| 1 | // Copyright (C) 2022 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-3.0-only |
| 3 | #include "qaudioroom_p.h" |
| 4 | #include "qspatialsound_p.h" |
| 5 | #include "qaudiolistener.h" |
| 6 | #include "qaudioengine_p.h" |
| 7 | #include "resonance_audio.h" |
| 8 | #include <qaudiosink.h> |
| 9 | #include <qurl.h> |
| 10 | #include <qdebug.h> |
| 11 | #include <qaudiodecoder.h> |
| 12 | |
| 13 | QT_BEGIN_NAMESPACE |
| 14 | |
| 15 | /*! |
| 16 | \class QSpatialSound |
| 17 | \inmodule QtSpatialAudio |
| 18 | \ingroup spatialaudio |
| 19 | \ingroup multimedia_audio |
| 20 | |
| 21 | \brief A sound object in 3D space. |
| 22 | |
| 23 | QSpatialSound represents an audible object in 3D space. You can define |
| 24 | its position and orientation in space, set the sound it is playing and define a |
| 25 | volume for the object. |
| 26 | |
| 27 | The object can have different attenuation behavior, emit sound mainly in one direction |
| 28 | or spherically, and behave as if occluded by some other object. |
| 29 | */ |
| 30 | |
| 31 | /*! |
| 32 | Creates a spatial sound source for \a engine. The object can be placed in |
| 33 | 3D space and will be louder the closer to the listener it is. |
| 34 | */ |
| 35 | QSpatialSound::QSpatialSound(QAudioEngine *engine) |
| 36 | : d(new QSpatialSoundPrivate(this)) |
| 37 | { |
| 38 | setEngine(engine); |
| 39 | } |
| 40 | |
| 41 | /*! |
| 42 | Destroys the sound source. |
| 43 | */ |
| 44 | QSpatialSound::~QSpatialSound() |
| 45 | { |
| 46 | setEngine(nullptr); |
| 47 | } |
| 48 | |
| 49 | /*! |
| 50 | \property QSpatialSound::position |
| 51 | |
| 52 | Defines the position of the sound source in 3D space. Units are in centimeters |
| 53 | by default. |
| 54 | |
| 55 | \sa QAudioEngine::distanceScale |
| 56 | */ |
| 57 | void QSpatialSound::setPosition(QVector3D pos) |
| 58 | { |
| 59 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 60 | pos *= ep->distanceScale; |
| 61 | d->pos = pos; |
| 62 | if (ep) |
| 63 | ep->resonanceAudio->api->SetSourcePosition(source_id: d->sourceId, x: pos.x(), y: pos.y(), z: pos.z()); |
| 64 | emit positionChanged(); |
| 65 | } |
| 66 | |
| 67 | QVector3D QSpatialSound::position() const |
| 68 | { |
| 69 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 70 | return d->pos/ep->distanceScale; |
| 71 | } |
| 72 | |
| 73 | /*! |
| 74 | \property QSpatialSound::rotation |
| 75 | |
| 76 | Defines the orientation of the sound source in 3D space. |
| 77 | */ |
| 78 | void QSpatialSound::setRotation(const QQuaternion &q) |
| 79 | { |
| 80 | d->rotation = q; |
| 81 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 82 | if (ep) |
| 83 | ep->resonanceAudio->api->SetSourceRotation(source_id: d->sourceId, x: q.x(), y: q.y(), z: q.z(), w: q.scalar()); |
| 84 | emit rotationChanged(); |
| 85 | } |
| 86 | |
| 87 | QQuaternion QSpatialSound::rotation() const |
| 88 | { |
| 89 | return d->rotation; |
| 90 | } |
| 91 | |
| 92 | /*! |
| 93 | \property QSpatialSound::volume |
| 94 | |
| 95 | Defines the volume of the sound. |
| 96 | |
| 97 | Values between 0 and 1 will attenuate the sound, while values above 1 |
| 98 | provide an additional gain boost. |
