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use Device;
use Sample;
use Sink;
use Source;
use source::Spatial;
use std::f32;
use std::fmt::Debug;
use std::sync::{Arc, Mutex};
use std::time::Duration;

pub struct SpatialSink {
    sink: Sink,
    positions: Arc<Mutex<SoundPositions>>,
}

struct SoundPositions {
    emitter_position: [f32; 3],
    left_ear: [f32; 3],
    right_ear: [f32; 3],
}

impl SpatialSink {
    /// Builds a new `SpatialSink`.
    #[inline]
    pub fn new(device: &Device, emitter_position: [f32; 3], left_ear: [f32; 3],
               right_ear: [f32; 3])
               -> SpatialSink {
        SpatialSink {
            sink: Sink::new(device),
            positions: Arc::new(Mutex::new(SoundPositions {
                                               emitter_position,
                                               left_ear,
                                               right_ear,
                                           })),
        }
    }

    /// Sets the position of the sound emitter in 3 dimensional space.
    pub fn set_emitter_position(&mut self, pos: [f32; 3]) {
        self.positions.lock().unwrap().emitter_position = pos;
    }

    /// Sets the position of the left ear in 3 dimensional space.
    pub fn set_left_ear_position(&mut self, pos: [f32; 3]) {
        self.positions.lock().unwrap().left_ear = pos;
    }

    /// Sets the position of the right ear in 3 dimensional space.
    pub fn set_right_ear_position(&mut self, pos: [f32; 3]) {
        self.positions.lock().unwrap().right_ear = pos;
    }

    /// Appends a sound to the queue of sounds to play.
    #[inline]
    pub fn append<S>(&self, source: S)
        where S: Source + Send + 'static,
              S::Item: Sample + Send + Debug
    {
        let positions = self.positions.clone();
        let pos_lock = self.positions.lock().unwrap();
        let source = Spatial::new(source,
                                  pos_lock.emitter_position,
                                  pos_lock.left_ear,
                                  pos_lock.right_ear)
            .periodic_access(Duration::from_millis(10), move |i| {
                let pos = positions.lock().unwrap();
                i.set_positions(pos.emitter_position, pos.left_ear, pos.right_ear);
            });
        self.sink.append(source);
    }

    // Gets the volume of the sound.
    ///
    /// The value `1.0` is the "normal" volume (unfiltered input). Any value other than 1.0 will
    /// multiply each sample by this value.
    #[inline]
    pub fn volume(&self) -> f32 {
        self.sink.volume()
    }

    /// Changes the volume of the sound.
    ///
    /// The value `1.0` is the "normal" volume (unfiltered input). Any value other than 1.0 will
    /// multiply each sample by this value.
    #[inline]
    pub fn set_volume(&mut self, value: f32) {
        self.sink.set_volume(value);
    }

    /// Resumes playback of a paused sound.
    ///
    /// No effect if not paused.
    #[inline]
    pub fn play(&self) {
        self.sink.play();
    }

    /// Pauses playback of this sink.
    ///
    /// No effect if already paused.
    ///
    /// A paused sound can be resumed with `play()`.
    pub fn pause(&self) {
        self.sink.pause();
    }

    /// Gets if a sound is paused
    ///
    /// Sounds can be paused and resumed using pause() and play(). This gets if a sound is paused.
    pub fn is_paused(&self) -> bool {
        self.sink.is_paused()
    }

    /// Destroys the sink without stopping the sounds that are still playing.
    #[inline]
    pub fn detach(self) {
        self.sink.detach();
    }

    /// Sleeps the current thread until the sound ends.
    #[inline]
    pub fn sleep_until_end(&self) {
        self.sink.sleep_until_end();
    }

    /// Returns true if this sink has no more sounds to play.
    #[inline]
    pub fn empty(&self) -> bool {
        self.sink.empty()
    }
}