import {Engine} from "Engine" import {Camera} from "Cameras" import { Sound, SoundTrack } from "Audio"; import { Nullable } from "types"; import { Scene } from "scene"; import { Matrix, Vector3 } from "Math"; import { SceneComponentConstants, ISceneSerializableComponent } from "sceneComponent"; // Adds the parser to the scene parsers. AbstractScene.AddParser(SceneComponentConstants.NAME_AUDIO, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => { // TODO: add sound var loadedSounds: Sound[] = []; var loadedSound: Sound; container.sounds = container.sounds || []; if (parsedData.sounds !== undefined && parsedData.sounds !== null) { for (let index = 0, cache = parsedData.sounds.length; index < cache; index++) { var parsedSound = parsedData.sounds[index]; if (Engine.audioEngine.canUseWebAudio) { if (!parsedSound.url) { parsedSound.url = parsedSound.name; } if (!loadedSounds[parsedSound.url]) { loadedSound = Sound.Parse(parsedSound, scene, rootUrl); loadedSounds[parsedSound.url] = loadedSound; container.sounds.push(loadedSound); } else { container.sounds.push(Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url])); } } else { container.sounds.push(new Sound(parsedSound.name, null, scene)); } } } loadedSounds = []; }); export interface AbstractScene { /** * The list of sounds used in the scene. */ sounds: Nullable>; } export interface Scene { /** * @hidden * Backing field */ _mainSoundTrack: SoundTrack; /** * The main sound track played by the scene. * It cotains your primary collection of sounds. */ mainSoundTrack: SoundTrack; /** * The list of sound tracks added to the scene * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music */ soundTracks: Nullable>; /** * Gets a sound using a given name * @param name defines the name to search for * @return the found sound or null if not found at all. */ getSoundByName(name: string): Nullable; /** * Gets or sets if audio support is enabled * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music */ audioEnabled: boolean; /** * Gets or sets if audio will be output to headphones * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music */ headphone: boolean; } Object.defineProperty(Scene.prototype, "mainSoundTrack", { get: function(this: Scene) { let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent; if (!compo) { compo = new AudioSceneComponent(this); this._addComponent(compo); } if (!this._mainSoundTrack) { this._mainSoundTrack = new SoundTrack(this, { mainTrack: true }); } return this._mainSoundTrack; }, enumerable: true, configurable: true }); Scene.prototype.getSoundByName = function(name: string): Nullable { var index: number; for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) { if (this.mainSoundTrack.soundCollection[index].name === name) { return this.mainSoundTrack.soundCollection[index]; } } if (this.soundTracks) { for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) { for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) { if (this.soundTracks[sdIndex].soundCollection[index].name === name) { return this.soundTracks[sdIndex].soundCollection[index]; } } } } return null; }; Object.defineProperty(Scene.prototype, "audioEnabled", { get: function(this: Scene) { let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent; if (!compo) { compo = new AudioSceneComponent(this); this._addComponent(compo); } return compo.audioEnabled; }, set: function(this: Scene, value: boolean) { let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent; if (!compo) { compo = new AudioSceneComponent(this); this._addComponent(compo); } if (value) { compo.enableAudio(); } else { compo.disableAudio(); } }, enumerable: true, configurable: true }); Object.defineProperty(Scene.prototype, "headphone", { get: function(this: Scene) { let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent; if (!compo) { compo = new AudioSceneComponent(this); this._addComponent(compo); } return compo.headphone; }, set: function(this: Scene, value: boolean) { let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent; if (!compo) { compo = new AudioSceneComponent(this); this._addComponent(compo); } if (value) { compo.switchAudioModeForHeadphones(); } else { compo.switchAudioModeForNormalSpeakers(); } }, enumerable: true, configurable: true }); /** * Defines the sound scene component responsible to manage any sounds * in a given scene. */ export class AudioSceneComponent implements ISceneSerializableComponent { /** * The component name helpfull to identify the component in the list of scene components. */ public readonly name = SceneComponentConstants.NAME_AUDIO; /** * The scene the component belongs to. */ public scene: Scene; private _audioEnabled = true; /** * Gets whether audio is enabled or not. * Please use related enable/disable method to switch state. */ public get audioEnabled(): boolean { return this._audioEnabled; } private _headphone = false; /** * Gets whether audio is outputing to headphone or not. * Please use the according Switch methods to change output. */ public get headphone(): boolean { return