| 99 | */ |
| 100 | void QSpatialSound::setVolume(float volume) |
| 101 | { |
| 102 | if (d->volume == volume) |
| 103 | return; |
| 104 | d->volume = volume; |
| 105 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 106 | if (ep) |
| 107 | ep->resonanceAudio->api->SetSourceVolume(source_id: d->sourceId, volume: d->volume*d->wallDampening); |
| 108 | emit volumeChanged(); |
| 109 | } |
| 110 | |
| 111 | float QSpatialSound::volume() const |
| 112 | { |
| 113 | return d->volume; |
| 114 | } |
| 115 | |
| 116 | /*! |
| 117 | \enum QSpatialSound::DistanceModel |
| 118 | |
| 119 | Defines how the volume of the sound scales with distance to the listener. |
| 120 | |
| 121 | \value Logarithmic Volume decreases logarithmically with distance. |
| 122 | \value Linear Volume decreases linearly with distance. |
| 123 | \value ManualAttenuation Attenuation is defined manually using the |
| 124 | \l manualAttenuation property. |
| 125 | */ |
| 126 | |
| 127 | /*! |
| 128 | \property QSpatialSound::distanceModel |
| 129 | |
| 130 | Defines distance model for this sound source. The volume starts scaling down |
| 131 | from \l size to \l distanceCutoff. The volume is constant for distances smaller |
| 132 | than size and zero for distances larger than the cutoff distance. |
| 133 | |
| 134 | \sa QSpatialSound::DistanceModel |
| 135 | */ |
| 136 | void QSpatialSound::setDistanceModel(DistanceModel model) |
| 137 | { |
| 138 | if (d->distanceModel == model) |
| 139 | return; |
| 140 | d->distanceModel = model; |
| 141 | |
| 142 | d->updateDistanceModel(); |
| 143 | emit distanceModelChanged(); |
| 144 | } |
| 145 | |
| 146 | void QSpatialSoundPrivate::updateDistanceModel() |
| 147 | { |
| 148 | if (!engine || sourceId < 0) |
| 149 | return; |
| 150 | auto *ep = QAudioEnginePrivate::get(engine); |
| 151 | |
| 152 | vraudio::DistanceRolloffModel dm = vraudio::kLogarithmic; |
| 153 | switch (distanceModel) { |
| 154 | case QSpatialSound::DistanceModel::Linear: |
| 155 | dm = vraudio::kLinear; |
| 156 | break; |
| 157 | case QSpatialSound::DistanceModel::ManualAttenuation: |
| 158 | dm = vraudio::kNone; |
| 159 | break; |
| 160 | default: |
| 161 | break; |
| 162 | } |
| 163 | |
| 164 | ep->resonanceAudio->api->SetSourceDistanceModel(source_id: sourceId, rolloff: dm, min_distance: size, max_distance: distanceCutoff); |
| 165 | } |
| 166 | |
| 167 | void QSpatialSoundPrivate::updateRoomEffects() |
| 168 | { |
| 169 | if (!engine || sourceId < 0) |
| 170 | return; |
| 171 | auto *ep = QAudioEnginePrivate::get(engine); |
| 172 | if (!ep->currentRoom) |
| 173 | return; |
| 174 | auto *rp = QAudioRoomPrivate::get(r: ep->currentRoom); |
| 175 | if (!rp) |
| 176 | return; |
| 177 | |
| 178 | QVector3D roomDim2 = ep->currentRoom->dimensions()/2.; |
| 179 | QVector3D roomPos = ep->currentRoom->position(); |
| 180 | QQuaternion roomRot = ep->currentRoom->rotation(); |
| 181 | QVector3D dist = pos - roomPos; |
| 182 | // transform into room coordinates |
| 183 | dist = roomRot.rotatedVector(vector: dist); |
| 184 | if (qAbs(t: dist.x()) <= roomDim2.x() && |
| 185 | qAbs(t: dist.y()) <= roomDim2.y() && |
