1
0
forked from 0ad/0ad
0ad/source/sound/JSI_Sound.h
Ykkrosh bd3bd084c0 Support new SpiderMonkey API.
wposix: Define int8_t compatibly with SpiderMonkey.
Remove unused camera, lightenv JS interfaces.
Remove most of vector JS interface.
Remove some of the redundant JS string conversion functions.
Remove unneeded vmem, _lodBias functions.
Clean up some formatting.

This was SVN commit r8629.
2010-11-16 23:00:52 +00:00

79 lines
2.5 KiB
C++

/* Copyright (C) 2009 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/>.
*/
// JS sound binding
// 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 INCLUDED_JSI_SOUND
#define INCLUDED_JSI_SOUND
#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 VfsPath& pathname);
~JSI_Sound();
// Script-bound functions
CStr 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, uintN argc, jsval* vp);
static void ScriptingInit();
};
#endif // #ifndef INCLUDED_JSI_SOUND