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- // 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<Array<Sound>>;
- }
- 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<Array<SoundTrack>>;
- /**
- * 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<Sound>;
- /**
- * 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<Sound> {
- 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<SoundTrack>();
- scene.sounds = new Array<Sound>();
- }
- /**
- * 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<Camera>;
- 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();
- }
- }
- }
- }
- }
- }
- }
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