private float InitSound(float elapsedSinceLastCall, float elapsedTimeSinceLastFlightLoop, int counter) { CheckError(); // We have to save the old context and restore it later, so that we don't interfere with X-Plane // and other plugins. var oldContext = ALC.GetCurrentContext(); // Try to create our own default device and context. If we fail, we're dead, we won't play any sound. _device = ALC.OpenDevice(null); if (_device == null) { XPlane.Trace.WriteLine("[OpenAL Sample] Could not open the default OpenAL device."); return(0); } _context = ALC.CreateContext(_device, new ALContextAttributes()); if (_context == null) { if (oldContext != default) { ALC.MakeContextCurrent(oldContext); } ALC.CloseDevice(_device); _device = default; XPlane.Trace.WriteLine("[OpenAL Sample] Could not create a context."); return(0); } // Make our context current, so that OpenAL commands affect our, um, stuff. ALC.MakeContextCurrent(_context); var path = Path.Combine(Path.GetDirectoryName(PluginInfo.ThisPlugin.FilePath), "sound.wav"); // Generate 1 source and load a buffer of audio. AL.GenSource(out _soundSource); CheckError(); _soundBuffer = WavHelper.LoadWav(path); XPlane.Trace.WriteLine($"[OpenAL Sample] Loaded {_soundBuffer} from {path}."); // Basic initialization code to play a sound: specify the buffer the source is playing, as well as some // sound parameters. This doesn't play the sound - it's just one-time initialization. AL.Source(_soundSource, ALSourcei.Buffer, _soundBuffer); AL.Source(_soundSource, ALSourcef.Pitch, 1f); AL.Source(_soundSource, ALSourcef.Gain, 1f); AL.Source(_soundSource, ALSourceb.Looping, false); AL.Source(_soundSource, ALSource3f.Position, 0f, 0f, 0f); AL.Source(_soundSource, ALSource3f.Velocity, 0f, 0f, 0f); CheckError(); // Finally: put back the old context _if_ we had one. If old_ctx was null, X-Plane isn't using OpenAL. if (oldContext != default) { ALC.MakeContextCurrent(oldContext); } return(0); }
private unsafe float InitSound(float elapsedSinceLastCall, float elapsedTimeSinceLastFlightLoop, int counter) { CheckError(); var oldContext = ALC.GetCurrentContext(); if (oldContext == default) { XPlane.Trace.WriteLine("[OpenAL Sample] I found no OpenAL, I will be the first to init."); _device = ALC.OpenDevice(null); if (_device == null) { XPlane.Trace.WriteLine("[OpenAL Sample] Could not open the default OpenAL device."); return(0); } _context = ALC.CreateContext(_device, new ALContextAttributes()); if (_context == null) { ALC.CloseDevice(_device); _device = default; XPlane.Trace.WriteLine("[OpenAL Sample] Could not open the default OpenAL device."); return(0); } ALC.MakeContextCurrent(_context); XPlane.Trace.WriteLine("[OpenAL Sample] Created the Open AL context."); var hardware = ALC.GetString(_device, AlcGetString.DeviceSpecifier); var extensions = ALC.GetString(_device, AlcGetString.Extensions); var major = ALC.GetInteger(_device, AlcGetInteger.MajorVersion); var minor = ALC.GetInteger(_device, AlcGetInteger.MinorVersion); XPlane.Trace.WriteLine($"[OpenAL Sample] OpenAL version : {major}.{minor}"); XPlane.Trace.WriteLine($"[OpenAL Sample] OpenAL hardware : {hardware}"); XPlane.Trace.WriteLine($"[OpenAL Sample] OpenAL extensions: {extensions}"); CheckError(); } else { XPlane.Trace.WriteLine($"[OpenAL Sample] I found someone else's context: {(ulong)oldContext.Handle:X8}"); } var path = Path.Combine(Path.GetDirectoryName(PluginInfo.ThisPlugin.FilePath), "sound.wav"); // Generate 1 source and load a buffer of audio. _soundSource = AL.GenSource(); CheckError(); _soundBuffer = WavHelper.LoadWav(path); XPlane.Trace.WriteLine($"[OpenAL Sample] Loaded {_soundBuffer} from {path}."); // Basic initialization code to play a sound: specify the buffer the source is playing, as well as some // sound parameters. This doesn't play the sound - it's just one-time initialization. AL.Source(_soundSource, ALSourcei.Buffer, _soundBuffer); AL.Source(_soundSource, ALSourcef.Pitch, 1f); AL.Source(_soundSource, ALSourcef.Gain, 1f); AL.Source(_soundSource, ALSourceb.Looping, false); AL.Source(_soundSource, ALSource3f.Position, 0f, 0f, 0f); AL.Source(_soundSource, ALSource3f.Velocity, 0f, 0f, 0f); CheckError(); return(0); }
private unsafe float InitSound(float elapsedSinceLastCall, float elapsedTimeSinceLastFlightLoop, int counter) { CheckError(); var oldContext = _alc.GetCurrentContext(); if (oldContext == null) { XPlane.Trace.WriteLine("[OpenAL Sample] I found no OpenAL, I will be the first to init."); _device = _alc.OpenDevice(null); if (_device == null) { XPlane.Trace.WriteLine("[OpenAL Sample] Could not open the default OpenAL device."); return(0); } _context = _alc.CreateContext(_device, null); if (_context == null) { _alc.CloseDevice(_device); _device = null; XPlane.Trace.WriteLine("[OpenAL Sample] Could not open the default OpenAL device."); return(0); } _alc.MakeContextCurrent(_context); XPlane.Trace.WriteLine("[OpenAL Sample] Created the Open AL context."); var hardware = _alc.GetContextProperty(_device, GetContextString.DeviceSpecifier); var extensions = _alc.GetContextProperty(_device, GetContextString.Extensions); int major, minor; _alc.GetContextProperty(_device, GetContextInteger.MajorVersion, 1, &major); _alc.GetContextProperty(_device, GetContextInteger.MinorVersion, 1, &minor); XPlane.Trace.WriteLine($"[OpenAL Sample] OpenAL version : {major}.{minor}"); XPlane.Trace.WriteLine($"[OpenAL Sample] OpenAL hardware : {hardware}"); XPlane.Trace.WriteLine($"[OpenAL Sample] OpenAL extensions: {extensions}"); CheckError(); } else { XPlane.Trace.WriteLine($"[OpenAL Sample] I found someone else's context: {(ulong)oldContext:X8}"); } var path = Path.Combine(Path.GetDirectoryName(PluginInfo.ThisPlugin.FilePath), "sound.wav"); // Generate 1 source and load a buffer of audio. _soundSource = _al.GenSource(); CheckError(); _soundBuffer = WavHelper.LoadWav(path, _al); XPlane.Trace.WriteLine($"[OpenAL Sample] Loaded {_soundBuffer} from {path}."); // Basic initialization code to play a sound: specify the buffer the source is playing, as well as some // sound parameters. This doesn't play the sound - it's just one-time initialization. _al.SetSourceProperty(_soundSource, SourceInteger.Buffer, _soundBuffer); _al.SetSourceProperty(_soundSource, SourceFloat.Pitch, 1f); _al.SetSourceProperty(_soundSource, SourceFloat.Gain, 1f); _al.SetSourceProperty(_soundSource, SourceBoolean.Looping, false); _al.SetSourceProperty(_soundSource, SourceVector3.Position, Vector3.Zero); _al.SetSourceProperty(_soundSource, SourceVector3.Velocity, Vector3.Zero); CheckError(); return(0); }