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-rw-r--r--www/devmaster/lesson1.html2
-rw-r--r--www/devmaster/lesson2.html4
-rw-r--r--www/devmaster/lesson3.html4
-rw-r--r--www/devmaster/lesson4.html4
-rw-r--r--www/devmaster/lesson5.html2
-rw-r--r--www/devmaster/lesson6.html2
-rw-r--r--www/devmaster/lesson7.html2
-rw-r--r--www/devmaster/lesson8.html427
8 files changed, 437 insertions, 10 deletions
diff --git a/www/devmaster/lesson1.html b/www/devmaster/lesson1.html
index e3be401..ffa1eff 100644
--- a/www/devmaster/lesson1.html
+++ b/www/devmaster/lesson1.html
@@ -1,7 +1,7 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
-<title>Untitled Document</title>
+<title>Lesson 1: Single Static Source</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<link rel="stylesheet" type="text/css" href="general.css">
</head>
diff --git a/www/devmaster/lesson2.html b/www/devmaster/lesson2.html
index 089205d..88a8756 100644
--- a/www/devmaster/lesson2.html
+++ b/www/devmaster/lesson2.html
@@ -2,7 +2,7 @@
<head>
-<title>DevMaster.net - OpenAL Tutorials: Lesson 2</title>
+<title>Lesson 2: Looping and Fade-away</title>
</head>
@@ -171,4 +171,4 @@ real quick and easy tutorial. It won't get too much more complicated at this poi
</tr>
</table>
</body>
-</html> \ No newline at end of file
+</html>
diff --git a/www/devmaster/lesson3.html b/www/devmaster/lesson3.html
index 05f0a5d..17ae9ba 100644
--- a/www/devmaster/lesson3.html
+++ b/www/devmaster/lesson3.html
@@ -1,7 +1,7 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
- <title>DevMaster.net Game Development</title>
+ <title>Lesson 3: Multiple Sources</title>
</head>
<body>
<div Align=center>
@@ -295,4 +295,4 @@ OpenAL Tutorials from DevMaster.net. Reprinted with Permission.<br>
</tr>
</table>
</body>
-</html> \ No newline at end of file
+</html>
diff --git a/www/devmaster/lesson4.html b/www/devmaster/lesson4.html
index 5084d2c..f3cf6a8 100644
--- a/www/devmaster/lesson4.html
+++ b/www/devmaster/lesson4.html
@@ -1,7 +1,7 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
- <title>DevMaster.net Game Development</title>
+ <title>Lesson 4: A Closer Look at ALC</title>
</head>
<body>
<div Align=center>
@@ -163,4 +163,4 @@ alc.alcCloseDevice(device);
</table>
<p align="justify">&nbsp;</p>
</body>
-</html> \ No newline at end of file
+</html>
diff --git a/www/devmaster/lesson5.html b/www/devmaster/lesson5.html
index 66c3524..ad4d98b 100644
--- a/www/devmaster/lesson5.html
+++ b/www/devmaster/lesson5.html
@@ -1,7 +1,7 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
-<title>Untitled Document</title>
+<title>Lesson 5: Sources Sharing Buffers</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<link rel="stylesheet" type="text/css" href="general.css">
</head>
diff --git a/www/devmaster/lesson6.html b/www/devmaster/lesson6.html
index 4d557ea..0f85423 100644
--- a/www/devmaster/lesson6.html
+++ b/www/devmaster/lesson6.html
@@ -1,7 +1,7 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
-<title>Untitled Document</title>
+<title>Lesson 6: Advanced Loading and Error Handles</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<link rel="stylesheet" type="text/css" href="general.css">
</head>
diff --git a/www/devmaster/lesson7.html b/www/devmaster/lesson7.html
index 9b3dfd0..ff3a5ba 100644
--- a/www/devmaster/lesson7.html
+++ b/www/devmaster/lesson7.html
@@ -1,7 +1,7 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
-<title>Untitled Document</title>
+<title>Lesson 7: The Doppler Effect</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<link rel="stylesheet" type="text/css" href="general.css">
</head>
diff --git a/www/devmaster/lesson8.html b/www/devmaster/lesson8.html
new file mode 100644
index 0000000..4d68908
--- /dev/null
+++ b/www/devmaster/lesson8.html
@@ -0,0 +1,427 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html>
+<head>
+ <title>Lesson 8: Ogg/Vorbis Streaming</title>
+ <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
+ <link rel="stylesheet" type="text/css" href="general.css">
+</head>
+<body>
+
+<div align="center">