| 186 | qAbs(t: dist.z()) <= roomDim2.z()) { |
| 187 | // Source is inside room, apply |
| 188 | ep->resonanceAudio->api->SetSourceRoomEffectsGain(source_id: sourceId, room_effects_gain: 1); |
| 189 | wallDampening = 1.; |
| 190 | wallOcclusion = 0.; |
| 191 | } else { |
| 192 | // ### calculate room occlusion and dampening |
| 193 | // This is a bit of heuristics on top of the heuristic dampening/occlusion numbers for walls |
| 194 | // |
| 195 | // We basically cast a ray from the listener through the walls. If walls have different characteristics |
| 196 | // and we get close to a corner, we try to use some averaging to avoid abrupt changes |
| 197 | auto relativeListenerPos = ep->listenerPosition() - roomPos; |
| 198 | relativeListenerPos = roomRot.rotatedVector(vector: relativeListenerPos); |
| 199 | |
| 200 | auto direction = dist.normalized(); |
| 201 | enum { |
| 202 | X, Y, Z |
| 203 | }; |
| 204 | // Very rough approximation, use the size of the source plus twice the size of our head. |
| 205 | // One could probably improve upon this. |
| 206 | const float transitionDistance = size + 0.4; |
| 207 | QAudioRoom::Wall walls[3]; |
| 208 | walls[X] = direction.x() > 0 ? QAudioRoom::RightWall : QAudioRoom::LeftWall; |
| 209 | walls[Y] = direction.y() > 0 ? QAudioRoom::FrontWall : QAudioRoom::BackWall; |
| 210 | walls[Z] = direction.z() > 0 ? QAudioRoom::Ceiling : QAudioRoom::Floor; |
| 211 | float factors[3] = { 0., 0., 0. }; |
| 212 | bool foundWall = false; |
| 213 | if (direction.x() != 0) { |
| 214 | float sign = direction.x() > 0 ? 1.f : -1.f; |
| 215 | float dx = sign * roomDim2.x() - relativeListenerPos.x(); |
| 216 | QVector3D intersection = relativeListenerPos + direction*dx/direction.x(); |
| 217 | float dy = roomDim2.y() - qAbs(t: intersection.y()); |
| 218 | float dz = roomDim2.z() - qAbs(t: intersection.z()); |
| 219 | if (dy > 0 && dz > 0) { |
| 220 | // qDebug() << "Hit with wall X" << walls[0] << dy << dz; |
| 221 | // Ray is hitting this wall |
| 222 | factors[Y] = qMax(a: 0.f, b: 1.f/3.f - dy/transitionDistance); |
| 223 | factors[Z] = qMax(a: 0.f, b: 1.f/3.f - dz/transitionDistance); |
| 224 | factors[X] = 1.f - factors[Y] - factors[Z]; |
| 225 | foundWall = true; |
| 226 | } |
| 227 | } |
| 228 | if (!foundWall && direction.y() != 0) { |
| 229 | float sign = direction.y() > 0 ? 1.f : -1.f; |
| 230 | float dy = sign * roomDim2.y() - relativeListenerPos.y(); |
| 231 | QVector3D intersection = relativeListenerPos + direction*dy/direction.y(); |
| 232 | float dx = roomDim2.x() - qAbs(t: intersection.x()); |
| 233 | float dz = roomDim2.z() - qAbs(t: intersection.z()); |
| 234 | if (dx > 0 && dz > 0) { |
| 235 | // Ray is hitting this wall |
| 236 | // qDebug() << "Hit with wall Y" << walls[1] << dx << dy; |
| 237 | factors[X] = qMax(a: 0.f, b: 1.f/3.f - dx/transitionDistance); |
| 238 | factors[Z] = qMax(a: 0.f, b: 1.f/3.f - dz/transitionDistance); |
| 239 | factors[Y] = 1.f - factors[X] - factors[Z]; |
| 240 | foundWall = true; |
| 241 | } |
| 242 | } |
| 243 | if (!foundWall) { |
| 244 | Q_ASSERT(direction.z() != 0); |
| 245 | float sign = direction.z() > 0 ? 1.f : -1.f; |
