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#include "qdeclarative_sound_p.h"
#include "qdeclarative_audiocategory_p.h"
#include "qdeclarative_attenuationmodel_p.h"
#include "qdeclarative_soundinstance_p.h"
#include "qdeclarative_audioengine_p.h"
#include "qdebug.h"
#include "qrandom.h"
#define DEBUG_AUDIOENGINE
QT_USE_NAMESPACE
QDeclarativeSoundCone::QDeclarativeSoundCone(QObject *parent)
: QObject(parent)
, m_innerAngle(360)
, m_outerAngle(360)
, m_outerGain(0)
{
}
/*!
\qmlproperty real Sound::cone.innerAngle
This property holds the innerAngle for Sound definition.
The range is [0, 360] degree. There is no directional attenuation
within innerAngle.
*/
qreal QDeclarativeSoundCone::innerAngle() const
{
return m_innerAngle;
}
void QDeclarativeSoundCone::setInnerAngle(qreal innerAngle)
{
QDeclarativeSound *s = qobject_cast<QDeclarativeSound*>(parent());
if (s && s->m_engine) {
qWarning("SoundCone: innerAngle not changeable after initialization.");
return;
}
if (innerAngle < 0 || innerAngle > 360) {
qWarning() << "innerAngle should be within[0, 360] degrees";
return;
}
m_innerAngle = innerAngle;
}
/*!
\qmlproperty real Sound::cone.outerAngle
This property holds the outerAngle for Sound definition.
The range is [0, 360] degree. All audio output from this sound will be
attenuated by \l {cone.outerGain}{outerGain} outside outerAngle.
*/
qreal QDeclarativeSoundCone::outerAngle() const
{
return m_outerAngle;
}
void QDeclarativeSoundCone::setOuterAngle(qreal outerAngle)
{
QDeclarativeSound *s = qobject_cast<QDeclarativeSound*>(parent());
if (s && s->m_engine) {
qWarning("SoundCone: outerAngle not changeable after initialization.");
return;
}
if (outerAngle < 0 || outerAngle > 360) {
qWarning() << "outerAngle should be within[0, 360] degrees";
return;
}
m_outerAngle = outerAngle;
}
/*!
\qmlproperty real Sound::cone.outerGain
This property holds attenuation value for directional attenuation of this sound.
The range is [0, 1]. All audio output from this sound will be attenuated by outerGain
outside \l {cone.outerAngle}{outerAngle}.
*/
qreal QDeclarativeSoundCone::outerGain() const
{
return m_outerGain;
}
void QDeclarativeSoundCone::setOuterGain(qreal outerGain)
{
QDeclarativeSound *s = qobject_cast<QDeclarativeSound*>(parent());
if (s && s->m_engine) {
qWarning("SoundCone: outerGain not changeable after initialization.");
return;
}
if (outerGain < 0 || outerGain > 1) {
qWarning() << "outerGain should no less than 0 and no more than 1";
return;
}
m_outerGain = outerGain;
}
void QDeclarativeSoundCone::setEngine(QDeclarativeAudioEngine *engine)
{
if (m_engine) {
qWarning("SoundCone: engine not changeable after initialization.");
return;
}
if (m_outerAngle < m_innerAngle) {
m_outerAngle = m_innerAngle;
}
m_engine = engine;
}
////////////////////////////////////////////////////////////
/*!
\qmltype Sound
\instantiates QDeclarativeSound
\since 5.0
\brief Define a variety of samples and parameters to be used for
SoundInstance.
\inqmlmodule QtAudioEngine
\ingroup multimedia_audioengine
\inherits Item
\preliminary
\deprecated
Sound can be accessed through QtAudioEngine::AudioEngine::sounds with its unique name
and must be defined inside AudioEngine or be added to it using
\l{QtAudioEngine::AudioEngine::addSound()}{AudioEngine.addSound()}
if \l Sound is created dynamically.
\qml
Rectangle {
color:"white"
width: 300
height: 500
AudioEngine {
id:audioengine
AudioSample {
name:"explosion01"
source: "explosion-01.wav"
}
AudioSample {
name:"explosion02"
source: "explosion-02.wav"
}
Sound {
name:"explosion"
playType: Sound.Random
PlayVariation {
sample:"explosion01"
minPitch: 0.8
maxPitch: 1.1
}
PlayVariation {
sample:"explosion02"
minGain: 1.1
maxGain: 1.5
}
}
}
MouseArea {
anchors.fill: parent
onPressed: {
audioengine.sounds["explosion"].play();
}
}
}
\endqml
*/
QDeclarativeSound::QDeclarativeSound(QObject *parent)
: QObject(parent)
, m_playType(Random)
, m_attenuationModelObject(0)
, m_categoryObject(0)
, m_engine(0)
{
m_cone = new QDeclarativeSoundCone(this);
}
QDeclarativeSound::~QDeclarativeSound()
{
}
/*!
