khanat-opennel-code/code/nel/include/nel/sound/simple_source.h
2014-06-12 19:27:09 +02:00

155 lines
5.2 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_SIMPLE_SOURCE_H
#define NL_SIMPLE_SOURCE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/time_nl.h"
#include "nel/sound/audio_mixer_user.h"
#include "nel/sound/source_common.h"
#include "nel/sound/simple_sound.h"
namespace NLSOUND {
class ISource;
class CTrack;
class CSimpleSound;
/**
* Implementation of USource
* \author Olivier Cado
* \author Nevrax France
* \date 2001
*/
class CSimpleSource : public CSourceCommon, public CAudioMixerUser::IMixerEvent //, public IPlayable
{
public:
/// Constructor
CSimpleSource(CSimpleSound *simpleSound = NULL, bool spawn = false, TSpawnEndCallback cb = 0, void *cbUserParam = 0, NL3D::CCluster *cluster = 0, CGroupController *groupController = NULL);
/// Destructor
virtual ~CSimpleSource();
/* /// Static init (call at the very beginning)
static void init()
{
//NLMISC_REGISTER_CLASS(CSimpleSource);
}
*/
/// Return the sound binded to the source (or NULL if there is no sound)
virtual TSoundId getSound() { return _SimpleSound; }
/// Return the simple sound bound to the source (or NULL).
CSimpleSound *getSimpleSound() { return _SimpleSound; }
/// \name Playback control
//@{
/// Set looping on/off for future playbacks (default: off)
virtual void setLooping(bool l);
/// Play
virtual void play();
/// Stop playing
virtual void stop();
/// Get playing state. Return false even if the source has stopped on its own.
virtual bool isPlaying();
///
virtual NLMISC::TTicks getPlayTime() { return getTime(); }
/// Returns the number of milliseconds the source has been playing
virtual uint32 getTime();
//@}
/// \name Source properties
//@{
/** Set the position vector (default: (0,0,0)).
* 3D mode -> 3D position
* st mode -> x is the pan value (from left (-1) to right (1)), set y and z to 0
*/
virtual void setPos( const NLMISC::CVector& pos );
/** Get the position vector.
* If the source is stereo, return the position vector which reference was passed to set3DPositionVector()
*/
// virtual void getPos( NLMISC::CVector& pos ) const;
/** Get the virtual source position.
* This method compute the virtual source position with cluster system.
*/
NLMISC::CVector getVirtualPos() const;
/// Set the velocity vector (3D mode only, ignored in stereo mode) (default: (0,0,0))
virtual void setVelocity( const NLMISC::CVector& vel );
/// Set the direction vector (3D mode only, ignored in stereo mode) (default: (0,0,0) as non-directional)
virtual void setDirection( const NLMISC::CVector& dir );
/** Set the gain (volume value inside [0 , 1]). (default: 1)
* 0.0 -> silence
* 0.5 -> -6dB
* 1.0 -> no attenuation
* values > 1 (amplification) not supported by most drivers
*/
virtual void updateFinalGain();
virtual void setPitch( float pitch );
/// Set the source relative mode. If true, positions are interpreted relative to the listener position (default: false)
virtual void setSourceRelativeMode( bool mode );
/// Return the track
CTrack *getTrack() { return _Track; }
/// Return the spawn end callback
TSpawnEndCallback getSpawnEndCallback() const { return _SpawnEndCb; }
//NLMISC_DECLARE_CLASS(CSimpleSource);
virtual IBuffer *getBuffer();
private:
// Mixer event call when doing muted play
virtual void onEvent();
TSOURCE_TYPE getType() const { return SOURCE_SIMPLE; }
/// Returns if this logical source has a physical source attached to it.
inline bool hasPhysicalSource() const { return _Track != NULL; }
/// Get the physical source of the track that is in use by this source.
inline ISource *getPhysicalSource() { return _Track->getPhysicalSource(); }
/// Try to capture a physical source for this logical source. Use hasPhysicalSource to verify. Called when source needs to start playing.
void initPhysicalSource();
/// Free the physical source for re-use by another logical source. Called when source stops playing.
void releasePhysicalSource();
/// The simple sound of this source.
CSimpleSound *_SimpleSound;
/// The volume falloff factor.
float _Alpha;
/// Corresponding track (if selected for playing)
CTrack *_Track;
/// True when the sound is played muted and until the mixer event notifying the end.
bool _PlayMuted;
bool _WaitingForPlay;
};
} // NLSOUND
#endif // NL_SIMPLE_SOURCE_H
/* End of simple_source.h */