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<title>JOAL OpenAL Tutorials from DevMaster.net Lesson 5: Sources Sharing Buffers</title>
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<p class="ArticleTitle"><font size="5">Sources Sharing Buffers<br>
</font><strong><font size="4">Lesson 5</font></strong></p>
<p align="right" class="ArticleAuthor">Author: <a href="mailto:lightonthewater@hotmail.com">Jesse
Maurais<br>
</a>Adapted For Java By: <a href="athomas@dev.java.net">Athomas
Goldberg </a></p>
<p><a href="../../../deployment/jogamp-current/joal-demos/jnlp-files/joal-lesson5.jnlp">Launch the Demo via Java Web Start</a></p>
<p align="justify">This is a translation of <a href="http://devmaster.net/posts/2892/openal-lesson-5-sources-sharing-buffers">
OpenAL Lesson 5: Sources Sharing Buffers</a>
tutorial from <a href="http://devmaster.net/">DevMaster.net</a> to JOAL.
</p>
<p align="justify">At this point in the OpenAL series I will show one method of
having your buffers be shared among many sources. This is a very logical and
natural step, and it is so easy that some of you may have already done this
yourself. If you have you may just skip this tutorial in total and move on.
But for those keeners who want to read all of the info I've got to give, you
may find this interesting. Plus, we will be implementing the Alc layer directly
so that we can use some of that knowledge gained in lesson 4. On top of that
we will create a program you might even use!</p>
<p align="justify">Well, here we go. <!-- I've decided to only go over bits of the
code that are significant, since most of the code has been repeated so far in
the series. Check out the full source code in the download.--></p>
<pre class=code>
<font color="#0000FF">import</font> java.io.*;
<font color="#0000FF">import</font> java.nio.*;
<font color="#0000FF">import</font> java.util.*;
<font color="#0000FF">import</font> com.jogamp.openal.*;
<font color="#0000FF">import</font> com.jogamp.openal.util.*;
<font color="#0000FF">public</font> <font color="#0000FF">class</font> SourceSharingBuffers {
<span class=codeComment><font color="#0000FF">static</font> ALC alc;
<font color="#0000FF">static</font> AL al;<font color="#006600">
// These index the buffers.</font></span>
<span class=codeKeyword><font color="#0000FF">public static final int</font></span> THUNDER = 0;
<span class=codeKeyword><font color="#0000FF">public static final int</font></span> WATERDROP = 1;
<span class=codeKeyword><font color="#0000FF">public static final int</font></span> STREAM = 2;
<span class=codeKeyword><font color="#0000FF">public static final int</font></span> RAIN = 3;
<span class=codeKeyword><font color="#0000FF">public static final int</font></span> CHIMES = 4;
<span class=codeKeyword><font color="#0000FF">public static final int</font></span> OCEAN = 5;
<span class=codeKeyword><font color="#0000FF">public static final int</font></span> NUM_BUFFERS = 6;
<font color="#006600"><span class=codeComment>// Buffers hold sound data.</span>
</font><font color="#0000FF">static int</font>[] buffers = <font color="#0000FF">new int</font>[NUM_BUFFERS];
<span class=codeComment><font color="#006600">// A list of sources for multiple emissions.</font></span>
static List sources = <font color="#0000FF">new </font>ArrayList();
// Position of the source sounds.
static float[] sourcePos = { 0.0f, 0.0f, 0.0f };
// Velocity of the source sounds.
static float[] sourceVel = { 0.0f, 0.0f, 0.0f };
// Position of the listener.
static float[] listenerPos = { 0.0f, 0.0f, 0.0f };
// Velocity of the listener.
static float[] listenerVel = { 0.0f, 0.0f, 0.0f };
// Orientation of the listener. (first 3 elements are "at", second 3 are "up")
static float[] listenerOri = { 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f };
</pre>
<p align="justify">First I've written out a few macros that we can use to index
the buffer array. We will be using several wav files so we need quite a few
buffers here. Instead of using an array for storing the sources we will use
a Vector. We chose to do this because it allows us to have a dynamic number
of sources. We can just keep adding sources to the scene until OpenAL runs out
of them. This is also the first tutorial where we will deal with sources as
being a resource that will run out. And yes, they will run out; they are finite.</p>
<pre class=code><font color="#0000FF">static int </font>initOpenAL() {
al = ALFactory.getAL();
alc = ALFactory.getALC();
ALCdevice device;
ALCcontext context;
String deviceSpecifier;
String deviceName = "DirectSound3D"; // You may choose to open a specific OpenAL device if you know its name.
deviceName = <font color="#0000FF">null</font>; // Passing a null String to alcOpenDevice will open the default device on your system!