| 246 | float dz = sign * roomDim2.z() - relativeListenerPos.z(); |
| 247 | QVector3D intersection = relativeListenerPos + direction*dz/direction.z(); |
| 248 | float dx = roomDim2.x() - qAbs(t: intersection.x()); |
| 249 | float dy = roomDim2.y() - qAbs(t: intersection.y()); |
| 250 | if (dx > 0 && dy > 0) { |
| 251 | // Ray is hitting this wall |
| 252 | // qDebug() << "Hit with wall Z" << walls[2]; |
| 253 | factors[X] = qMax(a: 0.f, b: 1.f/3.f - dx/transitionDistance); |
| 254 | factors[Y] = qMax(a: 0.f, b: 1.f/3.f - dy/transitionDistance); |
| 255 | factors[Z] = 1.f - factors[X] - factors[Y]; |
| 256 | foundWall = true; |
| 257 | } |
| 258 | } |
| 259 | wallDampening = 0; |
| 260 | wallOcclusion = 0; |
| 261 | for (int i = 0; i < 3; ++i) { |
| 262 | wallDampening += factors[i]*rp->wallDampening(wall: walls[i]); |
| 263 | wallOcclusion += factors[i]*rp->wallOcclusion(wall: walls[i]); |
| 264 | } |
| 265 | |
| 266 | // qDebug() << "intersection with wall" << walls[0] << walls[1] << walls[2] << factors[0] << factors[1] << factors[2] << wallDampening << wallOcclusion; |
| 267 | ep->resonanceAudio->api->SetSourceRoomEffectsGain(source_id: sourceId, room_effects_gain: 0); |
| 268 | } |
| 269 | ep->resonanceAudio->api->SetSoundObjectOcclusionIntensity(sound_object_source_id: sourceId, intensity: occlusionIntensity + wallOcclusion); |
| 270 | ep->resonanceAudio->api->SetSourceVolume(source_id: sourceId, volume: volume*wallDampening); |
| 271 | } |
| 272 | |
| 273 | QSpatialSound::DistanceModel QSpatialSound::distanceModel() const |
| 274 | { |
| 275 | return d->distanceModel; |
| 276 | } |
| 277 | |
| 278 | /*! |
| 279 | \property QSpatialSound::size |
| 280 | |
| 281 | Defines the size of the sound source. If the listener is closer to the sound |
| 282 | object than the size, volume will stay constant. The size is also used to for |
| 283 | occlusion calculations, where large sources can be partially occluded by a wall. |
| 284 | */ |
| 285 | void QSpatialSound::setSize(float size) |
| 286 | { |
| 287 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 288 | size *= ep->distanceScale; |
| 289 | if (d->size == size) |
| 290 | return; |
| 291 | d->size = size; |
| 292 | |
| 293 | d->updateDistanceModel(); |
| 294 | emit sizeChanged(); |
| 295 | } |
| 296 | |
| 297 | float QSpatialSound::size() const |
| 298 | { |
| 299 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 300 | return d->size/ep->distanceScale; |
| 301 | } |
| 302 | |
| 303 | /*! |
| 304 | \property QSpatialSound::distanceCutoff |
| 305 | |
| 306 | Defines a distance beyond which sound coming from the source will cutoff. |
| 307 | If the listener is further away from the sound object than the cutoff |
| 308 | distance it won't be audible anymore. |
| 309 | */ |
| 310 | void QSpatialSound::setDistanceCutoff(float cutoff) |
| 311 | { |
| 312 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 313 | cutoff *= ep->distanceScale; |
| 314 | if (d->distanceCutoff == cutoff) |
| 315 | return; |
| 316 | d->distanceCutoff = cutoff; |
| 317 | |
| 318 | d->updateDistanceModel(); |
| 319 | emit distanceCutoffChanged(); |
| 320 | } |
| 321 | |
| 322 | float QSpatialSound::distanceCutoff() const |
