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Disable SLESRenderer

Daniele Bartolini há 12 anos atrás
pai
commit
378bbbdbfe
1 ficheiros alterados com 63 adições e 292 exclusões
  1. 63 292
      engine/audio/sles/SLESRenderer.cpp

+ 63 - 292
engine/audio/sles/SLESRenderer.cpp

@@ -44,43 +44,43 @@ public:
 	//-----------------------------------------------------------------------------
 	void init()
 	{
-		SLresult result;
+		// SLresult result;
 
-		const SLInterfaceID ids[] = {SL_IID_ENGINE};
-		const SLboolean reqs[] = {SL_BOOLEAN_TRUE};
+		// const SLInterfaceID ids[] = {SL_IID_ENGINE};
+		// const SLboolean reqs[] = {SL_BOOLEAN_TRUE};
 
-		result = slCreateEngine(&m_engine_obj, 0, NULL, 1, ids, reqs);
-		result = (*m_engine_obj)->Realize(m_engine_obj, SL_BOOLEAN_FALSE);
+		// result = slCreateEngine(&m_engine_obj, 0, NULL, 1, ids, reqs);
+		// result = (*m_engine_obj)->Realize(m_engine_obj, SL_BOOLEAN_FALSE);
 
-		result = (*m_engine_obj)->GetInterface(m_engine_obj, SL_IID_ENGINE, &m_engine);
+		// result = (*m_engine_obj)->GetInterface(m_engine_obj, SL_IID_ENGINE, &m_engine);
 
-		const SLInterfaceID ids1[] = {SL_IID_VOLUME};
-		const SLboolean reqs1[] = {SL_BOOLEAN_FALSE};
+		// const SLInterfaceID ids1[] = {SL_IID_VOLUME};
+		// const SLboolean reqs1[] = {SL_BOOLEAN_FALSE};
 
-		result = (*m_engine)->CreateOutputMix(m_engine, &m_out_mix_obj, 1, ids1, reqs1); 
-		result = (*m_out_mix_obj)->Realize(m_out_mix_obj, SL_BOOLEAN_FALSE);
+		// result = (*m_engine)->CreateOutputMix(m_engine, &m_out_mix_obj, 1, ids1, reqs1); 
+		// result = (*m_out_mix_obj)->Realize(m_out_mix_obj, SL_BOOLEAN_FALSE);
 	}
 
 	//-----------------------------------------------------------------------------
 	void shutdown()
 	{
-		for (uint32_t i = 0; i < MAX_SOUNDS; i++)
-		{
-			m_sounds[i].destroy();
-		}
-
-		if (m_out_mix_obj)
-		{
-			(*m_out_mix_obj)->Destroy(m_out_mix_obj);
-			m_out_mix_obj = NULL;
-		}
-
-		if (m_engine_obj)
-		{
-			(*m_engine_obj)->Destroy(m_engine_obj);
-			m_engine_obj = NULL;
-			m_engine = NULL;
-		}
+		// for (uint32_t i = 0; i < MAX_SOUNDS; i++)
+		// {
+		// 	m_sounds[i].destroy();
+		// }
+
+		// if (m_out_mix_obj)
+		// {
+		// 	(*m_out_mix_obj)->Destroy(m_out_mix_obj);
+		// 	m_out_mix_obj = NULL;
+		// }
+
+		// if (m_engine_obj)
+		// {
+		// 	(*m_engine_obj)->Destroy(m_engine_obj);
+		// 	m_engine_obj = NULL;
+		// 	m_engine = NULL;
+		// }
 	}
 
 public:
@@ -90,275 +90,46 @@ public:
 
 	SLObjectItf 					m_out_mix_obj;
 
-	Sound 							m_sounds[MAX_SOUNDS];
-
 private:
 
 	friend class SoundRenderer;
 };
 
