You can incorporate sound into your virtual worlds by including at least one csSound node in a scene graph and by invoking a csSoundAction. The csSoundAction plays the sound file specified in the csSound node. This node also includes parameters, such as volume, for playing the sound.
This chapter describes how to set and play sound using Cosmo 3D.
These are the sections in this chapter:
A csSound node contains the location of a sound file and the parameters used for playing it. To play a sound file in a virtual world, attach one or more csSound objects to a scene graph and apply a csSoundAction to it. To associate a specific sound to a specific shape, make the csSound object and shape nodes children of the same group nodes.
A csSound node references a csAudioClip node and a csAudioClip node references a csAudioSamples node, as shown in Figure 15-1.
A csAudioSamples node contains the raw sound data. A csAudioClip node specifies how a sound file should be played.
For more information about csAudioClip, see “How to Play a Sound File”. For more information about csAudioSamples, see “Specifying Audio Files”.
The fields in csSound specify the sound source to play by specifying a csAudioClip object. csSound can optionally specify the location, the direction of the sound, and the spatial characteristics of the sound.
void setSource(csAudioClip* audioClip); void setSpatialize(csBool spatialize); void setControl(ControlEnum control); void setLocation(const csVec3f& location); void setLocation(csFloat v0, csFloat v1, csFloat v2); void setDirection(const csVec3f& direction); void setDirection(csFloat v0, csFloat v1, csFloat v2); void setIntensity(csFloat intensity); void setMaxIntensity(csFloat maxIntensity); void setCullIntensity(csFloat cullIntensity); void setCurrentFrame(csFloat currentFrame); void setPriority(csFloat priority); void setMinFront(csFloat minFront); void setMaxFront(csFloat maxFront); void setMinBack(csFloat minBack); void setMaxBack(csFloat maxBack); const csIntArray& getEvents(); |
The following sections describe these fields.
To specify how to play a sound file, pass a csAudioClips object to setSource(). The csAudioClips object identifies a csAudioSample object, which contains the sound file to play. For more information about csAudioClips, see “How to Play a Sound File”.
A sound file commonly contains more than one sound sample. Some samples may contain more than one sound channel per sound interval to create, for example, stereo.
To choose a starting location in a sound file, pass the starting frame to the setCurrentFrame() field. A frame is equal to (1/SampleRate) of a second. The sample rate might be, for example, 44KHz, or 44,000 Hz. If, for example, you pass 44000.0 into the setCurrentFrame() field, the sound would begin playing one second (44000 × 1/44000 = 1) into the sound file.
Your application can play only a limited number of sounds at the same time. The factors that determine whether or not a sound is heard include
The proximity of the listener to the source.
The priority level of the sound.
Higher priority sounds are heard instead of lower priority sounds if too many sounds could possibly be heard by the listener at the same time. Set the priority level of a sound in the setPriority() method.
The setControl() field provides an intuitive interface for playing the sound sample in sound files. You pass into setControl() any of the ControlEnum values, including PLAY, PAUSE, REWIND, FASTFORWARD, and STOP.
To enable all of the other effects implemented by the fields in the csSound node, covered in the next section, pass a non NULL value to setSpatialize(). If you pass a NULL value to the field, the volume is a constant value throughout the scene. This choice is appropriate, for example, for background music.
To locate the sound source in a scene, pass its coordinates to the setLocation() field.
Cosmo 3D gives you a great deal of control over how sound propagates from the source. When you supply a vector describing the direction of the sound, the sound propagates in all directions, but attenuates least in specified direction. The attenuation of the sound over distance is characterized by an ellipse, as shown in Figure 15-2.
In this figure, (1.0, 1.0, 0.0) is passed as the direction vector to setDirection(). The ellipse tips, accordingly, at a 45 degree angle.
![]() | Note: A transformation node can reorient the sound's location and direction. |
Cosmo 3D provides the following limiting tools to fashion the attenuation of the sound over the ellipse:
Maximum intensity—defines the maximum possible volume regardless of how close the listener is to the sound source.
Minimum intensity—defines the lowest possible volume of a sound. In practice, since this value is often set to zero, the minimum intensity perimeter defines the range of the sound.
The setIntensity() field specifies the volume of the sound at its source. The setMaxIntensity() field specifies the maximum volume of a sound. If a maximum intensity is set, as is the case in Figure 15-2, the intensity of the sound within the maximum intensity perimeter does not attenuate and is equal to the volume specified by setIntensity(). The maxFront() field specifies the maximum intensity perimeter within which the listener hears the maximum volume of the sound.
Outside of the maximum intensity perimeter, the intensity of the sound attenuates over distance until it reaches the minimum intensity perimeter. Beyond the minimum intensity perimeter, the volume of the sound source is constant, defined by the setCullIntensity() field.
Cosmo 3D also provides a complimentary set of fields that allow you to define the propagation and attenuation of the same sound in the opposite direction, as shown in Figure 15-3.
The minimum and maximum intensities in the reverse direction are the same as those in the forward direction. The minimum and maximum intensity perimeters, however, are specified separately with the minBack(), and maxBack() fields.
You use csAudioClip to specify how to play the sound files referenced in the csAudioSamples node.
csAudioClip contains the following fields:
csMFString* url() const; void setSamples(csAudioSamples* samples); void setPitch(csFloat pitch); void setStartTime(csTime startTime); void setStopTime(csTime stopTime); void setDoppler(csBool doppler); void setLoop(csBool loop); void setDescription(const csString& description); csTime getDuration(); csBool getIsActive(); |
These set() fields have corresponding get() fields. Table 15-1 describes how these fields are used.