| 323 | { |
| 324 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 325 | return d->distanceCutoff/ep->distanceScale; |
| 326 | } |
| 327 | |
| 328 | /*! |
| 329 | \property QSpatialSound::manualAttenuation |
| 330 | |
| 331 | Defines a manual attenuation factor if \l distanceModel is set to |
| 332 | QSpatialSound::DistanceModel::ManualAttenuation. |
| 333 | */ |
| 334 | void QSpatialSound::setManualAttenuation(float attenuation) |
| 335 | { |
| 336 | if (d->manualAttenuation == attenuation) |
| 337 | return; |
| 338 | d->manualAttenuation = attenuation; |
| 339 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 340 | if (ep) |
| 341 | ep->resonanceAudio->api->SetSourceDistanceAttenuation(source_id: d->sourceId, distance_attenuation: d->manualAttenuation); |
| 342 | emit manualAttenuationChanged(); |
| 343 | } |
| 344 | |
| 345 | float QSpatialSound::manualAttenuation() const |
| 346 | { |
| 347 | return d->manualAttenuation; |
| 348 | } |
| 349 | |
| 350 | /*! |
| 351 | \property QSpatialSound::occlusionIntensity |
| 352 | |
| 353 | Defines how much the object is occluded. 0 implies the object is |
| 354 | not occluded at all, 1 implies the sound source is fully occluded by |
| 355 | another object. |
| 356 | |
| 357 | A fully occluded object will still be audible, but especially higher |
| 358 | frequencies will be dampened. In addition, the object will still |
| 359 | participate in generating reverb and reflections in the room. |
| 360 | |
| 361 | Values larger than 1 are possible to further dampen the direct |
| 362 | sound coming from the source. |
| 363 | |
| 364 | The default is 0. |
| 365 | */ |
| 366 | void QSpatialSound::setOcclusionIntensity(float occlusion) |
| 367 | { |
| 368 | if (d->occlusionIntensity == occlusion) |
| 369 | return; |
| 370 | d->occlusionIntensity = occlusion; |
| 371 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 372 | if (ep) |
| 373 | ep->resonanceAudio->api->SetSoundObjectOcclusionIntensity(sound_object_source_id: d->sourceId, intensity: d->occlusionIntensity + d->wallOcclusion); |
| 374 | emit occlusionIntensityChanged(); |
| 375 | } |
| 376 | |
| 377 | float QSpatialSound::occlusionIntensity() const |
| 378 | { |
| 379 | return d->occlusionIntensity; |
| 380 | } |
| 381 | |
| 382 | /*! |
| 383 | \property QSpatialSound::directivity |
| 384 | |
| 385 | Defines the directivity of the sound source. A value of 0 implies that the sound is |
| 386 | emitted equally in all directions, while a value of 1 implies that the source mainly |
| 387 | emits sound in the forward direction. |
| 388 | |
| 389 | Valid values are between 0 and 1, the default is 0. |
| 390 | */ |
| 391 | void QSpatialSound::setDirectivity(float alpha) |
| 392 | { |
| 393 | alpha = qBound(min: 0., val: alpha, max: 1.); |
| 394 | if (alpha == d->directivity) |
| 395 | return; |
| 396 | d->directivity = alpha; |
| 397 | |
| 398 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 399 | if (ep) |
| 400 | ep->resonanceAudio->api->SetSoundObjectDirectivity(sound_object_source_id: d->sourceId, alpha: d->directivity, order: d->directivityOrder); |
| 401 | |
| 402 | emit directivityChanged(); |
