Adapted for Java by: <a href="mailto:[email protected]">Athomas Goldberg</a></p> +<p align="justify">Hello. It's been a while since my last tutorial. But better + late than never I guess. Since I'm sure your all impatient to read the latest + tutorial, I'll just jump right into it. What we hope to accomplish with this + one is to be able to play more that one audio sample at a time. Very intense + games have all kinds of stuff going on usually involving different sound clips. + It won't be hard to implement any of this though. Doing multiple sounds is similar + to doing just one.</p> + +<pre> + +<font color="#0000FF">import</font> java.nio.ByteBuffer; +<font color="#0000FF">import</font> java.util.Random; + +<font color="#0000FF">import</font> net.java.games.joal.AL; +<font color="#0000FF">import</font> net.java.games.joal.ALFactory; +<font color="#0000FF">import</font> net.java.games.joal.util.ALut; + +<font color="#0000FF">public</font> <font color="#0000FF">class</font> MultipleSources { + + <font color="#0000FF">static</font> AL al; + + <font color="#006600">// Maximum number of buffers we will need.</font> + <font color="#0000FF">static</font> <font color="#0000FF">final</font> <font color="#0000FF">int</font> NUM_BUFFERS = 3; + + <font color="#006600">// Maximum emissions we will need.</font> + <font color="#0000FF">static</font> <font color="#0000FF">final</font> <font color="#0000FF">int</font> NUM_SOURCES = 3; + + <font color="#006600">// These index the buffers and sources</font> + <font color="#0000FF">static</font> <font color="#0000FF">final</font> <font color="#0000FF">int</font> BATTLE = 0; + <font color="#0000FF">static</font> <font color="#0000FF">final</font> <font color="#0000FF">int</font> GUN1 = 1; + <font color="#0000FF">static</font> <font color="#0000FF">final</font> <font color="#0000FF">int</font> GUN2 = 2; + + <font color="#006600">// Buffers hold sound data</font> + <font color="#0000FF">static</font> <font color="#0000FF">int</font>[] buffers = <font color="#0000FF">new</font> <font color="#0000FF">int</font>[NUM_BUFFERS]; + + <font color="#006600">// Sources are points of emitting sound</font> + <font color="#0000FF">static</font> <font color="#0000FF">int</font>[] sources = <font color="#0000FF">new</font> <font color="#0000FF">int</font>[NUM_SOURCES]; + + <font color="#006600">// Position of the source sounds.</font> + <font color="#0000FF">static</font> <font color="#0000FF">float</font>[][] sourcePos = <font color="#0000FF">new</font> <font color="#0000FF">float</font>[NUM_SOURCES][3]; + + <font color="#006600">// Velocity of the source sounds</font> + <font color="#0000FF">static</font> <font color="#0000FF">float</font>[][] sourceVel = <font color="#0000FF">new</font> <font color="#0000FF">float</font>[NUM_SOURCES][3]; + + <font color="#006600">// Position of the listener</font>. + <font color="#0000FF">static</font> <font color="#0000FF">float</font>[] listenerPos = { 0.0f, 0.0f, 0.0f }; + + <font color="#006600">// Velocity of the listener.</font> + <font color="#0000FF">static</font> <font color="#0000FF">float</font>[] listenerVel = { 0.0f, 0.0f, 0.0f }; + + <font color="#006600">// Orientation of the listener. (first 3 elements are "at", second 3 are "up")</font> + <font color="#0000FF">static</font> <font color="#0000FF">float</font>[] listenerOri = { 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f }; +</pre> +<p align="justify">I guess this little piece of source code will be familiar to + a lot of you who've read the first two tutorials. The only difference is that + we now have 3 different sound effects that we are going to load into the OpenAL + sound system.