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