+ <img id="NavBar" src="http://games.dev.java.net/images/navbar2p.gif" usemap="#NavBar_MAP" nofinside="~! ~!" align="top" border="0" height="64" hspace="0" vspace="0" width="800"> </div>
+
+<map name="NavBar_Map">
+<area shape="rect" alt="Projects" coords="356,14,440,46" href="http://games.dev.java.net" target="_self">
+<area shape="rect" alt="Wiki" coords="643,14,695,46" href="http://wiki.java.net/bin/view/Games">
+<area shape="rect" alt="Weblogs" coords="562,15,624,46" href="http://weblogs.java.net/weblogs/project/games">
+<area shape="rect" coords="463,16,541,45" href="http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi" target="_top" alt="Forums">
+<area shape="rect" alt="JavaGames Home" coords="147,16,334,48" href="http://community.java.net/games">
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+</map>
+
+
+<br>
+
+
+<br>
+
+
+OpenAL Tutorials from DevMaster.net. Reprinted with Permission.<br>
+
+
+<br>
+
+
+
+<table style="border-collapse: collapse;" id="AutoNumber1" bgcolor="#666699" border="0" cellpadding="0" cellspacing="0" height="12" width="100%">
+
+
+ <tbody>
+
+ <tr>
+
+
+ <td height="12" valign="middle" width="47%">
+
+ <p><b><font color="#ffffff">OpenAL
+ Tutorials</font></b></p>
+
+ </td>
+
+
+ <td align="right" height="12" valign="middle" width="53%">
+
+ <p align="right"><a href="http://devmaster.net/"><font color="#66ff99">DevMaster.net</font></a></p>
+
+ </td>
+
+
+ </tr>
+
+
+
+
+ </tbody>
+</table>
+
+
+<p class="title" align="left"><span class="title"><font size="5">Ogg/Vorbis Streaming
+</font></span><font size="4"><br>
+
+
+<b>Lesson 8</b></font></p>
+
+
+
+<p class="title" align="right"> <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">Krishna
+ Gadepalli</font></a></p>
+
+
+<p></p>
+
+
+
+<p><a href="http://download.java.net/media/joal/webstart/joal-lesson8.jnlp">Launch the Demo via Java Web Start</a> (not working yet)</p>
+
+
+
+<p align="justify">This is a translation of <a href="http://www.devmaster.net/articles/openal-tutorials/lesson8.php">
+OpenAL Lesson 8: OggVorbis Streaming Using The Source Queue</a>
+tutorial from <a href="http://devmaster.net/">DevMaster.net</a> to JOAL.
+
+</p>
+
+<p>
+<cite>"This software is based on or using the J-Ogg library available
+ from http://www.j-ogg.de and copyrighted by Tor-Einar Jarnbjo."</cite>
+
+</p>
+
+<h3>An Introduction to OggVorbis</h3>
+
+
+
+<p>Ever heard of Ogg? There's more to it than a funny sounding name. It's the
+biggest thing to happen for audio compression since mp3's (also typically used
+for music). Hopefully, one day, it will replace mp3's as the mainstream standard
+for compressed audio. Is it better than mp3? That is a question that is a little
+more difficult to answer. It's a pretty strong debate in some crowds. There are
+various arguments about compression ratio vs. sound quality which can sometimes
+get really cumbersome to read through. I personally don't have any opinion on
+which is "better". I feel the evidence in either case is arguable and not worth
+mentioning. But for me the fact that Ogg is royalty free (which mp3 is not) wins
+the argument hands down. The mp3 licensing fee is by no means steep for
+developers with deep pockets, but as an independent working on a project in your
+spare time and on minimal resources, shelling out a few grand in fees is not an
+option. Ogg may be the answer to your prayers.</p>
+
+
+
+<h3>Designing Your OggVorbis Streaming API</h3>
+
+
+<p>Without further ado let's get to some code.</p>
+
+
+<p>This tutorial will be written in Java and has two main classes:
+<a href="https://joal-demos.dev.java.net/source/browse/joal-demos/src/java/demos/devmaster/lesson8/OggDecoder.java?view=markup"><var>OggDecoder</var></a> and
+<a href="https://joal-demos.dev.java.net/source/browse/joal-demos/src/java/demos/devmaster/lesson8/OggStreamer.java?view=markup"><var>OggStreamer</var></a>. The
+<var>OggDecoder</var> class is wrapper on the <a href="http://www.j-ogg.de">J-Ogg</a> library to decode an Ogg/Vorbis stream and will not be described in this
+tutorial. <var>OggStreamer</var> which is the main class doing most of the working for streaming using OpenAL is explained below.
