| 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 real 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 real 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 real 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 real 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 real 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 real 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 real 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 real 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 | |