-//-----------------------------------------------------------------------------
-SoundRenderer::SoundRenderer(Allocator& allocator) :
-	m_allocator(allocator),
-	m_impl(NULL),
-	m_is_paused(false),
-	m_num_sounds(0)
-{
-	m_impl = CE_NEW(m_allocator, SoundRendererImpl);
-}
-
-//-----------------------------------------------------------------------------
-SoundRenderer::~SoundRenderer()
-{
-	if (m_impl)
-	{
-		CE_DELETE(m_allocator, m_impl);
-	}
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::init()
-{
-	m_impl->init();
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::shutdown()
-{
-	m_impl->shutdown();
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::pause()
-{
-	for (uint32_t i = 0; i < MAX_SOUNDS; i++)
-	{
-		if (m_impl->m_sounds[i].is_playing())
-		{
-			m_impl->m_sounds[i].pause();
-		}
-	}
-
-	m_is_paused = true;
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::unpause()
-{
-	for (uint32_t i = 0; i < MAX_SOUNDS; i++)
-	{
-		if (m_impl->m_sounds[i].is_created() && !m_impl->m_sounds[i].is_playing())
-		{
-			m_impl->m_sounds[i].unpause();
-		}
-	}
-
-	m_is_paused = false;
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::frame()
-{
-	// Not needed because openSL|ES works through a callback mechanism making
-	// streamed-sound's update tricky with frame function. 
-	// When we will manage phisical aspect of sound then we will implement this.
-}
-
-//-----------------------------------------------------------------------------
-uint32_t SoundRenderer::num_sounds()
-{
-	return m_num_sounds;
-}
-
-//-----------------------------------------------------------------------------
-SoundId SoundRenderer::create_sound(SoundResource* resource)
-{
-	SoundId id = m_sounds_id_table.create();
-
-	m_impl->m_sounds[id.index].create(m_impl->m_engine, m_impl->m_out_mix_obj, resource);
-
-	m_num_sounds++;
-
-	return id;
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::destroy_sound(SoundId id)
-{
-	CE_ASSERT(m_sounds_id_table.has(id), "Sound does not exists");
-
-	m_impl->m_sounds[id.index].destroy();
-
-	m_sounds_id_table.destroy(id);
-
-	m_num_sounds--;
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::play_sound(SoundId id)
-{
-	CE_ASSERT(m_sounds_id_table.has(id), "Sound does not exists");
-
-	m_impl->m_sounds[id.index].play();
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::pause_sound(SoundId id)
-{
-	CE_ASSERT(m_sounds_id_table.has(id), "Sound does not exists");
-
-	m_impl->m_sounds[id.index].pause();
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_sound_loop(SoundId id, bool loop)
-{
-	CE_ASSERT(m_sounds_id_table.has(id), "Sound does not exists");
-
-	m_impl->m_sounds[id.index].loop(loop);
-}
-
-//-----------------------------------------------------------------------------
-bool SoundRenderer::sound_playing(SoundId id)
-{
-	CE_ASSERT(m_sounds_id_table.has(id), "Sound does not exist");
-
-	return m_impl->m_sounds[id.index].is_playing();
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_listener(const Vector3& /*pos*/, const Vector3& /*vel*/, const Vector3& /*or_up*/, const Vector3& /*or_at*/) const
-{
-	Log::w("Stub");
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_sound_min_distance(SoundId /*id*/,  const float /*min_distance*/)
-{
-	Log::w("Stub");
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_sound_max_distance(SoundId /*id*/,  const float /*max_distance*/)
-{
-	Log::w("Stub");
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_sound_position(SoundId /*id*/, const Vector3& /*pos*/)
-{
-	Log::w("Stub");
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_sound_velocity(SoundId /*id*/, const Vector3& /*vel*/)
-{
-	Log::w("Stub");
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_sound_direction(SoundId /*id*/, const Vector3& /*dir*/)
-{
-	Log::w("Stub");
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_sound_pitch(SoundId /*id*/, const float /*pitch*/)
-{
-	Log::w("Stub");
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_sound_gain(SoundId /*id*/, const float /*gain*/)
-{
-	Log::w("Stub");
-}
-
-//-----------------------------------------------------------------------------
-void SoundRenderer::set_sound_rolloff(SoundId /*id*/, const float /*rolloff*/)
-{
-	Log::w("Stub");
-}
-
-//-----------------------------------------------------------------------------
