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 "qquick3dspatialsound_p.h" |
4 | #include "qquick3daudioengine_p.h" |
5 | #include "qspatialsound.h" |
6 | #include <QAudioFormat> |
7 | #include <qdir.h> |
8 | #include <QQmlContext> |
9 | #include <QQmlFile> |
10 | |
11 | QT_BEGIN_NAMESPACE |
12 | |
13 | /*! |
14 | \qmltype SpatialSound |
15 | \inqmlmodule QtQuick3D.SpatialAudio |
16 | \ingroup quick3d_spatialaudio |
17 | \ingroup multimedia_audio_qml |
18 | |
19 | \brief A sound object in 3D space. |
20 | |
21 | A SpatialSound represents an audible object in 3D space. You can define |
22 | it's position and orientation in space, set the sound it is playing and define a |
23 | volume for the object. |
24 | |
25 | The object can have different attenuation behavior, emit sound mainly in one direction |
26 | or spherically, and behave as if occluded by some other object. |
27 | */ |
28 | |
29 | QQuick3DSpatialSound::QQuick3DSpatialSound() |
30 | { |
31 | m_sound = new QSpatialSound(QQuick3DAudioEngine::getEngine()); |
32 | |
33 | connect(sender: this, signal: &QQuick3DNode::scenePositionChanged, context: this, slot: &QQuick3DSpatialSound::updatePosition); |
34 | connect(sender: this, signal: &QQuick3DNode::sceneRotationChanged, context: this, slot: &QQuick3DSpatialSound::updateRotation); |
35 | connect(sender: m_sound, signal: &QSpatialSound::sourceChanged, context: this, slot: &QQuick3DSpatialSound::sourceChanged); |
36 | connect(sender: m_sound, signal: &QSpatialSound::volumeChanged, context: this, slot: &QQuick3DSpatialSound::volumeChanged); |
37 | connect(sender: m_sound, signal: &QSpatialSound::distanceModelChanged, context: this, slot: &QQuick3DSpatialSound::distanceModelChanged); |
38 | connect(sender: m_sound, signal: &QSpatialSound::sizeChanged, context: this, slot: &QQuick3DSpatialSound::sizeChanged); |
39 | connect(sender: m_sound, signal: &QSpatialSound::distanceCutoffChanged, context: this, slot: &QQuick3DSpatialSound::distanceCutoffChanged); |
40 | connect(sender: m_sound, signal: &QSpatialSound::manualAttenuationChanged, context: this, slot: &QQuick3DSpatialSound::manualAttenuationChanged); |
41 | connect(sender: m_sound, signal: &QSpatialSound::occlusionIntensityChanged, context: this, slot: &QQuick3DSpatialSound::occlusionIntensityChanged); |
42 | connect(sender: m_sound, signal: &QSpatialSound::directivityChanged, context: this, slot: &QQuick3DSpatialSound::directivityChanged); |
43 | connect(sender: m_sound, signal: &QSpatialSound::directivityOrderChanged, context: this, slot: &QQuick3DSpatialSound::directivityOrderChanged); |
44 | connect(sender: m_sound, signal: &QSpatialSound::nearFieldGainChanged, context: this, slot: &QQuick3DSpatialSound::nearFieldGainChanged); |
45 | connect(sender: m_sound, signal: &QSpatialSound::loopsChanged, context: this, slot: &QQuick3DSpatialSound::loopsChanged); |
46 | connect(sender: m_sound, signal: &QSpatialSound::autoPlayChanged, context: this, slot: &QQuick3DSpatialSound::autoPlayChanged); |
47 | } |
48 | |
49 | QQuick3DSpatialSound::~QQuick3DSpatialSound() |
50 | { |
51 | delete m_sound; |
52 | } |
53 | |
54 | /*! |
55 | \qmlproperty url SpatialSound::source |
56 | |
57 | The source file for the sound to be played. |
58 | */ |
59 | QUrl QQuick3DSpatialSound::source() const |
60 | { |
61 | return m_sound->source(); |
62 | } |
63 | |
64 | void QQuick3DSpatialSound::setSource(QUrl source) |
65 | { |
66 | const QQmlContext *context = qmlContext(this); |
67 | QUrl url; |
68 | if (context) { |
69 | url = context->resolvedUrl(source); |
70 | } else { |
71 | url = QUrl::fromLocalFile(localfile: QDir::currentPath() + u"/" ); |
72 | url = url.resolved(relative: source); |
73 | } |
74 | m_sound->setSource(url); |
75 | } |
76 | |
77 | /*! |
78 | \qmlproperty float SpatialSound::volume |
