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Source.cpp
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// Include necessary headers
#include <AL/al.h>
#include <AL/alc.h>
#include <vector>
#include <iostream>
#include <cmath>
// Function to initialize OpenAL and create a context
ALCdevice* InitOpenAL(ALCcontext*& context) {
ALCdevice* device = alcOpenDevice(nullptr); // Open default device
if (!device) {
std::cerr << "Failed to open OpenAL device." << std::endl;
return nullptr;
}
context = alcCreateContext(device, nullptr);
if (!context) {
std::cerr << "Failed to create OpenAL context." << std::endl;
alcCloseDevice(device);
return nullptr;
}
alcMakeContextCurrent(context);
return device;
}
// Function to clean up OpenAL resources
void CleanUpOpenAL(ALCdevice* device, ALCcontext* context) {
alcMakeContextCurrent(nullptr);
alcDestroyContext(context);
alcCloseDevice(device);
}
// Function to configure 3D listener properties
void ConfigureListener() {
ALfloat listenerPos[] = { 0.0f, 0.0f, 0.0f };
ALfloat listenerVel[] = { 0.0f, 0.0f, 0.0f };
ALfloat listenerOri[] = { 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f }; // Forward and Up vectors
alListenerfv(AL_POSITION, listenerPos);
alListenerfv(AL_VELOCITY, listenerVel);
alListenerfv(AL_ORIENTATION, listenerOri);
}
// Function to load and play a sound buffer in 3D space
ALuint LoadSoundBuffer(const std::string& filename) {
// Dummy implementation: You would normally load data here using libraries like libsndfile
ALuint buffer;
alGenBuffers(1, &buffer);
// Load audio data into buffer... (omitted for simplicity)
return buffer;
}
// Function to create a source for 3D playback
void Create3DSource(ALuint buffer, const ALfloat* sourcePos, const ALfloat* sourceVel) {
ALuint source;
alGenSources(1, &source);
alSourcef(source, AL_PITCH, 1.0f);
alSourcef(source, AL_GAIN, 1.0f);
alSourcefv(source, AL_POSITION, sourcePos);
alSourcefv(source, AL_VELOCITY, sourceVel);
alSourcei(source, AL_LOOPING, AL_FALSE);
alSourcei(source, AL_BUFFER, buffer);
alSourcePlay(source);
}
// Implement reverberation effect using OpenAL EFX (OpenAL Effects Extension)
void ApplyReverb(ALuint source) {
ALuint effect;
alGenEffects(1, &effect);
alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
alEffectf(effect, AL_REVERB_DECAY_TIME, 2.0f); // Example reverb parameters
ALuint effectSlot;
alGenAuxiliaryEffectSlots(1, &effectSlot);
alAuxiliaryEffectSloti(effectSlot, AL_EFFECTSLOT_EFFECT, effect);
alSource3i(source, AL_AUXILIARY_SEND_FILTER, effectSlot, 0, AL_FILTER_NULL);
}
// Simulating beamforming for spatial audio accuracy
void BeamformAudio(ALuint source, float angle) {
// Set directional parameters to simulate beamforming
ALfloat direction[] = { std::cos(angle), 0.0f, std::sin(angle) };
alSourcefv(source, AL_DIRECTION, direction);
alSourcef(source, AL_CONE_INNER_ANGLE, 30.0f); // Narrow cone for focused sound
alSourcef(source, AL_CONE_OUTER_ANGLE, 60.0f); // Wider cone for fading sound
alSourcef(source, AL_CONE_OUTER_GAIN, 0.1f); // Attenuate outside the cone
}
// Entry point
int main() {
ALCcontext* context;
ALCdevice* device = InitOpenAL(context);
if (!device) {
return -1;
}
ConfigureListener();
// Example source setup
ALfloat sourcePos[] = { 2.0f, 0.0f, -5.0f };
ALfloat sourceVel[] = { 0.0f, 0.0f, 0.0f };
ALuint buffer = LoadSoundBuffer("sound.wav");
Create3DSource(buffer, sourcePos, sourceVel);
// Apply reverberation
ApplyReverb(buffer);
// Apply beamforming simulation
BeamformAudio(buffer, 45.0f * (3.14159f / 180.0f));
// Main loop
while (true) {
// Placeholder for a real-time rendering loop
}
// Clean up OpenAL resources
CleanUpOpenAL(device, context);
return 0;
}