+
+</p>
+
+<pre class="code"> // The size of a chunk from the stream that we want to read for each update.<br> private static int BUFFER_SIZE = 4096*8;<br></pre>
+
+
+
+<p>'<var>BUFFER_SIZE</var>' defines how big a chunk we want
+to read from the stream on each update. You will find (with a little
+experimentation) that larger buffers usually produce better sound quality since
+they don't update as often, and will generally avoid any abrupt pauses or sound
+distortions. Of course making your buffer too big will also eat up more memory.
+Making a stream redundant. I beleive 4096 is the minimum buffer size one can
+have. I don't recommend using one that small. I tried, and it caused many
+clicks.</p>
+
+
+<p>So why should we even bother with streaming? Why not load the whole file into
+a buffer and then play it? Well, that is a good question. The quick answer is
+that there is too much audio data. Even though the actual Ogg file size is quite
+small (usually around 1-3 MB) you must remember that is compressed audio data.
+You cannot play the compressed form of the data. It must be decompressed and
+formatted into a form OpenAL recognizes before it can be used in a buffer. That
+is why we stream the file.</p>
+
+
+
+<pre class="code"> /**<br> * The main loop to initialize and play the entire stream<br> */<br> public boolean playstream() { ... }<br><br> /**<br> * Open the Ogg/Vorbis stream and initialize OpenAL based<br> * on the stream properties<br> */<br> public boolean open() { ... }<br><br> /**<br> * OpenAL cleanup<br> */<br> public void release() { ... }<br><br> /**<br> * Play the Ogg stream<br> */<br> public boolean playback() { ... }<br><br> /**<br> * Check if the source is playing<br> */<br> public boolean playing() { ... }<br><br> /**<br> * Update the stream if necessary<br> */<br> public boolean update() { ... }<br><br> /**<br> * Reloads a buffer (reads in the next chunk)<br> */<br> public boolean stream(int buffer) { ... }<br><br> /**<br> * Empties the queue<br> */<br> protected void empty() { ... }<br></pre>
+
+
+
+<p>This will be the base of our Ogg streaming api. The public methods are
+everything that one needs to actually get the Ogg to play. Protected methods are
+more internal procedures. I won't go over each function
+just yet. I believe my comments should give you an idea of what they're for.</p>
+
+
+
+<pre class="code"> // Buffers hold sound data. There are two of them (front/back)<br> private int[] buffers = new int[2];<br> <br> // Sources are points emitting sound.<br> private int[] source = new int[1];<br> <br> private int format; // OpenAL data format<br> private int rate; // sample rate<br></pre>
+
+
+
+<p>First thing that I want to point out is that we have 2 buffers dedicated to
+the stream rather than the 1 we have always used for wav files. This is
+important. To understand this I want you to think about how double buffering
+works in OpenGL/DirectX. There is a front buffer that is "on screen" at any
+given second, while a back buffer is being drawn to. Then they are swapped. The
+back buffer becomes the front and vice versa. Pretty much the same principle is
+applied here. There is a buffer being played and one waiting to be played. When
+the buffer being played has finished the next one starts. While the next buffer
+is being played, the first one is refilled with a new chunk of data from the
+stream and is set to play once the one playing is finished. Confused yet? I'll
+explain this in more detail later on.</p>
+
+
+
+<pre class="code"> public boolean open() {<br> oggDecoder = new OggDecoder(url);<br><br> if (!oggDecoder.initialize()) {<br> System.err.println("Error initializing ogg stream...");<br> return false;<br> }<br> <br> if (oggDecoder.numChannels() == 1)<br> format = AL.AL_FORMAT_MONO16;<br> else<br> format = AL.AL_FORMAT_STEREO16;<br> <br> rate = oggDecoder.sampleRate();<br><br> ...<br> }<br></pre>
+
+
+
+<p>This creates a decoder for Ogg file, initializes it and grabs some information on the file. We extract the OpenAL format
+enumerator based on how many channels are in the Ogg and then make a not of the sample rate.</p>
+
+
+
+<pre class="code"> public boolean open() {<br> ...<br><br> al.alGenBuffers(2, buffers, 0); check();<br> al.alGenSources(1, source, 0); check();<br><br> al.alSourcefv(source[0], AL.AL_POSITION , sourcePos, 0);<br> al.alSourcefv(source[0], AL.AL_VELOCITY , sourceVel, 0);<br> al.alSourcefv(source[0], AL.AL_DIRECTION, sourceDir, 0);<br> <br> al.alSourcef(source[0], AL.AL_ROLLOFF_FACTOR, 0.0f );<br> al.alSourcei(source[0], AL.AL_SOURCE_RELATIVE, AL.AL_TRUE);<br><br> ...<br> }<br></pre>
+
+
+
+<p>You've seen most of this before. We set a bunch of default values, position,
+velocity, direction... But what is rolloff factor? This has to do with
+attenuation. I will cover attenuation in a later article so I won't go too
+in-depth, but I will explain it basically. Rolloff factor judges the strength of
+attenuation over distance. By setting it to 0 we will have turned it off. This
+means that no matter how far away the Listener is to the source of the Ogg they
+will still hear it. The same idea applies to source relativity.</p>
+
+
+
+<pre class="code"> public void release() {<br> al.alSourceStop(source[0]);<br> empty();<br><br> al.alDeleteSources(1, source, 0); check();<br> al.alDeleteBuffers(2, buffers, 0); check();<br> }<br></pre>
+
+
+<p>We can clean up after ourselves using this. We stop the source, empty out any
+buffers that are still in the queue, and destroy our objects.