79 | |
80 | Defines an overall volume for this sound source. |
81 | |
82 | Values between 0 and 1 will attenuate the sound, while values above 1 |
83 | provide an additional gain boost. |
84 | */ |
85 | void QQuick3DSpatialSound::setVolume(float volume) |
86 | { |
87 | m_sound->setVolume(volume); |
88 | } |
89 | |
90 | float QQuick3DSpatialSound::volume() const |
91 | { |
92 | return m_sound->volume(); |
93 | } |
94 | |
95 | /*! |
96 | \qmlproperty enumeration SpatialSound::distanceModel |
97 | |
98 | Defines how the volume of the sound scales with distance to the listener. |
99 | The volume starts scaling down |
100 | from \l size to \l distanceCutoff. The volume is constant for distances smaller |
101 | than size and zero for distances larger than the cutoff distance. |
102 | |
103 | \table |
104 | \header \li Property value |
105 | \li Description |
106 | \row \li Logarithmic |
107 | \li Volume decreases logarithmically with distance. |
108 | \row \li Linear |
109 | \li Volume decreases linearly with distance. |
110 | \row \li ManualAttenuation |
111 | \li Attenuation is defined manually using the \l manualAttenuation property. |
112 | \endtable |
113 | */ |
114 | void QQuick3DSpatialSound::setDistanceModel(DistanceModel model) |
115 | { |
116 | m_sound->setDistanceModel(QSpatialSound::DistanceModel(model)); |
117 | } |
118 | |
119 | QQuick3DSpatialSound::DistanceModel QQuick3DSpatialSound::distanceModel() const |
120 | { |
121 | return DistanceModel(m_sound->distanceModel()); |
122 | } |
123 | |
124 | /*! |
125 | \qmlproperty float SpatialSound::size |
126 | |
127 | Defines the size of the sound source. If the listener is closer to the sound |
128 | object than the size, volume will stay constant. The size is also used to for |
129 | occlusion calculations, where large sources can be partially occluded by a wall. |
130 | */ |
131 | void QQuick3DSpatialSound::setSize(float min) |
132 | { |
133 | m_sound->setSize(min); |
134 | } |
135 | |
136 | float QQuick3DSpatialSound::size() const |
137 | { |
138 | return m_sound->size(); |
139 | } |
140 | |
141 | /*! |
142 | \qmlproperty float SpatialSound::distanceCutoff |
143 | |
144 | Defines a distance beyond which sound coming from the source will cutoff. |
145 | If the listener is further away from the sound object than the cutoff |
146 | distance it won't be audible anymore. |
147 | */ |
148 | void QQuick3DSpatialSound::setDistanceCutoff(float max) |
149 | { |
150 | m_sound->setDistanceCutoff(max); |
151 | } |
152 | |
153 | float QQuick3DSpatialSound::distanceCutoff() const |
154 | { |
155 | return m_sound->distanceCutoff(); |
156 | } |
157 | |
158 | /*! |
159 | \qmlproperty float SpatialSound::manualAttenuation |
160 | |
161 | Defines a manual attenuation factor if \l distanceModel is set to |
162 | SpatialSound.ManualAttenuation. |
163 | */ |
164 | void QQuick3DSpatialSound::setManualAttenuation(float attenuation) |
165 | { |
166 | m_sound->setManualAttenuation(attenuation); |
167 | } |
168 | |
169 | float QQuick3DSpatialSound::manualAttenuation() const |
170 | { |
171 | return m_sound->manualAttenuation(); |
172 | } |
173 | |
174 | /*! |
175 | \qmlproperty float SpatialSound::occlusionIntensity |
176 | |
177 | Defines how much the object is occluded. 0 implies the object is |
178 | not occluded at all, while a large number implies a large occlusion. |
179 | |
180 | The default is 0. |
181 | */ |
182 | void QQuick3DSpatialSound::setOcclusionIntensity(float occlusion) |
183 | { |
184 | m_sound->setOcclusionIntensity(occlusion); |
185 | } |
186 | |
187 | float QQuick3DSpatialSound::occlusionIntensity() const |
188 | { |
189 | return m_sound->occlusionIntensity(); |
190 | } |
191 | |
192 | /*! |
193 | \qmlproperty float SpatialSound::directivity |
194 | |
