OpenAL学习笔记(二)---播放音频(*.wav)


接上一章学习,补充:

  1. 播放控制
  2. 音量调节

// TEAudio.h
//! Created 2013/04/22;

//! c++;
#include <stdlib.h>
#include <stdio.h>
#include <string>
#include <iostream>
#include <map>
#include <algorithm>

//! OpenAl;
#include "al/alut.h"

using namespace std;
namespace TE
{
	class TEAudio
	{
	private:
		static TEAudio* m_pAudio;

		//! audio of info;
		struct AudioInfo
		{
			ALuint uiBuffer;
			ALuint uiSource;
			ALenum eError;
			ALint iStatus;
			std::string strAudioName;//! Audio's name;
		};
		typedef std::map<ALuint, AudioInfo > MAP_AUDIOINFO;
		MAP_AUDIOINFO m_mapAudioInfo;

	public:
		TEAudio(void);
		~TEAudio(void);

		//! Singleton. Return the single instance;
		static TEAudio* sharedAudio(void);

		//! Load file and play the media(only *.wav...now)
		ALuint loadFile(const string strFilePath);

		//! Update play state every 0.3s;
		void update(void);
		//! Play audio by file's generate source;
		void play(ALuint uiSource);
		//! Pause audio;
		void pause(ALuint uiSource);
		//! Stop audio;
		void stop(ALuint uiSource);
		//! Rewind a Source (set playback postiton to beginning);
		void rewind(ALuint uiSource);

		//! Return audio's name;
		std::string getAudioName(ALuint uiSource);
		//! Return audio's status;
		std::string getAudioStatus(ALuint uiSource);
		
		//! Volume control;
		void setVolume(ALuint uiSid, ALenum eParam, ALfloat fValue);

	};
}

//TEAudio.cpp

#include "TEAudio.h"
#include "TELog.h"
#include "TETools.h"

using namespace TE;

TEAudio* TEAudio::m_pAudio = NULL;

TE::TEAudio::TEAudio( void )
{
	int argc = 1;
	char* argv = "TEApp";
	if (!alutInit (&argc, &argv))
	{
		ALenum error = alutGetError ();
		fprintf (stderr, "%s\n", alutGetErrorString (error));
		exit (EXIT_FAILURE);
	}
}

TE::TEAudio::~TEAudio( void )
{
	m_mapAudioInfo.clear();
}

TEAudio* TE::TEAudio::sharedAudio( void )
{
	if (NULL == m_pAudio)
	{
		m_pAudio = new TEAudio();
	}
	return m_pAudio;
}

ALuint TE::TEAudio::loadFile(const string strFilePath )
{
	AudioInfo audioInfoTemp;
	audioInfoTemp.strAudioName = strFilePath;
	/* Create an AL buffer from the given sound file. */
	audioInfoTemp.uiBuffer = alutCreateBufferFromFile ((char*)strFilePath.c_str());
	if (audioInfoTemp.uiBuffer == AL_NONE)
	{
		audioInfoTemp.eError = alutGetError ();
		fprintf (stderr, "Error loading file: '%s'\n",
			alutGetErrorString (audioInfoTemp.eError));
		alutExit ();
		exit (EXIT_FAILURE);
	}

	/* Generate a single source, attach the buffer to it and start playing. */
	alGenSources (1, &audioInfoTemp.uiSource);
	alSourcei (audioInfoTemp.uiSource, AL_BUFFER, audioInfoTemp.uiBuffer);
	//alSourcePlay (source);

	/* Normally nothing should go wrong above, but one never knows... */
	audioInfoTemp.eError = alGetError ();
	if (audioInfoTemp.eError != ALUT_ERROR_NO_ERROR)
	{
		fprintf (stderr, "%s\n", alGetString (audioInfoTemp.eError));
		alutExit ();
		exit (EXIT_FAILURE);
	}

	m_mapAudioInfo.insert(make_pair(audioInfoTemp.uiSource, audioInfoTemp));

	return (audioInfoTemp.uiSource);
}

void TE::TEAudio::update( void )
{
	/* Check every 0.3 seconds if the sound is still playing. */
	alutSleep (0.3f);
	for (MAP_AUDIOINFO::iterator it = m_mapAudioInfo.begin(); it != m_mapAudioInfo.end(); ++it)
	{
		if (it->second.iStatus == AL_PLAYING)
		{
			alGetSourcei (it->second.uiSource, AL_SOURCE_STATE, &it->second.iStatus);
		}
		std::string strLog = it->second.strAudioName;
		strLog += " : status = ";
		strLog += getAudioStatus(it->second.uiSource);
		log(strLog);
	}

}

void TE::TEAudio::play(ALuint uiSource)
{
	alSourcePlay(uiSource);
	MAP_AUDIOINFO::iterator it = m_mapAudioInfo.find(uiSource);
	it->second.iStatus = AL_PLAYING;
}

void TE::TEAudio::pause(ALuint uiSource)
{
	alSourcePause(uiSource);
}

void TE::TEAudio::stop(ALuint uiSource)
{
	alSourceStop(uiSource);
}

void TE::TEAudio::rewind(ALuint uiSource)
{
	alSourceRewind(uiSource);
	alSourcePlay(uiSource);
}

std::string TE::TEAudio::getAudioName( ALuint uiSource )
{
	MAP_AUDIOINFO::iterator it = m_mapAudioInfo.find(uiSource);

	return (it->second.strAudioName);
}

std::string TE::TEAudio::getAudioStatus( ALuint uiSource )
{
	MAP_AUDIOINFO::iterator it = m_mapAudioInfo.find(uiSource);

	std::string strStatus = "AL_SOURCE_STATE";
	switch (it->second.iStatus)
	{
	case AL_INITIAL:
		strStatus = "AL_INITIAL";
		break;
	case AL_PLAYING:
		strStatus = "AL_PLAYING";
		break;
	case AL_PAUSED:
		strStatus = "AL_PAUSED";
		break;
	case AL_STOPPED:
		strStatus = "AL_STOPPED";
		break;
	default:
		break;
	}
	
	return strStatus;
}

void TE::TEAudio::setVolume(ALuint uiSid, ALenum eParam, ALfloat fValue)
{
	MAP_AUDIOINFO::iterator it = m_mapAudioInfo.find(uiSid);
	if (it != m_mapAudioInfo.end())
	{
		alSourcef(it->first, AL_GAIN, fValue);
	}
}


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