<span class=codeComment><font color="#006600">// Get handle to device.</font></span>
device = alc.alcOpenDevice(deviceName);
<font color="#006600"><span class=codeComment>// Get the device specifier.</span></font>
deviceSpecifier = alc.alcGetString(device, ALC.ALC_DEVICE_SPECIFIER);
System.out.println("Using device " + deviceSpecifier);
<span class=codeComment><font color="#006600">// Create audio context.</font></span>
context = alc.alcCreateContext(device, <font color="#0000FF">null</font>);
<span class=codeComment><font color="#006600">// Set active context.</font></span>
alc.alcMakeContextCurrent(context);
<span class=codeComment><font color="#006600">// Check for an error.</font></span>
<span class=codeKeyword><font color="#0000FF">if </font></span>(alc.alcGetError(device) != ALC.ALC_NO_ERROR)
<span class=codeKeyword><font color="#0000FF">return</font></span> AL.AL_FALSE;
<span class=codeKeyword><font color="#0000FF">return</font></span> AL.AL_TRUE;
}
</pre>
<p align="justify">This is some sample code from what we learned in the last tutorial.
We get a handle to the device "DirectSound3D", and then obtain a rendering
context for our application. This context is set to current and the function
will check if everything went smoothly before we return success.</p>
<pre class=code><span class=codeKeyword><font color="#0000FF">static void</font></span> exitOpenAL() {
ALCcontext curContext;
ALCdevice curDevice;
<font color="#006600"><span class=codeComment>// Get the current context.</span></font>
curContext = alc.alcGetCurrentContext();
<span class=codeComment><font color="#006600">// Get the device used by that context.</font></span>
curDevice = alc.alcGetContextsDevice(curContext);
<font color="#006600"> <span class=codeComment>// Reset the current context to NULL.</span>
</font> alc.alcMakeContextCurrent(<font color="#0000FF">null</font>);
<font color="#006600"> <span class=codeComment>// Release the context and the device.</span>
</font> alc.alcDestroyContext(curContext);
alc.alcCloseDevice(curDevice);
}
</pre>
<p align="justify">This will do the opposite we did in the previous code. It retrieves
the context and device that our application was using and releases them. It
also sets the current context to null (the default) which will suspend the processing
of any data sent to OpenAL. It is important to reset the current context to
null or else you will have an invalid context trying to process data. The results
of doing this can be unpredictable.</p>
<p align="justify">If you are using a multi-context application you may need to
have a more advanced way of dealing with initialization and shutdown. I would
recommend making all devices and contexts global and closing them individually,
rather than retrieving the current context.</p>
<pre class=code><font color="#0000FF">static int </font>loadALData() {
<font color="#006600"><span class=codeComment>// Variables to load into.</span></font>
<font color="#0000FF">int</font>[] format = new <font color="#0000FF">int</font>[1];
<font color="#0000FF">int</font>[] size = new <font color="#0000FF">int</font>[1];
ByteBuffer[] data = new ByteBuffer[1];
<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];
<span class=codeComment><font color="#006600">// Load wav data into buffers.</font></span>
al.alGenBuffers(NUM_BUFFERS, buffers, 0);
<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_FALSE;
ALut.alutLoadWAVFile("wavdata/thunder.wav", format, data, size, freq, loop);
al.alBufferData(buffers[THUNDER], format[0], data[0], size[0], freq[0]);
<!-- ALut.alutUnloadWAV(format[0], data[0], size[0], freq[0]); -->
ALut.alutLoadWAVFile("wavdata/waterdrop.wav", format, data, size, freq, loop);
al.alBufferData(buffers[WATERDROP], format[0], data[0], size[0], freq[0]);
<!-- ALut.alutUnloadWAV(format[0], data[0], size[0], freq[0]); -->
ALut.alutLoadWAVFile("wavdata/stream.wav", format, data, size, freq, loop);
al.alBufferData(buffers[STREAM], format[0], data[0], size[0], freq[0]);
<!-- ALut.alutUnloadWAV(format[0], data[0], size[0], freq[0]); -->
ALut.alutLoadWAVFile("wavdata/rain.wav", format, data, size, freq, loop);
al.alBufferData(buffers[RAIN], format[0], data[0], size[0], freq[0]);
<!-- ALut.alutUnloadWAV(format[0], data[0], size[0], freq[0]); -->
ALut.alutLoadWAVFile("wavdata/ocean.wav", format, data, size, freq, loop);
al.alBufferData(buffers[OCEAN], format[0], data[0], size[0], freq[0]);
<!-- ALut.alutUnloadWAV(format[0], data[0], size[0], freq[0]); -->
ALut.alutLoadWAVFile("wavdata/chimes.wav", format, data, size, freq, loop);
al.alBufferData(buffers[CHIMES], format[0], data[0], size[0], freq[0]);
<!-- ALut.alutUnloadWAV(format[0], data[0], size[0], freq[0]); -->
<font color="#006600"> <span class=codeComment>// Do another error check and return.</span>
</font><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_FALSE;
<span class=codeKeyword><font color="#0000FF">return</font></span> AL.AL_TRUE;
}
</pre>
<p align="justify">We've totally removed the source generation from this function.
