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