</p> + +<pre> + + <font color="#0000FF">static</font> <font color="#0000FF">int</font> loadALData() { + + <font color="#006600">//variables to load into</font> + + <font color="#0000FF">int</font>[] format = <font color="#0000FF">new</font> <font color="#0000FF">int</font>[1]; + <font color="#0000FF">int</font>[] size = <font color="#0000FF">new</font> <font color="#0000FF">int</font>[1]; + ByteBuffer[] data = <font color="#0000FF">new</font> ByteBuffer[1]; + <font color="#0000FF">int</font>[] freq = <font color="#0000FF">new</font> <font color="#0000FF">int</font>[1]; + <font color="#0000FF">int</font>[] loop = <font color="#0000FF">new</font> <font color="#0000FF">int</font>[1]; + <font color="#006600"> + // load wav data into buffers</font> + + al.alGenBuffers(NUM_BUFFERS, buffers); + <font color="#0000FF">if </font>(al.alGetError() != AL.AL_NO_ERROR) { + <font color="#0000FF">return</font> AL.AL_FALSE; + } + + ALut.alutLoadWAVFile( + "wavdata/Battle.wav", + format, + data, + size, + freq, + loop); + al.alBufferData( + buffers[BATTLE], + format[0], + data[0], + size[0], + freq[0]); + ALut.alutUnloadWAV(format[0], data[0], size[0], freq[0]); + + ALut.alutLoadWAVFile( + "wavdata/Gun1.wav", + format, + data, + size, + freq, + loop); + al.alBufferData( + buffers[GUN1], + format[0], + data[0], + size[0], + freq[0]); + ALut.alutUnloadWAV(format[0], data[0], size[0], freq[0]); + + ALut.alutLoadWAVFile( + "wavdata/Gun2.wav", + format, + data, + size, + freq, + loop); + al.alBufferData( + buffers[GUN2], + format[0], + data[0], + size[0], + freq[0]); + ALut.alutUnloadWAV(format[0], data[0], size[0], freq[0]); + +<font color="#006600"> // bind buffers into audio sources</font> + al.alGenSources(NUM_SOURCES, sources); + + al.alSourcei(sources[BATTLE], AL.AL_BUFFER, buffers[BATTLE]); + al.alSourcef(sources[BATTLE], AL.AL_PITCH, 1.0f); + al.alSourcef(sources[BATTLE], AL.AL_GAIN, 1.0f); + al.alSourcefv(sources[BATTLE], AL.AL_POSITION, sourcePos[BATTLE]); + al.alSourcefv(sources[BATTLE], AL.AL_POSITION, sourceVel[BATTLE]); + al.alSourcei(sources[BATTLE], AL.AL_LOOPING, AL.AL_TRUE); + + al.alSourcei(sources[GUN1], AL.AL_BUFFER, buffers[GUN1]); + al.alSourcef(sources[GUN1], AL.AL_PITCH, 1.0f); + al.alSourcef(sources[GUN1], AL.AL_GAIN, 1.0f); + al.alSourcefv(sources[GUN1], AL.AL_POSITION, sourcePos[GUN1]); + al.alSourcefv(sources[GUN1], AL.AL_POSITION, sourceVel[GUN1]); + al.alSourcei(sources[GUN1], AL.AL_LOOPING, AL.AL_FALSE); + + al.alSourcei(sources[GUN2], AL.AL_BUFFER, buffers[GUN2]); + al.alSourcef(sources[GUN2], AL.AL_PITCH, 1.0f); + al.alSourcef(sources[GUN2], AL.AL_GAIN, 1.0f); + al.alSourcefv(sources[GUN2], AL.AL_POSITION, sourcePos[GUN2]); + al.alSourcefv(sources[GUN2], AL.AL_POSITION, sourceVel[GUN2]); + al.alSourcei(sources[GUN2], AL.AL_LOOPING, AL.AL_FALSE); + +<font color="#006600"> // do another error check and return</font> + if (al.alGetError() != AL.AL_NO_ERROR) { + <font color="#0000FF">return</font> AL.AL_FALSE; + } + + <font color="#0000FF">return</font> AL.AL_TRUE; + } + +</pre> +<p align="justify">This code looks quite a bit different at first, but it isn't + really. Basically we load the file data into our 3 buffers, then lock the 3 + buffers to our 3 sources relatively. The only other difference is that the "Battle.wav" + (Source index 0) is looping while the rest are not.</p> +<pre> + + <font color="#0000FF">static</font> <font color="#0000FF">void</font> setListenerValues() { + al.alListenerfv(AL.AL_POSITION, listenerPos); + al.alListenerfv(AL.AL_VELOCITY, listenerVel); + al.alListenerfv(AL.AL_ORIENTATION, listenerOri); + } + + <font color="#0000FF">static</font> <font color="#0000FF">void</font> killAllData() { + al.alDeleteBuffers(NUM_BUFFERS, buffers); + al.alDeleteSources(NUM_SOURCES, sources); + ALut.alutExit(); + } +</pre> +<p>I don't think we changed anything in this code.</p> + +<pre> <font color="#0000FF">public</font> <font color="#0000FF">static</font> <font color="#0000FF">void</font> main(String[] args) { + al = ALFactory.getAL(); + + <font color="#006600">// Initialize OpenAL and clear the error bit</font> + + ALut.alutInit(); + al.alGetError(); + + <font color="#006600">// Load the wav data.