That's because from now on we will be initializing the sources separately.</p>
<pre class=code><span class=codeKeyword><font color="#0000FF">static void</font></span><font color="#0000FF"> </font>addSource(int type) {
<font color="#0000FF">int[]</font> source = <font color="#0000FF">new int</font>[1];
al.alGenSources(1, source, 0);
<span class=codeKeyword><font color="#0000FF">if</font> </span>(al.alGetError() != AL.AL_NO_ERROR) {
System.err.println("Error generating audio source.");
System.exit(1);
}
al.alSourcei (source[0], AL.AL_BUFFER, buffers[type]);
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 , 0);
al.alSourcefv(source[0], AL.AL_VELOCITY, sourceVel , 0);
al.alSourcei (source[0], AL.AL_LOOPING, AL.AL_TRUE );
al.alSourcePlay(source[0]);
sources.add(new Integer(source[0]));
}
static void setListenerValues() {
al.alListenerfv(AL.AL_POSITION, listenerPos, 0);
al.alListenerfv(AL.AL_VELOCITY, listenerVel, 0);
al.alListenerfv(AL.AL_ORIENTATION, listenerOri, 0);
}
</pre>
<p align="justify">Here's the function that will generate the sources for us.
This function will generate a single source for any one of the loaded buffers
we generated in the previous source. Given the buffer index 'type', which is
one of the macros we created right from the start of this tutorial. We do an
error check to make sure we have a source to play (like I said, they are finite).
If a source cannot be allocated then the program will exit.</p>
<pre class=code><span class=codeKeyword><font color="#0000FF">static void</font></span><font color="#0000FF"> </font>killALData() {
Iterator iter = sources.iterator();
<span class=codeKeyword><font color="#000000">while</font></span>(iter.hasNext()) {
al.alDeleteSources(1, <font color="#0000FF">new int</font>[] { ((Integer)iter.next()).intValue() }, 0);
}
sources.clear();
al.alDeleteBuffers(NUM_BUFFERS, buffers, 0);
exitOpenAL();
}
</pre>
<p align="justify">This function has been modified a bit to accommodate the List.
We have to delete each source in the list individually and then clear the list
which will effectively destroy it.</p>
<pre class=code>
public static void main(String[] args) {
try {
initOpenAL();
} catch (ALException e) {
e.printStackTrace();
System.exit(1);
}
if (loadALData() == AL.AL_FALSE)
System.exit(1);
setListenerValues();
<font color="#0000FF"> char</font>[] c = <font color="#0000FF">new 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: \n" +
<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>"\t'w' for Water Drop\n" +
<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>"\t't' for Thunder\n" +
<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>"\t's' for Stream\n" +
<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>"\t'r' for Rain\n" +
<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>"\t'o' for Ocean\n" +
<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>"\t'c' for Chimes\n" +
<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>"\n'q' to Quit\n");
<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"> case</font> 'w': addSource(WATERDROP); <font color="#0000FF">break</font>;
<font color="#0000FF"></font><font color="#0000FF"> case</font> 't': addSource(THUNDER); <font color="#0000FF">break</font>;
<font color="#0000FF"></font><font color="#0000FF"> case</font> 's': addSource(STREAM); <font color="#0000FF">break</font>;
<font color="#0000FF"></font><font color="#0000FF"> case</font> 'r': addSource(RAIN); <font color="#0000FF">break</font>;
<font color="#0000FF"></font><font color="#0000FF"> case</font> 'o': addSource(OCEAN); <font color="#0000FF">break</font>;
<font color="#0000FF"></font><font color="#0000FF"> case</font> 'c': addSource(CHIMES); <font color="#0000FF">break</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>}
killALData();
} // main
} // class</pre>
<p align="justify"> Here is the programs inner loop<!-- taken straight out of our main-->.
Basically it waits for some keyboard input and on certain key hits it will create
a new source of a certain type and add it to the audio scene. Essentially what
we have created here is something like one of those nature tapes that people
listen to for relaxation. Ours is a little better since it allows the user to
customize which sounds that they want in the background. Pretty neat eh? I've
been listening to mine while I code. It's a Zen experience (I'm listening to
it right now).</p>
<p align="justify">The program can be expanded for using more wav files, and have
the added feature of placing the sources around the scene in arbitrary positions.
You could even allow for sources to play with a given frequency rather than
have them loop. However this would require GUI routines that go beyond the scope
of the tutorial. A full featured "Weathering Engine" would be a nifty
program to make though. ;)</p>
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