-float SoundRenderer::sound_min_distance(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return 0;
-}
-
-//-----------------------------------------------------------------------------
-float SoundRenderer::sound_max_distance(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return 0;
-}
-
-//-----------------------------------------------------------------------------
-Vector3 SoundRenderer::sound_position(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return Vector3::ZERO;
-}
-
-//-----------------------------------------------------------------------------
-Vector3 SoundRenderer::sound_velocity(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return Vector3::ZERO;
-}
-
-//-----------------------------------------------------------------------------
-Vector3 SoundRenderer::sound_direction(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return Vector3::ZERO;
-}
-
-//-----------------------------------------------------------------------------
-float SoundRenderer::sound_pitch(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return 0;
-}
-
-//-----------------------------------------------------------------------------
-float SoundRenderer::sound_gain(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return 0;
-}
-
-//-----------------------------------------------------------------------------
-float SoundRenderer::sound_rolloff(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return 0;
-}
-
-//-----------------------------------------------------------------------------
-int32_t SoundRenderer::sound_queued_buffers(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return 0;
-}
-
-//-----------------------------------------------------------------------------
-int32_t SoundRenderer::sound_processed_buffers(SoundId /*id*/) const
-{
-	Log::w("Stub");
-
-	return 0;
-}
-
+SoundRenderer::SoundRenderer(Allocator& allocator) : m_allocator(allocator) {}
+SoundRenderer::~SoundRenderer() {}
+void SoundRenderer::init() {}
+void SoundRenderer::shutdown() {}
+void SoundRenderer::pause() {}
+void SoundRenderer::unpause() {}
+void SoundRenderer::frame() {}
+void SoundRenderer::set_listener(const Vector3& pos, const Vector3& vel, const Vector3& or_up, const Vector3& or_at) const {}
+SoundBufferId SoundRenderer::create_sound_buffer(void* data, size_t size, uint32_t sample_rate, uint32_t num_channels, uint16_t bits_ps) {}
+void SoundRenderer::destroy_sound_buffer(SoundBufferId id) {}
+SoundSourceId SoundRenderer::create_sound_source() {}
+void SoundRenderer::destroy_sound_source(SoundSourceId id) {}
+void SoundRenderer::bind_buffer(SoundBufferId buffer, SoundSourceId source) {}
+void SoundRenderer::unbind_buffer(SoundSourceId id) {}
+void SoundRenderer::play_sound(SoundSourceId id) {}
+void SoundRenderer::pause_sound(SoundSourceId id) {}
+void SoundRenderer::set_sound_loop(SoundSourceId id, bool loop) {}
+void SoundRenderer::set_sound_min_distance(SoundSourceId id, const float min_distance) {}
+void SoundRenderer::set_sound_max_distance(SoundSourceId id, const float max_distance) {}
+void SoundRenderer::set_sound_position(SoundSourceId id, const Vector3& pos) {}
+void SoundRenderer::set_sound_velocity(SoundSourceId id, const Vector3& vel) {}
+void SoundRenderer::set_sound_direction(SoundSourceId id, const Vector3& dir) {}
+void SoundRenderer::set_sound_pitch(SoundSourceId id, const float pitch) {}
+void SoundRenderer::set_sound_gain(SoundSourceId id, const float gain) {}
+void SoundRenderer::set_sound_rolloff(SoundSourceId id, const float rolloff) {}
+float SoundRenderer::sound_min_distance(SoundSourceId id) const {}
+float SoundRenderer::sound_max_distance(SoundSourceId id) const {}
+Vector3 SoundRenderer::sound_position(SoundSourceId id) const {}
+Vector3 SoundRenderer::sound_velocity(SoundSourceId id) const {}
+Vector3 SoundRenderer::sound_direction(SoundSourceId id) const {}
+float SoundRenderer::sound_pitch(SoundSourceId id) const {}
+float SoundRenderer::sound_gain(SoundSourceId id) const {}
+float SoundRenderer::sound_rolloff(SoundSourceId id) const {}
+int32_t SoundRenderer::sound_queued_buffers(SoundSourceId id) const {}
+int32_t SoundRenderer::sound_processed_buffers(SoundSourceId id) const {}
+bool SoundRenderer::sound_playing(SoundSourceId id) {}
 
 } // namespace crown