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0ad/source/sound/JSI_Sound.h

67 lines
1.9 KiB
C++

// JS sound binding
//
// Jan Wassenberg (jan@wildfiregames.com)
// interface rationale:
// - can't just expose fire and forget playSound to script code:
// we sometimes need to loop until a certain condition is met
// (e.g. building is complete) => need means of access (Handle) to sound.
//
// - the current 64-bit Handle can't be stored as-is by JS code;
// we could make it 32 bit, but that limits its usefulness
// (barely enough tag bits).
//
// - instead, we provide a thin class wrapper (using scriptableobject.h)
// on top of the snd API that encapsulates the Handle.
#ifndef JSSOUND_INCLUDED
#define JSSOUND_INCLUDED
#include "scripting/ScriptableObject.h"
#include "lib/res/handle.h"
class JSI_Sound : public CJSObject<JSI_Sound>
{
public:
Handle m_Handle;
// note: filename is stored by handle manager; no need to keep a copy here.
JSI_Sound(const CStr& Filename);
~JSI_Sound();
// Script-bound functions
jsval ToString( JSContext* cx, uintN argc, jsval* argv );
// start playing the sound (one-shot).
// it will automatically be freed when done.
bool Play( JSContext* cx, uintN argc, jsval* argv );
// request the sound be played until free() is called. returns immediately.
bool Loop( JSContext* cx, uintN argc, jsval* argv );
// stop sound if currently playing and free resources.
// doesn't need to be called unless played via loop() -
// sounds are freed automatically when done playing.
bool Free( JSContext* cx, uintN argc, jsval* argv );
bool SetGain( JSContext* cx, uintN argc, jsval* argv );
bool SetPitch( JSContext* cx, uintN argc, jsval* argv );
bool SetPosition( JSContext* cx, uintN argc, jsval* argv );
bool Fade ( JSContext* cx, uintN argc, jsval* argv );
static JSBool Construct( JSContext* cx, JSObject* obj, uint argc, jsval* argv, jsval* rval );
static void ScriptingInit();
private:
bool m_SoundDisabled; // see constructor and JSI_Sound::Construct
};
#endif // #ifndef JSSOUND_INCLUDED