+
+</p>
+
+<pre class="code"> public boolean playback() {<br> if (playing())<br> return true;<br> <br> if (!stream(buffers[0]))<br> return false;<br> <br> if(!stream(buffers[1]))<br> return false;<br> <br> al.alSourceQueueBuffers(source[0], 2, buffers, 0);<br> al.alSourcePlay(source[0]);<br> <br> return true;<br> }<br></pre>
+
+
+
+<p>This will start playing the Ogg. If the Ogg is already playing then there is
+no reason to do it again. We must also initialize the buffers with their first
+data set. We then queue them and tell the source to play them. This is the first
+time we have used '<var>alSourceQueueBuffers</var>'. What it does basically is give the
+source multiple buffers. These buffers will be played sequentially. I will
+explain more on this along with the source queue momentarily. One thing to make
+a note of though: if you are using a source for streaming never bind a buffer to
+it using '<var>alSourcei</var>'. Always use '<var>alSourceQueueBuffers</var>' consistently.</p>
+
+
+
+<pre class="code"> public boolean playing() {<br> int[] state = new int[1];<br> <br> al.alGetSourcei(source[0], AL.AL_SOURCE_STATE, state, 0);<br> <br> return (state[0] == AL.AL_PLAYING);<br> }<br></pre>
+
+
+<p>This simplifies the task of checking the state of the source. </p>
+
+
+
+<pre class="code"> public boolean update() {<br> int[] processed = new int[1];<br> boolean active = true;<br><br> al.alGetSourcei(source[0], AL.AL_BUFFERS_PROCESSED, processed, 0);<br><br> while (processed[0] &gt; 0)<br> {<br> int[] buffer = new int[1];<br> <br> al.alSourceUnqueueBuffers(source[0], 1, buffer, 0); check();<br><br> active = stream(buffer[0]);<br><br> al.alSourceQueueBuffers(source[0], 1, buffer, 0); check();<br><br> processed[0]--;<br> }<br><br> return active;<br> }<br></pre>
+
+
+<p>Here is how the queue works in a nutshell: There is a 'list' of buffers. When
+you unqueue a buffer it gets popped off of the front. When you queue a buffer it
+gets pushed to the back. That's it. Simple enough?</p>
+
+
+<p>This is 1 of the 2 most important methods in the class. What we do in this
+bit of code is check if any buffers have already been played. If there is then
+we start popping each of them off the back of the queue, we refill the buffers
+with data from the stream, and then we push them back onto the queue so that
+they can be played. Hopefully the Listener will have no idea that we have done
+this. It should sound like one long continuous chain of music. The '<var>stream</var>'
+function also tells us if the stream is finished playing. This flag is reported
+back when the function returns.</p>
+
+
+
+<pre class="code"> public boolean stream(int buffer) {<br> byte[] pcm = new byte[BUFFER_SIZE];<br> int size = 0;<br><br> try {<br> if ((size = oggDecoder.read(pcm)) &lt;= 0)<br> return false;<br> } catch (Exception e) {<br> e.printStackTrace();<br> return false;<br> }<br><br> ByteBuffer data = ByteBuffer.wrap(pcm, 0, size);<br> al.alBufferData(buffer, format, data, size, rate);<br> check();<br> <br> return true;<br> }<br></pre>
+
+
+<p>This is another important method of the class. This part fills the buffers
+with data from the Ogg bitstream. It's a little harder to get a grip on because
+it's not explainable in a top down manner. '<var>oggDecoder.read</var>' does exactly what you may
+be thinking it does; it reads data from the Ogg bitstream. The <a href="http://www.j-ogg.de/">j-ogg</a> library does all
+the decoding of the bitstream, so we don't have to worry about that. This
+function takes a <var>byte</var> array as an argument and will decode atmost the capacity of
+this array. </p>
+
+
+<p>The return value of '<var>oggDecoder.read</var>' indicates several things. If the value of the
+result is positive then it represents how much data was read. This is important
+because '<var>read</var>' may not be able to read the entire size requested (usually
+because it's at the end of the file and there's nothing left to read). Use the
+result of '<var>read</var>' over '<var>BUFFER_SIZE</var>' in any case. If the result of '<var>read</var>'
+happens to be negative then it indicates that there was an error in the
+bitstream. If the result happens to equal zero then there is nothing left in the file to play.</p>
+
+
+
+<p> The last part of this method is the call to '<var>alBufferData</var>'
+which fills the buffer id with the data that we streamed from the Ogg using '<var>read</var>'.
