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 }