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211 lines
4.8 KiB
C++
211 lines
4.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_PS_SOUND_IMPL_H
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#define NL_PS_SOUND_IMPL_H
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#include "nel/misc/types_nl.h"
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#include <string>
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#include "nel/misc/debug.h"
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#include "nel/misc/rgba.h"
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#include "nel/sound/u_audio_mixer.h"
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#include "u_particle_system_sound.h"
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// WARNING : this file is not intended to be directly included by the client.
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// It is just used to avoid a dependencie between NL3D and NLSOUND
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namespace NL3D
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{
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inline void SpawnedSourceEndedCallback(NLSOUND::USource *source, void *userParam);
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class CPSSoundServImpl;
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/// This class implement a sound instance (a sound source)
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class CPSSoundInstanceImpl : public UPSSoundInstance
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{
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public:
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/// construct this object from a nel sound source
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/** The system will call this method to set the parameters of the sound
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*/
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CPSSoundInstanceImpl()
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: _Source(NULL), _Spawned(false), _SoundServImpl(NULL)
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{
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}
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/// init this sound instance parameters
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void init(NLSOUND::USource *source, CPSSoundServImpl *soundServImp, bool spawned)
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{
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nlassert(source);
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_Source = source;
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_Spawned = spawned;
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_SoundServImpl = soundServImp;
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}
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/// change this sound source parameters
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virtual void setSoundParams(float gain,
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const NLMISC::CVector &pos,
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const NLMISC::CVector &velocity,
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float pitch
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)
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{
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if (!_Source) return;
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if (gain < 0) gain = 0;
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if (gain > 1) gain = 1;
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if (pitch < 0.0001f) pitch = 0.0001f;
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_Source->setPos(pos);
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_Source->setVelocity(velocity);
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_Source->setRelativeGain(gain);
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_Source->setPitch(pitch);
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}
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/// start to play the sound
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virtual void play(void)
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{
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if (!_Source) return;
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_Source->play();
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}
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virtual bool isPlaying(void) const
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{
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if (!_Source) return false;
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return _Source->isPlaying();
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}
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/// stop the sound
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virtual void stop(void)
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{
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if (!_Source) return;
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_Source->stop();
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}
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// get pitch
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virtual float getPitch() const
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{
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if (!_Source) return 0.f;
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return _Source->getPitch();
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}
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// set sound looping
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virtual void setLooping(bool looping)
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{
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if (_Source) _Source->setLooping(looping);
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}
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virtual bool isLooping() const
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{
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return _Source ? _Source->getLooping() : false;
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}
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/// release the sound source
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virtual void release(void);
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protected:
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friend inline void SpawnedSourceEndedCallback(NLSOUND::USource *source, void *userParam);
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NLSOUND::USource *_Source;
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bool _Spawned;
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CPSSoundServImpl *_SoundServImpl;
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};
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/**
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* This class implements PS sound server. It warps the calls to NEL sound. Everything is in a .h file to avoid dependency
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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class CPSSoundServImpl : public UPSSoundServer
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{
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public:
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/// construct this sound server; You must init it then
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CPSSoundServImpl() : _AudioMixer(NULL)
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{
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}
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virtual ~CPSSoundServImpl() {}
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/// init this particle system sound server, using the given audio mixer
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void init(NLSOUND::UAudioMixer *audioMixer)
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{
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_AudioMixer = audioMixer;
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}
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/// get the audio mixer associated with that server
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NLSOUND::UAudioMixer *getAudioMixer(void) { return _AudioMixer;}
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const NLSOUND::UAudioMixer *getAudioMixer(void) const { return _AudioMixer;}
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/// inherited from IPSSoundServer
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UPSSoundInstance *createSound(const NLMISC::CSheetId &soundName, bool spawned = true)
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{
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if (!_AudioMixer)
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return NULL;
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CPSSoundInstanceImpl *sound = new CPSSoundInstanceImpl;
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NLSOUND::USource *source = _AudioMixer->createSource(soundName, spawned, SpawnedSourceEndedCallback, sound );
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if (source)
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{
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/*
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if (spawned)
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{
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source->setLooping(false);
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}
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*/
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sound->init(source, this, spawned);
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return sound;
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}
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else
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{
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// should usually not happen
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delete sound;
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return NULL;
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}
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}
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protected:
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NLSOUND::UAudioMixer *_AudioMixer;
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};
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/// this callback is called when a spawned source has ended, so that we know that the pointer to it is invalid...
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inline void SpawnedSourceEndedCallback(NLSOUND::USource *source, void *userParam)
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{
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nlassert(((CPSSoundInstanceImpl *) userParam)->_Source == source);
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((CPSSoundInstanceImpl *) userParam)->_Source = NULL;
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}
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} // NL3D
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#endif // NL_PS_SOUND_IMPL_H
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/* End of ps_sound_impl.h */
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