forked from 0ad/0ad
102 lines
2.3 KiB
C++
102 lines
2.3 KiB
C++
/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_CSOUNDBASE_H
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#define INCLUDED_CSOUNDBASE_H
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#include "lib/config2.h"
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#if CONFIG2_AUDIO
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#include "lib/external_libraries/openal.h"
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#include "ps/ThreadUtil.h"
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#include "soundmanager/data/SoundData.h"
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#include "soundmanager/items/ISoundItem.h"
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class CSoundBase : public ISoundItem
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{
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protected:
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ALuint m_ALSource;
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CSoundData* m_SoundData;
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bool m_LastPlay;
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bool m_Looping;
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bool m_ShouldBePlaying;
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bool m_PauseAfterFade;
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bool m_IsPaused;
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double m_StartFadeTime;
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double m_EndFadeTime;
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ALfloat m_StartVolume;
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ALfloat m_EndVolume;
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CMutex m_ItemMutex;
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public:
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CSoundBase();
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virtual ~CSoundBase();
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bool InitOpenAL();
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void ResetVars();
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void EnsurePlay();
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void SetGain(ALfloat gain);
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void SetRollOff(ALfloat gain);
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void SetPitch(ALfloat pitch);
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void SetDirection(const CVector3D& direction);
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void SetCone(ALfloat innerCone, ALfloat outerCone, ALfloat coneGain);
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void SetLastPlay(bool last);
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void ReleaseOpenAL();
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bool IsFading();
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bool Finished();
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void Play();
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void PlayAndDelete();
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void PlayLoop();
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void Stop();
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void StopAndDelete();
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void FadeToIn(ALfloat newVolume, double fadeDuration);
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bool GetLooping();
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bool IsPlaying();
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void SetLocation(const CVector3D& position);
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void FadeAndDelete(double fadeTime);
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void FadeAndPause(double fadeTime);
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void Pause();
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void Resume();
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const Path GetName();
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virtual void SetLooping(bool loops);
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virtual bool IdleTask();
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virtual void Attach(CSoundData* itemData);
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protected:
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void SetNameFromPath(VfsPath& itemPath);
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void ResetFade();
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bool HandleFade();
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};
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#endif // CONFIG2_AUDIO
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#endif // INCLUDED_CSOUNDBASE_H
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