Table 15-1. csAudioClip Fields
Field | Description |
---|---|
url | Specifies a WWW URL where the sound source file can be found. |
setSamples | Attaches the csAudioClip object to a csAudioSamples object. |
setPitch | Adjusts the pitch of a sound sample. |
setStartTime | Specifies a beginning time for the sound sample to begin playing. Time here is an expression of clock time. |
setStopTime | Specifies an ending time for the sound sample to stop playing. Time here is an expression of clock time. |
setDoppler | Enables the doppler effect, which is the attenuation of a sounds pitch based on the velocity of the sound source relative to the listener, for example, when a sound source, like a train whistle, approaches a listener rapidly, the pitch sounds higher; when the same sound source passes the listener, the pitch lowers. |
setLoop | Allows a sound file to keep playing. |
setDescription | Provides a description in the node of the sound source. |
getDuration | Returns the duration of the playing of the sound source; subtracts setStartTime from setStopTime. |
getIsActive | Returns whether or not the sound should be played. |
Example 15-1 sets all of the fields in a csAudioSamples node.
// create a csAudioClip object csAudioClip* clip = new csAudioClip(); // attach the audio clip to a csAudioSamples object clip->setSamples(csAudioSamples truck_horn); // Set the parameters of the csAudioClip object clip->setPitch(1.0); clip->setIntensity(1.0); clip->setMaxIntensity(4.0); clip->setLoop(TRUE); clip->setDescription(“Truck horn”); |
You use the csAudioSamples node to specify the source of the audio files and a variety of parameters that describe those sound samples. To use the audio files specified by this node, pass a csAudioSamples object as the argument to csAudioClip::setSamples(), for example,
csAudioSamples* truck_horn_file = new csAudioSamples; csAudioClip* truck_horn_style = new csAudioClip; truck_horn_style->setSamples(truck_horn_file); |
In this example, the truck_horn_file is used as the audio file for the truck_horn_style object.
csAudioSamples has the following fields:
void setFileName(const csString& fileName); void setNumFrames(csInt numFrames); void setSampleRate(csFloat sampleRate); void setSampleSize(csInt sampleSize); void setSampleType(SampleTypeEnum sampleType); void setNumChannels(csInt numChannels); void setSampleScale(csFloat scale); void setLoadStatus(LoadStatusEnum loadStatus); LoadStatusEnum getLoadStatus(); csMFByte* samples() const; |
These set() fields have corresponding get() fields. Table 15-2 describes how these fields are
Table 15-2. Fields of csSoundSamples
Field | Description |
---|---|
setFileName | Attaches the csAudioSample node to a specific sound source file. |
setNumFrames | Is the equivalent to the sampling rate of the sound sample, for example, 44 KHz. |
setSampleRate | Specifies the sampling rate of the sound sample. |
setSampleSize | Specifies the size of the source sound files. |
setSampleType | Specifies the format of the sampling rate. Valid values include UNSIGNED_INT_SAMPLE_TYPE or FLOAT_SAMPLE_TYPE. |
setNumChannels | Specifies the number of channels for each sound, for example, stereo has two channels, quad sound has four channels. |
setSampleScale | Scales the overall volume of the sound sample. If if sound sample was recorded to loud or soft compared to other sound samples, you can scale the volume of the sound file so that its volume matches that of the other sound files. |
setLoadStatus | Returns the status of whether or not the sound file loaded; valid values include LOAD_NEEDED, LOAD_FAILED, LOAD_PENDING, and LOAD_COMPLETE. |
samples | Returns the multivalued array field that contains the actual audio samples. |
csAudioSample::samples() returns the multivalued array field that contains the actual audio samples. This handle allows you to directly manipulate the array field. For example, to set a sound value, use the following code:
samples->set(index, value); |
To set the number of samples and then edit the array directly, use the following code:
samples->setCount(16*44400); char *samps = samples->edit(); for(i=0;i<16*44400);i++) samps[i]=DETERMINE_SAMPLE(i); samples->editDone(); |
Example 15-2 sets all of the fields in a csAudioSamples node.
// create an audio sample node csAudioSamples* horn = new csAudioSamples; // attach the audio sample node to a specific file horn->setFileName(“truck_horn.xxx”); // Set the parameters for the source sound file horn->setNumFrames(44000.0); horn->setSampleRate(44000.0); horn->setSampleSize(2000); horn->setSampleType(UNSIGNED_INT_SAMPLE_TYPE); horn->setNumChannels(2); horn->setSampleScale(1.0); ... // Load the sound sample by setting the audiosample filename horn->load(); // Make sure the sound loaded successfully if (horn->getLoadStatus() == LOAD_FAILED) abort(); |
When load() is called, Cosmo 3D reads the samples in the file into the sample field directly.
When a csSoundAction is invoked on a scene graph, the action traverses the scene graph and gathers a list of active csSound nodes. The action notifies csContext internally of this list of nodes. When the context is applied to the rendering pipeline, the sounds specified in the associated csAudioSamples nodes are played.
You can also play a sound file immediately. Instead of using a csSoundAction to trigger the playing of the sound file, you use a csSoundPlayer node.
All of the code used to play sounds, either using csSoundAction or csSoundPlayer, is encapsulated in csSoundPlayer. Consequently, all of the field settings discussed previously in this chapter also need to be specified in csSoundPlayer.
csSoundPlayer methods provide sophisticated control over the sound source and the “microphone” recording the sound. Some of those controls include:
Position of the sound source and microphone.
Motion of the sound source and microphone; helpful in simulating a Doppler shift.
Scaling of the sound source intensity and frequency.
Number of recording channels.