this._headphone; } /** * Creates a new instance of the component for the given scene * @param scene Defines the scene to register the component in */ constructor(scene: Scene) { this.scene = scene; scene.soundTracks = new Array(); scene.sounds = new Array(); } /** * Registers the component in a given scene */ public register(): void { this.scene._afterRenderStage.registerStep(SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender); } /** * Rebuilds the elements related to this component in case of * context lost for instance. */ public rebuild(): void { // Nothing to do here. (Not rendering related) } /** * Serializes the component data to the specified json object * @param serializationObject The object to serialize to */ public serialize(serializationObject: any): void { serializationObject.sounds = []; if (this.scene.soundTracks) { for (var index = 0; index < this.scene.soundTracks.length; index++) { var soundtrack = this.scene.soundTracks[index]; for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) { serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize()); } } } } /** * Adds all the element from the container to the scene * @param container the container holding the elements */ public addFromContainer(container: AbstractScene): void { if (!container.sounds) { return; } container.sounds.forEach((sound) => { sound.play(); sound.autoplay = true; this.scene.mainSoundTrack.AddSound(sound); }); } /** * Removes all the elements in the container from the scene * @param container contains the elements to remove */ public removeFromContainer(container: AbstractScene): void { if (!container.sounds) { return; } container.sounds.forEach((sound) => { sound.stop(); sound.autoplay = false; this.scene.mainSoundTrack.RemoveSound(sound); }); } /** * Disposes the component and the associated ressources. */ public dispose(): void { const scene = this.scene; if (scene._mainSoundTrack) { scene.mainSoundTrack.dispose(); } if (scene.soundTracks) { for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) { scene.soundTracks[scIndex].dispose(); } } } /** * Disables audio in the associated scene. */ public disableAudio() { const scene = this.scene; this._audioEnabled = false; let i: number; for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) { scene.mainSoundTrack.soundCollection[i].pause(); } if (scene.soundTracks) { for (i = 0; i < scene.soundTracks.length; i++) { for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) { scene.soundTracks[i].soundCollection[j].pause(); } } } } /** * Enables audio in the associated scene. */ public enableAudio() { const scene = this.scene; this._audioEnabled = true; let i: number; for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) { if (scene.mainSoundTrack.soundCollection[i].isPaused) { scene.mainSoundTrack.soundCollection[i].play(); } } if (scene.soundTracks) { for (i = 0; i < scene.soundTracks.length; i++) { for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) { if (scene.soundTracks[i].soundCollection[j].isPaused) { scene.soundTracks[i].soundCollection[j].play(); } } } } } /** * Switch audio to headphone output. */ public switchAudioModeForHeadphones() { const scene = this.scene; this._headphone = true; scene.mainSoundTrack.switchPanningModelToHRTF(); if (scene.soundTracks) { for (var i = 0; i < scene.soundTracks.length; i++) { scene.soundTracks[i].switchPanningModelToHRTF(); } } } /** * Switch audio to normal speakers. */ public switchAudioModeForNormalSpeakers() { const scene = this.scene; this._headphone = false; scene.mainSoundTrack.switchPanningModelToEqualPower(); if (scene.soundTracks) { for (var i = 0; i < scene.soundTracks.length; i++) { scene.soundTracks[i].switchPanningModelToEqualPower(); } } } private _afterRender() { const scene = this.scene; if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) { return; } var listeningCamera: Nullable; var audioEngine = Engine.audioEngine; if (scene.activeCameras.length > 0) { listeningCamera = scene.activeCameras[0]; } else { listeningCamera = scene.activeCamera; } if (listeningCamera && audioEngine.audioContext) { audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z); // for VR cameras if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) { listeningCamera = listeningCamera.rigCameras[0]; } var mat = Matrix.Invert(listeningCamera.getViewMatrix()); var cameraDirection = Vector3.TransformNormal(new Vector3(0, 0, -1), mat); cameraDirection.normalize(); // To avoid some errors on GearVR if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) { audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0); } var i: number; for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) { var sound = scene.mainSoundTrack.soundCollection[i]; if (sound.useCustomAttenuation) { sound.updateDistanceFromListener(); } } if (scene.soundTracks) { for (i = 0; i < scene.soundTracks.length; i++) { for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) { sound = scene.soundTracks[i].soundCollection[j]; if (sound.useCustomAttenuation) { sound.updateDistanceFromListener(); } } } } } } }