\qmlproperty enumeration QtAudioEngine::Sound::playType
This property holds the playType. It can be one of:
\list
\li Random - randomly picks up a play variation when playback is triggered
\li Sequential - plays each variation in sequence when playback is triggered
\endlist
The default value is Random.
*/
QDeclarativeSound::PlayType QDeclarativeSound::playType() const
{
return m_playType;
}
void QDeclarativeSound::setPlayType(PlayType playType)
{
if (m_engine) {
qWarning("Sound: playType not changeable after initialization.");
return;
}
m_playType = playType;
}
/*!
\qmlproperty string QtAudioEngine::Sound::category
This property specifies which AudioCategory this sound belongs to.
*/
QString QDeclarativeSound::category() const
{
return m_category;
}
void QDeclarativeSound::setCategory(const QString& category)
{
if (m_engine) {
qWarning("Sound: category not changeable after initialization.");
return;
}
m_category = category;
}
/*!
\qmlproperty string QtAudioEngine::Sound::name
This property holds the name of Sound, must be unique among all sounds and only
defined once.
*/
QString QDeclarativeSound::name() const
{
return m_name;
}
void QDeclarativeSound::setName(const QString& name)
{
if (m_engine) {
qWarning("Sound: category not changeable after initialization.");
return;
}
m_name = name;
}
/*!
\qmlproperty string QtAudioEngine::Sound::attenuationModel
This property specifies which attenuation model this sound will apply.
*/
QString QDeclarativeSound::attenuationModel() const
{
return m_attenuationModel;
}
int QDeclarativeSound::genVariationIndex(int oldVariationIndex)
{
if (m_playlist.count() == 0)
return -1;
if (m_playlist.count() == 1)
return 0;
switch (m_playType) {
case QDeclarativeSound::Random: {
if (oldVariationIndex < 0)
oldVariationIndex = 0;
return (oldVariationIndex + (QRandomGenerator::global()->bounded(m_playlist.count() + 1))) % m_playlist.count();
}
default:
return (oldVariationIndex + 1) % m_playlist.count();
}
}
QDeclarativePlayVariation* QDeclarativeSound::getVariation(int index)
{
Q_ASSERT(index >= 0 && index < m_playlist.count());
return m_playlist[index];
}
void QDeclarativeSound::setAttenuationModel(const QString &attenuationModel)
{
if (m_engine) {
qWarning("Sound: attenuationModel not changeable after initialization.");
return;
}
m_attenuationModel = attenuationModel;
}
void QDeclarativeSound::setEngine(QDeclarativeAudioEngine *engine)
{
if (m_engine) {
qWarning("Sound: engine not changeable after initialization.");
return;
}
m_cone->setEngine(engine);
m_engine = engine;
}
QDeclarativeAudioEngine *QDeclarativeSound::engine() const
{
return m_engine;
}
QDeclarativeSoundCone* QDeclarativeSound::cone() const
{
return m_cone;
}
QDeclarativeAttenuationModel* QDeclarativeSound::attenuationModelObject() const
{
return m_attenuationModelObject;
}
void QDeclarativeSound::setAttenuationModelObject(QDeclarativeAttenuationModel *attenuationModelObject)
{
m_attenuationModelObject = attenuationModelObject;
}
QDeclarativeAudioCategory* QDeclarativeSound::categoryObject() const
{
return m_categoryObject;
}
void QDeclarativeSound::setCategoryObject(QDeclarativeAudioCategory *categoryObject)
{
m_categoryObject = categoryObject;
}
QQmlListProperty<QDeclarativePlayVariation> QDeclarativeSound::playVariationlist()
{
return QQmlListProperty<QDeclarativePlayVariation>(this, 0, appendFunction, 0, 0, 0);
}
QList<QDeclarativePlayVariation*>& QDeclarativeSound::playlist()
{
return m_playlist;
}
void QDeclarativeSound::appendFunction(QQmlListProperty<QDeclarativePlayVariation> *property, QDeclarativePlayVariation *value)
{
QDeclarativeSound *sound = static_cast<QDeclarativeSound*>(property->object);
if (sound->m_engine) {
return;
}
sound->addPlayVariation(value);
}
/*!
\qmlmethod QtAudioEngine::Sound::addPlayVariation(PlayVariation playVariation)
Adds the given \a playVariation to sound.
