nd3c3nt
0b150ee311
refs #138. Added SoundGroupMgr.h and .cpp, revised loading and clean up in SoundGroup class. This was SVN commit r4761.
126 lines
3.5 KiB
C++
126 lines
3.5 KiB
C++
/**
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* =========================================================================
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* File : SoundGroup.h
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* Project : 0 A.D.
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* Description : Loads up a group of sound files with shared properties,
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* and provides a simple interface for playing them.
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*
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* Author : Gavin Fowler
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* =========================================================================
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*/
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/*
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* Copyright (c) 2005-2006 Gavin Fowler
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*
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* Redistribution and/or modification are also permitted under the
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* terms of the GNU General Public License as published by the
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* Free Software Foundation (version 2 or later, at your option).
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/*
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Example usage: (SEE SOUNDGROUPMGR.H)
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Example SoundGroup.xml
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<?xml version="1.0" encoding="utf-8" standalone="no" ?>
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<SoundGroup>
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<Gain>1.0</Gain>
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<Looping>0</Looping>
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<Pitch>1.0</Pitch>
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<Priority>100</Priority>
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<RandOrder>0</RandOrder>
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<RandGain>0</RandGain>
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<RandPitch>0</RandPitch>
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<ConeGain>1.0</ConeGain>
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<ConeInner>360</ConeInner>
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<ConeOuter>360</ConeOuter>
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<Sound>audio/voice/hellenes/soldier/Attack_Attackx.ogg</Sound>
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<Sound>audio/voice/hellenes/soldier/Attack_Chargex.ogg</Sound>
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<Sound>audio/voice/hellenes/soldier/Attack_Engagex.ogg</Sound>
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<Sound>audio/voice/hellenes/soldier/Attack_ForMyFamily.ogg</Sound>
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</SoundGroup>
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*/
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#ifndef SOUNDGROUP_H_
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#define SOUNDGROUP_H_
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#include "lib/res/handle.h"
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#include "ps/CStr.h"
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#include "lib/res/sound/snd_mgr.h"
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#include <vector>
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using namespace std;
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enum eSndGrpFlags
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{
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eRandOrder = 0x01,
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eRandGain = 0x02,
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eRandPitch = 0x04,
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eLoop = 0x08
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};
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class CSoundGroup
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{
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size_t m_index; // index of the next sound to play
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Handle m_hReplacement;
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vector<Handle> snd_group; // we store the handles so we can load now and play later
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vector<CStr> filenames; // we need the filenames so we can reload when necessary.
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vector<float> playtimes; // it would be better to store this in with the Handles perhaps?
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CStr m_filepath; // the file path for the list of sound file resources
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CStr m_intensity_file; // the replacement aggregate 'intense' sound
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float m_CurTime; // Time elapsed since soundgroup was created
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float m_TimeWindow; // The Intensity Threshold Window
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size_t m_IntensityThreshold; // the allowable intensity before a sound switch
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size_t m_Intensity; // our current intensity(number of sounds played since m_CurTime - m_TimeWindow)
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float m_Decay; //
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unsigned char m_Flags; // up to eight individual parameters, use with eSndGrpFlags.
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float m_Gain;
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float m_Pitch;
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float m_Priority;
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float m_ConeOuterGain;
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float m_PitchUpper;
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float m_PitchLower;
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float m_GainUpper;
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float m_GainLower;
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float m_ConeInnerAngle;
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float m_ConeOuterAngle;
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public:
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CSoundGroup(const char *XMLfile);
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CSoundGroup(void);
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~CSoundGroup(void);
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// Play next sound in group
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void PlayNext();
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// Load a group
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bool LoadSoundGroup(const char *XMLfile);
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void Reload();
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// Release all remaining loaded handles
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void ReleaseGroup();
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// Update SoundGroup, remove dead sounds from intensity count
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void Update(float TimeSinceLastFrame);
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// Set a flag using a value from eSndGrpFlags
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inline void SetFlag(int flag){ m_Flags |= flag; }
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// Test flag, returns true if flag is set.
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inline bool TestFlag(int flag) { return (m_Flags & flag) == flag;}
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};
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#endif //#ifndef SOUNDGROUP_H_
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