| 403 | } |
| 404 | |
| 405 | float QSpatialSound::directivity() const |
| 406 | { |
| 407 | return d->directivity; |
| 408 | } |
| 409 | |
| 410 | /*! |
| 411 | \property QSpatialSound::directivityOrder |
| 412 | |
| 413 | Defines the order of the directivity of the sound source. A higher order |
| 414 | implies a sharper localization of the sound cone. |
| 415 | |
| 416 | The minimum value and default for this property is 1. |
| 417 | */ |
| 418 | void QSpatialSound::setDirectivityOrder(float order) |
| 419 | { |
| 420 | order = qMax(a: order, b: 1.); |
| 421 | if (order == d->directivityOrder) |
| 422 | return; |
| 423 | d->directivityOrder = order; |
| 424 | |
| 425 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 426 | if (ep) |
| 427 | ep->resonanceAudio->api->SetSoundObjectDirectivity(sound_object_source_id: d->sourceId, alpha: d->directivity, order: d->directivityOrder); |
| 428 | |
| 429 | emit directivityChanged(); |
| 430 | } |
| 431 | |
| 432 | float QSpatialSound::directivityOrder() const |
| 433 | { |
| 434 | return d->directivityOrder; |
| 435 | } |
| 436 | |
| 437 | /*! |
| 438 | \property QSpatialSound::nearFieldGain |
| 439 | |
| 440 | Defines the near field gain for the sound source. Valid values are between 0 and 1. |
| 441 | A near field gain of 1 will raise the volume of the sound signal by approx 20 dB for |
| 442 | distances very close to the listener. |
| 443 | */ |
| 444 | void QSpatialSound::setNearFieldGain(float gain) |
| 445 | { |
| 446 | gain = qBound(min: 0., val: gain, max: 1.); |
| 447 | if (gain == d->nearFieldGain) |
| 448 | return; |
| 449 | d->nearFieldGain = gain; |
| 450 | |
| 451 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 452 | if (ep) |
| 453 | ep->resonanceAudio->api->SetSoundObjectNearFieldEffectGain(sound_object_source_id: d->sourceId, gain: d->nearFieldGain*9.f); |
| 454 | |
| 455 | emit nearFieldGainChanged(); |
| 456 | |
| 457 | } |
| 458 | |
| 459 | float QSpatialSound::nearFieldGain() const |
| 460 | { |
| 461 | return d->nearFieldGain; |
| 462 | } |
| 463 | |
| 464 | /*! |
| 465 | \property QSpatialSound::source |
| 466 | |
| 467 | The source file for the sound to be played. |
| 468 | */ |
| 469 | void QSpatialSound::setSource(const QUrl &url) |
| 470 | { |
| 471 | if (d->url == url) |
| 472 | return; |
| 473 | d->url = url; |
| 474 | |
| 475 | d->load(); |
| 476 | emit sourceChanged(); |
| 477 | } |
| 478 | |
| 479 | QUrl QSpatialSound::source() const |
| 480 | { |
| 481 | return d->url; |
| 482 | } |
| 483 | |
| 484 | /*! |
| 485 | \enum QSpatialSound::Loops |
| 486 | |
| 487 | Lets you control the sound playback loop using the following values: |
| 488 | |
| 489 | \value Infinite Playback infinitely |
| 490 | \value Once Playback once |
| 491 | */ |
| 492 | /*! |
| 493 | \property QSpatialSound::loops |
| 494 | |
| 495 | Determines how many times the sound is played before the player stops. |
| 496 | Set to QSpatialSound::Infinite to play the current sound in a loop forever. |
| 497 | |
| 498 | The default value is \c 1. |
| 499 | */ |
| 500 | int QSpatialSound::loops() const |
| 501 | { |
| 502 | return d->m_loops.loadRelaxed(); |
