// Copyright 2016 The G3N Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package audio import ( "github.com/g3n/engine/audio/al" "github.com/g3n/engine/core" "github.com/g3n/engine/gls" "github.com/g3n/engine/math32" ) // Listener is an audio listener positioned in space type Listener struct { core.Node } // NewListener returns a pointer to a new Listener object. func NewListener() *Listener { l := new(Listener) l.Node.Init() return l } // SetVelocity sets the velocity of the listener with x, y, z components func (l *Listener) SetVelocity(vx, vy, vz float32) { al.Listener3f(al.Velocity, vx, vy, vz) } // SetVelocityVec sets the velocity of the listener with a vector func (l *Listener) SetVelocityVec(v *math32.Vector3) { al.Listener3f(al.Velocity, v.X, v.Y, v.Z) } // Velocity returns the velocity of the listener as x, y, z components func (l *Listener) Velocity() (float32, float32, float32) { return al.GetListener3f(al.Velocity) } // VelocityVec returns the velocity of the listener as a vector func (l *Listener) VelocityVec() math32.Vector3 { vx, vy, vz := al.GetListener3f(al.Velocity) return math32.Vector3{vx, vy, vz} } // SetGain sets the gain of the listener func (l *Listener) SetGain(gain float32) { al.Listenerf(al.Gain, gain) } // Gain returns the gain of the listener func (l *Listener) Gain() float32 { return al.GetListenerf(al.Gain) } // Render is called by the renderer at each frame // Updates the OpenAL position and orientation of this listener func (l *Listener) Render(gl *gls.GLS) { // Sets the listener source world position var wpos math32.Vector3 l.WorldPosition(&wpos) al.Listener3f(al.Position, wpos.X, wpos.Y, wpos.Z) // Get listener current world direction var vdir math32.Vector3 l.WorldDirection(&vdir) // Assumes initial UP vector and recalculates current up vector vup := math32.Vector3{0, 1, 0} var vright math32.Vector3 vright.CrossVectors(&vdir, &vup) vup.CrossVectors(&vright, &vdir) // Sets the listener orientation orientation := []float32{vdir.X, vdir.Y, vdir.Z, vup.X, vup.Y, vup.Z} al.Listenerfv(al.Orientation, orientation) }