pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/util/OpenAL.hh

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/*
* Copyright (C) 2012 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#ifndef _GAZEBO_UTIL_OPENAL_HH_
#define _GAZEBO_UTIL_OPENAL_HH_
#include <set>
#include <string>
#include <vector>
#include <sdf/sdf.hh>
#include <ignition/math/Vector3.hh>
#include <ignition/math/Pose3.hh>
#include "gazebo/common/SingletonT.hh"
#include "gazebo/common/CommonTypes.hh"
#include "gazebo/util/UtilTypes.hh"
#include "gazebo/gazebo_config.h"
#include "gazebo/util/system.hh"
#ifdef HAVE_OPENAL
namespace gazebo
{
namespace util
{
// Forward declare private openal data class
class OpenALPrivate;
// Forward declare private openal sourcedata class
class OpenALSourcePrivate;
/// \addtogroup gazebo_util Utility
/// \{
/// \class OpenAL OpenAL.hh util/util.hh
/// \brief 3D audio setup and playback.
class GZ_UTIL_VISIBLE OpenAL : public SingletonT<OpenAL>
{
/// \brief Constructor
private: OpenAL();
/// \brief Destructor
private: virtual ~OpenAL();
/// \brief Load the OpenAL server.
/// \return True on success.
public: bool Load(sdf::ElementPtr _sdf = sdf::ElementPtr());
/// \brief Finalize.
public: void Fini();
/// \brief Create an OpenALSource object.
/// \param[in] _sdf SDF element parameters for an audio_source.
/// \return A pointer to an OpenALSource object.
public: OpenALSourcePtr CreateSource(sdf::ElementPtr _sdf);
/// \brief Create an audio listener. Currenly, only one listener may be
/// created.
/// \param[in] _sdf SDF element parameters for an audio_source.
/// \return A pointer to an OpenALSink object.
public: OpenALSinkPtr CreateSink(sdf::ElementPtr _sdf);
/// \brief Get a list of available audio devices
/// \return A list of audio device names
public: std::set<std::string> DeviceList() const;
/// \internal
/// \brief Private data pointer.
private: std::unique_ptr<OpenALPrivate> dataPtr;
/// \brief This is a singleton
private: friend class SingletonT<OpenAL>;
};
/// \class OpenALSink OpenALSink.hh util/util.hh
/// \brief OpenAL Listener. This can be thought of as a microphone.
class GZ_UTIL_VISIBLE OpenALSink
{
/// \brief Constructor
public: OpenALSink();
/// \brief Destructor
public: virtual ~OpenALSink();
/// \brief Set the position of the sink.
/// \param[in] _pose New pose of the sink.
/// \return True on success.
public: bool SetPose(const ignition::math::Pose3d &_pose);
/// \brief Set the velocity of the sink
/// \param[in] _vel Velocity of the sink.
/// \return True on success.
public: bool SetVelocity(const ignition::math::Vector3d &_vel);
};
/// \class OpenALSource OpenALSource.hh util/util.hh
/// \brief OpenAL Source. This can be thought of as a speaker.
class GZ_UTIL_VISIBLE OpenALSource
{
/// \brief Constructor.
public: OpenALSource();
/// \brief Destructor.
public: virtual ~OpenALSource();
/// \brief Load the source from sdf.
/// \param[in] _sdf SDF element parameters for an audio_source.
/// \return True on success.
public: bool Load(sdf::ElementPtr _sdf);
/// \brief Set the position of the source.
/// \param[in] _pose New pose of the source.
/// \return True on success.
public: bool SetPose(const ignition::math::Pose3d &_pose);
/// \brief Set the velocity of the source.
/// \param[in] _vel New velocity of the source.
/// \return True on success.
public: bool SetVelocity(const ignition::math::Vector3d &_vel);
/// \brief Set the pitch of the source.
/// \param[in] _p Pitch value.
/// \return True on success.
public: bool SetPitch(float _p);
/// \brief Set the pitch of the source.
/// \param[in] _g Gain value.
/// \return True on success.
public: bool SetGain(float _g);
/// \brief Set whether the source loops the audio.
/// \param[in] _state True to cause playback to loop.
/// \return True on success.
public: bool SetLoop(bool _state);
/// \brief Return true if the audio source is played on contact with
/// another object. Contact is determine based on a set of
/// collision objects.
/// \return True if audio is played on contact.
/// \sa AddCollision()
/// \deprecated See OnContact() const
public: bool GetOnContact() const GAZEBO_DEPRECATED(7.0);
/// \brief Return true if the audio source is played on contact with
/// another object. Contact is determine based on a set of
/// collision objects.
/// \return True if audio is played on contact.
/// \sa AddCollision()
public: bool OnContact() const;
/// \brief Get a vector of all the collision names.
/// \return All the collision names used to trigger audio playback on
/// contact.
/// \deprecated See CollisionNames() const
public: std::vector<std::string> GetCollisionNames() const
GAZEBO_DEPRECATED(7.0);
/// \brief Get a vector of all the collision names.
/// \return All the collision names used to trigger audio playback on
/// contact.
public: std::vector<std::string> CollisionNames() const;
/// \brief Get whether the source has a collision name set.
/// \param[in] _name Name of a collision to check for.
/// \return True if the collision name was found.
public: bool HasCollisionName(const std::string &_name) const;
/// \brief Play a sound
public: void Play();
/// \brief Pause a sound
public: void Pause();
/// \brief Stop a sound
public: void Stop();
/// \brief Rewind the sound to the beginning
public: void Rewind();
/// \brief Is the audio playing
public: bool IsPlaying();
/// \brief Fill the OpenAL audio buffer from PCM data
/// \param[in] _pcmData Pointer to the PCM audio data.
/// \param[in] _dataCount Size of the PCM data.
/// \param[in] _sampleRate Sample rate for the PCM data.
/// \return True on success.
public: bool FillBufferFromPCM(uint8_t *_pcmData, unsigned int _dataCount,
int _sampleRate);
/// \brief Fill the OpenAL audio buffer with data from a sound file.
/// \param[in] _audioFile Name and an audio file.
public: void FillBufferFromFile(const std::string &_audioFile);
/// \internal
/// \brief Private data pointer
private: std::unique_ptr<OpenALSourcePrivate> dataPtr;
};
/// \}
}
}
#endif
#endif