| 503 | } |
| 504 | |
| 505 | void QSpatialSound::setLoops(int loops) |
| 506 | { |
| 507 | int oldLoops = d->m_loops.fetchAndStoreRelaxed(newValue: loops); |
| 508 | if (oldLoops != loops) |
| 509 | emit loopsChanged(); |
| 510 | } |
| 511 | |
| 512 | /*! |
| 513 | \property QSpatialSound::autoPlay |
| 514 | |
| 515 | Determines whether the sound should automatically start playing when a source |
| 516 | gets specified. |
| 517 | |
| 518 | The default value is \c true. |
| 519 | */ |
| 520 | bool QSpatialSound::autoPlay() const |
| 521 | { |
| 522 | return d->m_autoPlay.loadRelaxed(); |
| 523 | } |
| 524 | |
| 525 | void QSpatialSound::setAutoPlay(bool autoPlay) |
| 526 | { |
| 527 | bool old = d->m_autoPlay.fetchAndStoreRelaxed(newValue: autoPlay); |
| 528 | if (old != autoPlay) |
| 529 | emit autoPlayChanged(); |
| 530 | } |
| 531 | |
| 532 | /*! |
| 533 | Starts playing back the sound. Does nothing if the sound is already playing. |
| 534 | */ |
| 535 | void QSpatialSound::play() |
| 536 | { |
| 537 | d->play(); |
| 538 | } |
| 539 | |
| 540 | /*! |
| 541 | Pauses sound playback. Calling play() will continue playback. |
| 542 | */ |
| 543 | void QSpatialSound::pause() |
| 544 | { |
| 545 | d->pause(); |
| 546 | } |
| 547 | |
| 548 | /*! |
| 549 | Stops sound playback and resets the current position and current loop count to 0. |
| 550 | Calling play() will start playback at the beginning of the sound file. |
| 551 | */ |
| 552 | void QSpatialSound::stop() |
| 553 | { |
| 554 | d->stop(); |
| 555 | } |
| 556 | |
| 557 | /*! |
| 558 | \internal |
| 559 | */ |
| 560 | void QSpatialSound::setEngine(QAudioEngine *engine) |
| 561 | { |
| 562 | if (d->engine == engine) |
| 563 | return; |
| 564 | |
| 565 | // Remove self from old engine (if necessary) |
| 566 | auto *ep = QAudioEnginePrivate::get(engine: d->engine); |
| 567 | if (ep) |
| 568 | ep->removeSpatialSound(sound: this); |
| 569 | |
| 570 | d->engine = engine; |
| 571 | |
| 572 | // Add self to new engine if necessary |
| 573 | ep = QAudioEnginePrivate::get(engine: d->engine); |
| 574 | if (ep) { |
| 575 | ep->addSpatialSound(sound: this); |
| 576 | ep->resonanceAudio->api->SetSourcePosition(source_id: d->sourceId, x: d->pos.x(), y: d->pos.y(), z: d->pos.z()); |
| 577 | ep->resonanceAudio->api->SetSourceRotation(source_id: d->sourceId, x: d->rotation.x(), y: d->rotation.y(), z: d->rotation.z(), w: d->rotation.scalar()); |
| 578 | ep->resonanceAudio->api->SetSourceVolume(source_id: d->sourceId, volume: d->volume); |
| 579 | ep->resonanceAudio->api->SetSoundObjectDirectivity(sound_object_source_id: d->sourceId, alpha: d->directivity, order: d->directivityOrder); |
| 580 | ep->resonanceAudio->api->SetSoundObjectNearFieldEffectGain(sound_object_source_id: d->sourceId, gain: d->nearFieldGain); |
| 581 | d->updateDistanceModel(); |
| 582 | } |
| 583 | } |
| 584 | |
| 585 | /*! |
| 586 | Returns the engine associated with this listener. |
| 587 | */ |
| 588 | QAudioEngine *QSpatialSound::engine() const |
| 589 | { |
| 590 | return d->engine; |
| 591 | } |
| 592 | |
| 593 | QT_END_NAMESPACE |
| 594 | |
| 595 | #include "moc_qspatialsound.cpp" |
| 596 | |