This can be used when the PlayVariation is created dynamically:
\qml
import QtAudioEngine 1.1
AudioEngine {
id: engine
Component.onCompleted: {
var playVariation = Qt.createQmlObject('import QtAudioEngine 1.1; PlayVariation {}', engine);
playVariation.sample = "sample";
playVariation.minPitch = 0.8
playVariation.maxPitch = 1.1
var sound = Qt.createQmlObject('import QtAudioEngine 1.1; Sound {}', engine);
sound.name = "example";
sound.addPlayVariation(playVariation);
engine.addSound(sound);
}
}
\endqml
*/
void QDeclarativeSound::addPlayVariation(QDeclarativePlayVariation *value)
{
m_playlist.append(value);
value->setEngine(m_engine);
}
/*!
\qmlmethod QtAudioEngine::Sound::play()
Creates a new \l SoundInstance and starts playing.
Position, direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play()
{
play(QVector3D(), QVector3D(), QVector3D(), 1, 1);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(gain)
Creates a new SoundInstance and starts playing with the adjusted \a gain.
Position, direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(qreal gain)
{
play(QVector3D(), QVector3D(), QVector3D(), gain, 1);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(gain, pitch)
Creates a new SoundInstance and starts playing with the adjusted \a gain and \a pitch.
Position, direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(qreal gain, qreal pitch)
{
play(QVector3D(), QVector3D(), QVector3D(), gain, pitch);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(position)
Creates a new SoundInstance and starts playing with specified \a position.
Direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position)
{
play(position, QVector3D(), QVector3D(), 1, 1);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(position, velocity)
Creates a new SoundInstance and starts playing with specified \a position and \a velocity.
Direction is set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity)
{
play(position, velocity, QVector3D(), 1, 1);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(position, velocity, direction)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity and
\a direction.
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity,
const QVector3D& direction)
{
play(position, velocity, direction, 1, 1);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(position, gain)
Creates a new SoundInstance and starts playing with specified \a position and adjusted \a gain.
Direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, qreal gain)
{
play(position, QVector3D(), QVector3D(), gain, 1);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(position, velocity, gain)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity and
adjusted \a gain.
Direction is set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity, qreal gain)
{
play(position, velocity, QVector3D(), gain, 1);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(position, velocity, direction, gain)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity,
\a direction and adjusted \a gain.
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity, const QVector3D& direction, qreal gain)
{
play(position, velocity, direction, gain, 1);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(position, gain, pitch)
Creates a new SoundInstance and starts playing with specified \a position, adjusted \a gain and
\a pitch.
Direction and velocity are all set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, qreal gain, qreal pitch)
{
play(position, QVector3D(), QVector3D(), gain, pitch);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(position, velocity, gain, pitch)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity,
adjusted \a gain and \a pitch.
Direction is set to \c "0,0,0".
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity, qreal gain, qreal pitch)
{
play(position, velocity, QVector3D(), gain, pitch);
}
/*!
\qmlmethod QtAudioEngine::Sound::play(position, velocity, direction, gain, pitch)
Creates a new SoundInstance and starts playing with specified \a position, \a velocity,
\a direction, adjusted \a gain and \a pitch.
*/
void QDeclarativeSound::play(const QVector3D& position, const QVector3D& velocity, const QVector3D& direction, qreal gain, qreal pitch)
{
if (!m_engine) {
qWarning() << "AudioEngine::play not ready!";
return;
}
QDeclarativeSoundInstance *instance = this->newInstance(true);
if (!instance)
return;
instance->setPosition(position);
instance->setVelocity(velocity);
instance->setDirection(direction);
instance->setGain(gain);
instance->setPitch(pitch);
instance->setConeInnerAngle(cone()->innerAngle());
instance->setConeOuterAngle(cone()->outerAngle());
instance->setConeOuterGain(cone()->outerGain());
instance->play();
#ifdef DEBUG_AUDIOENGINE
qDebug() << "Sound[" << m_name << "] play ("
<< position << ","
<< velocity <<","
<< direction << ","
<< gain << ","
<< pitch << ")triggered";
#endif
}
/*!
\qmlmethod QtAudioEngine::SoundInstance QtAudioEngine::Sound::newInstance()
Returns a new \l SoundInstance.
*/
QDeclarativeSoundInstance* QDeclarativeSound::newInstance()
{
return newInstance(false);
}
QDeclarativeSoundInstance* QDeclarativeSound::newInstance(bool managed)
{
if (!m_engine) {
qWarning("engine attrbiute must be set for Sound object!");
return NULL;
}
QDeclarativeSoundInstance *instance =
m_engine->newDeclarativeSoundInstance(managed);
instance->setSound(m_name);
return instance;
}