</font> + + <font color="#0000FF">if</font>(loadALData() == AL.AL_FALSE) { + System.exit(1); + } + setListenerValues(); + + <font color="#006600"> // begin the battle sample to play</font> + + al.alSourcePlay(sources[BATTLE]); + <font color="#0000FF">long</font> startTime = System.currentTimeMillis(); + <font color="#0000FF">long</font> elapsed = 0; + <font color="#0000FF">long</font> totalElapsed = 0; + Random rand = new Random(); + <font color="#0000FF">int</font>[] state = <font color="#0000FF">new</font> <font color="#0000FF">int</font>[1]; + <font color="#0000FF">while</font> (totalElapsed < 10000) { + elapsed = System.currentTimeMillis() - startTime; + <font color="#0000FF">if</font> (elapsed > 50) { + totalElapsed += elapsed; + startTime = System.currentTimeMillis(); + + <font color="#006600">// pick one of the sources at random and check to see if it is playing. + // Skip the first source because it is looping anyway (will always be playing).</font> + + <font color="#0000FF">int</font> pick = Math.abs((rand.nextInt()) % 2) + 1; + al.alGetSourcei(sources[pick], AL.AL_SOURCE_STATE, state); + + <font color="#0000FF">if</font> (state[0] != AL.AL_PLAYING) { + + <font color="#006600"> // pick a random position around the listener to play the source.</font> + + <font color="#0000FF">double</font> theta = (rand.nextInt() % 360) * 3.14 / 180.0; + sourcePos[pick][0] = - ((<font color="#0000FF">float</font>) Math.cos(theta)); + sourcePos[pick][1] = - ((<font color="#0000FF">float</font>) (rand.nextInt() % 2)); + sourcePos[pick][2] = - ((<font color="#0000FF">float</font>) Math.sin(theta)); + + al.alSourcefv( + sources[pick], + AL.AL_POSITION, + sourcePos[pick]); + + al.alSourcePlay(sources[pick]); + } + } + } + killAllData(); + } +} +</pre> + +<p align="justify">Here is the interesting part of this tutorial. We go through + each of the sources to make sure it's playing. If it is not then we set it to + play but we select a new point in 3D space for it to play (just for kicks). +</p> +<p align="justify">And bang! We are done. As most of you have probably seen, you + don't have to do anything special to play more than one source at a time. OpenAL + will handle all the mixing features to get the sounds right for their respective + distances and velocities. And when it comes right down to it, isn't that the + beauty of OpenAL? </p> +<p align="justify">You know that was a lot easier than I thought. I don't know + why I waited so long to write it. Anyway, if anyone reading wants to see something + specific in future tutorials (not necessarily pertaining to OpenAL, I have quite + an extensive knowledge base) drop me a line at <a href="mailto:[email protected]">[email protected]</a> + I plan to do tutorials on sharing buffers and the Doppler effect in some later + tutorial unless there is request for something else. Have fun with the code!</p> +<p><a href="lesson3.zip">Download the Java + source and Ant build file</a></p> +<table border="0" cellspacing="1" style="border-collapse: collapse" width="100%" id="AutoNumber2" bgcolor="#666699"> + <tr> + <td width="40%"> <p dir="ltr"><font color="#FFFFFF" size="2">� 2003 DevMaster.net. + All rights reserved.</font></td> + <td width="60%"> <p align="right" dir="ltr"><font size="2"><a href="mailto:[email protected]"> + <font color="#FFFFFF">Contact us</font></a><font color="#FFFFFF"> if you + want to write for us or for any comments, suggestions, or feedback.</font></font></td> + </tr> +</table> +</body> +</html>
\ No newline at end of file diff --git a/www/devmaster/lesson3.zip b/www/devmaster/lesson3.zip Binary files differnew file mode 100644 index 0000000..ae81626 --- /dev/null +++ b/www/devmaster/lesson3.zip diff --git a/www/index.html b/www/index.html index c003aab..76b55e3 100644 --- a/www/index.html +++ b/www/index.html @@ -98,6 +98,8 @@ Static Source</li> <li><a href="devmaster/lesson2.html">lesson 2</a>: Looping and Fadeaway</li> + <li><a href="devmaster/lesson2.html">lesson 3</a>: Multiple + Sources </li> </ul> </li> </ul></td> |