1 /* 2 * BSD 3-Clause License 3 * 4 * Copyright (c) 2016, Mango-Engine Team 5 * All rights reserved. 6 * 7 * Redistribution and use in source and binary forms, with or without 8 * modification, are permitted provided that the following conditions are met: 9 * 10 * * Redistributions of source code must retain the above copyright notice, this 11 * list of conditions and the following disclaimer. 12 * 13 * * Redistributions in binary form must reproduce the above copyright notice, 14 * this list of conditions and the following disclaimer in the documentation 15 * and/or other materials provided with the distribution. 16 * 17 * * Neither the name of the copyright holder nor the names of its 18 * contributors may be used to endorse or promote products derived from 19 * this software without specific prior written permission. 20 * 21 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 22 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 23 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 24 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE 25 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 26 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 27 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 28 * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, 29 * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 30 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 module mango_engine.audio; 33 34 import mango_engine.game; 35 import mango_engine.event.core; 36 37 import blocksound.core; 38 import blocksound.audio; 39 40 import gl3n.linalg; 41 42 // Name conflict with mango_engine.audio.AudioManager 43 package alias blocksound_AudioManager = blocksound.audio.AudioManager; 44 45 class AudioManager { 46 private shared GameManager _game; 47 private shared blocksound_AudioManager _audioManager; 48 49 @property GameManager game() @trusted nothrow { return cast(GameManager) _game; } 50 51 @property blocksound_AudioManager audioManager() @trusted nothrow { return cast(blocksound_AudioManager) _audioManager; } 52 53 this(GameManager game) @trusted { 54 this._game = cast(shared) game; 55 56 game.eventManager.registerEventHook(EngineCleanupEvent.classinfo.name, 57 EventHook((Event e) { 58 audioManager.cleanup(); 59 }, false) // We need to cleanup the context in the same thread it was created 60 ); 61 62 blocksound_Init(); 63 64 _audioManager = cast(shared) new blocksound_AudioManager(); 65 } 66 67 void setListenerLocation(vec3 location) @safe { 68 audioManager.listenerLocation = Vec3(location.x, location.y, location.z); 69 } 70 71 void setGain(float gain) @safe { 72 audioManager.gain = gain; 73 } 74 75 vec3 getListenerLocation() @safe { 76 return vec3(audioManager.listenerLocation.x, audioManager.listenerLocation.y, audioManager.listenerLocation.z); 77 } 78 79 float getGain() @safe { 80 return audioManager.gain; 81 } 82 }