195 | Defines the directivity of the sound source. A value of 0 implies that the sound is |
196 | emitted equally in all directions, while a value of 1 implies that the source mainly |
197 | emits sound in the forward direction. |
198 | |
199 | Valid values are between 0 and 1, the default is 0. |
200 | */ |
201 | void QQuick3DSpatialSound::setDirectivity(float alpha) |
202 | { |
203 | m_sound->setDirectivity(alpha); |
204 | } |
205 | |
206 | float QQuick3DSpatialSound::directivity() const |
207 | { |
208 | return m_sound->directivity(); |
209 | } |
210 | |
211 | /*! |
212 | \qmlproperty float SpatialSound::directivityOrder |
213 | |
214 | Defines the order of the directivity of the sound source. A higher order |
215 | implies a sharper localization of the sound cone. |
216 | |
217 | The minimum value and default for this property is 1. |
218 | */ |
219 | void QQuick3DSpatialSound::setDirectivityOrder(float alpha) |
220 | { |
221 | m_sound->setDirectivityOrder(alpha); |
222 | } |
223 | |
224 | float QQuick3DSpatialSound::directivityOrder() const |
225 | { |
226 | return m_sound->directivityOrder(); |
227 | } |
228 | |
229 | /*! |
230 | \qmlproperty float SpatialSound::nearFieldGain |
231 | |
232 | Defines the near field gain for the sound source. Valid values are between 0 and 1. |
233 | A near field gain of 1 will raise the volume of the sound signal by approx 20 dB for |
234 | distances very close to the listener. |
235 | */ |
236 | void QQuick3DSpatialSound::setNearFieldGain(float gain) |
237 | { |
238 | m_sound->setNearFieldGain(gain); |
239 | } |
240 | |
241 | float QQuick3DSpatialSound::nearFieldGain() const |
242 | { |
243 | return m_sound->nearFieldGain(); |
244 | } |
245 | |
246 | void QQuick3DSpatialSound::updatePosition() |
247 | { |
248 | m_sound->setPosition(scenePosition()); |
249 | } |
250 | |
251 | void QQuick3DSpatialSound::updateRotation() |
252 | { |
253 | m_sound->setRotation(sceneRotation()); |
254 | } |
255 | |
256 | /*! |
257 | \qmlproperty int SpatialSound::loops |
258 | |
259 | Determines how often the sound is played before the player stops. |
260 | Set to SpatialSound::Infinite to loop the current sound forever. |
261 | |
262 | The default value is \c 1. |
263 | */ |
264 | int QQuick3DSpatialSound::loops() const |
265 | { |
266 | return m_sound->loops(); |
267 | } |
268 | |
269 | void QQuick3DSpatialSound::setLoops(int loops) |
270 | { |
271 | m_sound->setLoops(loops); |
272 | } |
273 | |
274 | /*! |
275 | \qmlproperty bool SpatialSound::autoPlay |
276 | |
277 | Determines whether the sound should automatically start playing when a source |
278 | gets specified. |
279 | |
280 | The default value is \c true. |
281 | */ |
282 | bool QQuick3DSpatialSound::autoPlay() const |
283 | { |
284 | return m_sound->autoPlay(); |
285 | } |
286 | |
287 | void QQuick3DSpatialSound::setAutoPlay(bool autoPlay) |
288 | { |
289 | m_sound->setAutoPlay(autoPlay); |
290 | } |
291 | |
292 | /*! |
293 | \qmlmethod SpatialSound::play() |
294 | |
295 | Starts playing back the sound. Does nothing if the sound is already playing. |
296 | */ |
297 | void QQuick3DSpatialSound::play() |
298 | { |
299 | m_sound->play(); |
300 | } |
301 | |
302 | /*! |
303 | \qmlmethod SpatialSound::pause() |
304 | |
305 | Pauses sound playback at the current position. Calling play() will continue playback. |
306 | */ |
307 | void QQuick3DSpatialSound::pause() |
308 | { |
309 | m_sound->pause(); |
310 | } |
311 | |
312 | /*! |
313 | \qmlmethod SpatialSound::stop() |
314 | |
315 | Stops sound playback and resets the current position and loop count to 0. Calling play() will |
316 | begin playback at the beginning of the sound file. |
317 | */ |
318 | void QQuick3DSpatialSound::stop() |
319 | { |
320 | m_sound->stop(); |
321 | } |
322 | |
323 | QT_END_NAMESPACE |
324 | |