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forked from 0ad/0ad
0ad/source/soundmanager/items/CSoundBase.h
wraitii ba736916fc Clean up ThreadUtil, use standard C++11 constructs instead of custom ones.
ThreadUtil shipped a scope lock and a mutex implementation, which can be
removed since we now have these in the standard library.
This lets us clean up this header which get included everywhere (through
profiler includes).

Tested By: Angen and Stan
Differential Revision: https://code.wildfiregames.com/D1915
This was SVN commit r22344.
2019-06-06 19:30:48 +00:00

103 lines
2.3 KiB
C++

/* Copyright (C) 2019 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 "soundmanager/data/SoundData.h"
#include "soundmanager/items/ISoundItem.h"
#include <mutex>
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;
std::mutex 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