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0ad/source/soundmanager/items/CSoundBase.h

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2.3 KiB
C++

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