+We employ the '<var>format</var>' and '<var>rate</var>' values that we set up earlier</p>
+
+
+
+<pre class="code"> protected void empty() {<br> int[] queued = new int[1];<br> <br> al.alGetSourcei(source[0], AL.AL_BUFFERS_QUEUED, queued, 0);<br> <br> while (queued[0] &gt; 0)<br> {<br> int[] buffer = new int[1];<br> <br> al.alSourceUnqueueBuffers(source[0], 1, buffer, 0);<br> check();<br><br> queued[0]--;<br> }<br><br> oggDecoder = null;<br> }<br></pre>
+
+
+<p>This method will will unqueue any buffers that are pending on the source. </p>
+
+
+
+<pre class="code"> protected void check() {<br> if (al.alGetError() != AL.AL_NO_ERROR)<br> throw new ALException("OpenAL error raised...");<br> }<br></pre>
+
+
+<p>This saves us some typing for our error checks.</p>
+
+
+
+<h3>Making Your Own OggVorbis Player</h3>
+
+
+<p>If you're with me so far then you must be pretty serious about getting this
+to work for you. Don't worry! We are almost done. All that we need do now is use
+our newly designed class to play an Ogg file. It should be a relatively simple
+process from here on in. We have done the hardest part. I won't assume that you
+will be using this in a game loop, but I'll keep it in mind when designing the
+loop. </p>
+
+<p>This should be a no-brainer. </p>
+
+
+<pre class="code">
+ public boolean playstream() {
+ if (!open())
+ return false;
+
+ oggDecoder.dump();
+
+ if (!playback())
+ return false;
+
+ while (update()) {
+ if (playing()) continue;
+
+ if (!playback())
+ return false;
+ }
+
+ return true;
+ }
+</pre>
+
+<p>The program opens the stream, dumps some stream information and then
+will continually loop as long as the '<var>update</var>' method continues to
+return true, and it will continue to return true as long as it can successfully
+read and play the audio stream. Within the loop we will make sure that the Ogg
+is playing.</p>
+
+<h3>Answers To Questions You May Be Asking</h3>
+
+
+<h4>Can I use more than one buffer for the stream?</h4>
+
+
+<p>In short, yes. There can be any number of buffers queued on the source at a
+time. Doing this may actually give you better results too. As I said earlier,
+with just 2 buffers in the queue at any time and with the cpu being clocked out
+(or if the system hangs), the source may actually finish playing before the
+stream has decoded another chunk. Having 3 or even 4 buffers in the queue will
+keep you a little further ahead in case you miss the update.</p>
+
+
+<h4>How often should I call ogg.update?</h4>
+
+
+<p>This is going to vary depending on several things. If you want a quick answer
+I'll tell you to update as often as you can, but that is not really necessary.
+As long as you update before the source finishes playing to the end of the
+queue. The biggest factors that are going to affect this are the buffer size and
+the number of buffers dedicated to the queue. Obviously if you have more data
+ready to play to begin with less updates will be necessary.</p>
+
+
+<h4>Is it safe to stream more than one Ogg at a time?</h4>
+
+
+<p>It should be fine. I haven't performed any extreme testing but I don't see
+why not. Generally you will not have that many streams anyway. You may have one
+to play some background music, and the occasional character dialog for a game,
+but most sound effects are too short to bother with streaming. Most of your
+sources will only ever have one buffer attached to them.</p>
+
+
+<h4>So what is with the name?</h4>
+
+
+<p>"Ogg" is the name of Xiph.org's container format for audio, video, and
+metadata. "Vorbis" is the name of a specific audio compression scheme that's
+designed to be contained in Ogg. As for the specific meanings of the words...
+well, that's a little harder to tell. I think they involve some strange
+relationship to Terry Pratchett novels. Here is a little page that goes into the
+details.</p>
+
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