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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 "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"><span class=codeComment><font color="#006600"> </font></span>static float</font>[] sourcePos = { 0.0f, 0.0f, 0.0f }; +<font color="#006600"> +<span class=codeComment><font color="#006600"> </font>// Velocity of the source sound.</span></font> +<font color="#0000FF"><span class=codeComment><font color="#006600"> </font></span>static float</font>[] sourceVel = { 0.0f, 0.0f, 0.0f }; + +<span class=codeComment><font color="#006600"> </font><font color="#006600">// Position of the listener.</font></span> +<span class=codeComment><font color="#006600"> </font></span><font color="#0000FF">static float</font>[] listenerPos = { 0.0f, 0.0f, 0.0f }; + +<span class=codeComment><font color="#006600"> </font><font color="#006600">// Velocity of the listener.</font></span> +<span class=codeComment><font color="#006600"> </font></span><font color="#0000FF">static float</font>[] listenerVel = { 0.0f, 0.0f, 0.0f }; + +<span class=codeComment><font color="#006600"> </font><font color="#006600">// Orientation of the listener. (first 3 elements are "at", second 3 are "up")</font></span> +<span class=codeComment><font color="#006600"> </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><span class=codeComment><font color="#006600"> </font></span><font color="#0000FF">static int</font> LoadALData() { + +<span class=codeComment><font color="#006600"> </font><font color="#006600"> </font><font color="#006600">// variables to load into</font> + +<font color="#006600"> </font><font color="#006600"> </font><font color="#0000FF">int</font>[] format = <font color="#0000FF">new int</font>[1];<br><font color="#006600"> </font><font color="#006600"> </font><font color="#0000FF">int</font>[] size = <font color="#0000FF">new int</font>[1];<br><font color="#006600"> </font><font color="#006600"> </font>ByteBuffer[] data = <font color="#0000FF">new</font> ByteBuffer[1];<br><font color="#006600"> </font><font color="#006600"> </font><font color="#0000FF">int</font>[] freq = new <font color="#0000FF">int</font>[1]; +<font color="#006600"> </font><font color="#006600"> </font><font color="#0000FF">int</font>[] loop = new <font color="#0000FF">int</font>[1];<br></span> +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><font color="#006600">// Load wav data into a buffer.</font> +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>al.alGenBuffers(1, buffer); +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeKeyword>if</span> (al.alGetError() != AL.AL_NO_ERROR) +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeKeyword>return</span> AL.AL_FALSE; + +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>ALut.alutLoadWAVFile("wavdata/FancyPants.wav", format, data, size, freq, loop); +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>al.alBufferData(buffer[0], format[0], data[0], size[0], freq[0]); +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>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> + +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><font color="#006600">// Bind buffer with a source.</font> +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>al.alGenSources(1, source); + +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeKeyword>if</span> (al.alGetError() != AL.AL_NO_ERROR) + <span class=codeComment><font color="#006600"> </font></span><span class=codeKeyword>return</span> AL.AL_FALSE; + + <span class=codeComment><font color="#006600"> </font></span>al.alSourcei (source[0], AL.AL_BUFFER, buffer[0] ); +<span class=codeComment><font color="#006600"> </font></span> al.alSourcef (source[0], AL.AL_PITCH, 1.0f ); +<span class=codeComment><font color="#006600"> </font></span> al.alSourcef (source[0], AL.AL_GAIN, 1.0f ); +<span class=codeComment><font color="#006600"> </font></span> al.alSourcefv(source[0], AL.AL_POSITION, sourcePos); +<span class=codeComment><font color="#006600"> </font></span> al.alSourcefv(source[0], AL.AL_VELOCITY, sourceVel); +<span class=codeComment><font color="#006600"> </font></span> 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"> </font></span><span class=codeComment><font color="#006600"> </font></span><font color="#006600">// Do another error check and return.</font> + <span class=codeComment><font color="#006600"> </font></span><font color="#0000FF">if</font>(al.alGetError() == AL.AL_NO_ERROR) +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><font color="#0000FF">return</font> AL.AL_TRUE; + +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeKeyword><font color="#0000FF">return</font></span> AL.AL_FALSE; +<span class=codeComment><font color="#006600"> </font></span>} +</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"><span class=codeComment><font color="#006600"> </font></span>static <span class=codeKeyword>void</span> </font>setListenerValues() { +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>al.alListenerfv(AL.AL_POSITION, listenerPos); +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>al.alListenerfv(AL.AL_VELOCITY, listenerVel); +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>al.alListenerfv(AL.AL_ORIENTATION, listenerOri); +<span class=codeComment><font color="#006600"> </font></span>} +</pre> +<p>We created this function to update the listener properties.</p> +<pre class=code><font color="#0000FF"><span class=codeComment><font color="#006600"> </font></span>static <span class=codeKeyword>void</span> </font>killALData() { +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>al.alDeleteBuffers(1, buffer); +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>al.alDeleteSources(1, source); +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>Alut.alutExit(); +<span class=codeComment><font color="#006600"> </font></span>} +</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"><span class=codeComment><font color="#006600"> </font></span>public static void main</font>(<span class=codeKeyword>String[] args</span>) { +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600">// Initialize OpenAL and clear the error bit.</font></span> +<span class=codeComment> +<font color="#006600"> </font><font color="#006600"> </font>ALut.alutInit();</span> +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></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"> </font><font color="#006600"> </font><font color="#006600">// Load the wav data.</font></span> +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeKeyword><font color="#0000FF">if</font></span> (loadALData() == AL.AL_FALSE) +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeKeyword><font color="#0000FF">return</font></span> -1; + +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>setListenerValues(); + +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600">// Setup an exit procedure.</font></span> + +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>Runtime runtime = Runtime.getRuntime(); +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>runtime.addShutdownHook( +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><font color="#0000FF">new</font> Thread( +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><font color="#0000FF">new</font> Runnable() { +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><font color="#0000FF">public void</font> run() { +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>killAllData(); +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>} +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>} +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>) +<span class=codeComment><font color="#006600"> </font></span><span class=codeComment><font color="#006600"> </font></span>); +</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"> </font><font color="#0000FF"> while</font>(c[0] != 'q') { +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF">try</font> { +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font>BufferedReader buf = +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF">new</font> BufferedReader(<font color="#0000FF">new</font> InputStreamReader(System.in)); +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font>System.out.println("Press a key and hit ENTER: " + +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font>"'p' to play, 's' to stop, 'h' to pause and 'q' to quit"); +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font>buf.read(c); +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF">switch</font>(c[0]) { +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF">case</font> 'p': +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#006600">// Pressing 'p' will begin playing the sample.</font> +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font>al.alSourcePlay(source[0]); +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF">break</font>; +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF">case</font> 's': +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#006600">// Pressing 's' will stop the sample from playing.</font> +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font>alSourceStop(source[0]); +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF">break</font>; +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF">case</font> 'h': +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#006600">// Pressing 'n' will pause (hold) the sample.</font> +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font>alSourcePause(source[0]); +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF">break</font>; +<font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font><font color="#0000FF"> </font>} +<font color="#0000FF"> </font><font color="#0000FF"> </font>} <font color="#0000FF">catch</font> (IOException e) { + System.exit(1); +<font color="#0000FF"> </font><font color="#0000FF"> </font>} +<font color="#0000FF"> </font>} +} + +</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> +<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> +<p> </p> +</body> +</html> |