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230 lines
6.4 KiB
C++
230 lines
6.4 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_SOUND_PATTERN_H
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#define NL_SOUND_PATTERN_H
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#include "nel/misc/types_nl.h"
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namespace NLSOUND
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{
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class ISoundController;
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typedef std::basic_string<uint16> uint16_string;
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class CSoundPattern
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{
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public:
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class Iterator
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{
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public:
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uint16 _Max;
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uint16 _Value;
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CSoundPattern* _Pattern;
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Iterator(CSoundPattern* pattern, uint16 max) : _Pattern(pattern), _Value(0), _Max(max) {}
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Iterator& operator++() {
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_Value++;
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if (_Value >= _Max) {
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_Value -= _Max;
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}
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}
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};
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class PatternIterator : public Iterator
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{
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public:
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PatternIterator() : Iterator(0, 0) {}
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PatternIterator(CSoundPattern* pattern, uint16 max) : Iterator(pattern, max) {}
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std::string& operator*() {
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return _Pattern->getSound(this);
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}
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};
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class IntervalIterator : public Iterator
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{
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public:
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IntervalIterator() : Iterator(0, 0) {}
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IntervalIterator(CSoundPattern* pattern, uint16 max) : Iterator(pattern, max) {}
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uint32 operator*() {
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return _Pattern->getInterval(this);
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}
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};
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/** Constructor */
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CSoundPattern();
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/** Destructor */
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virtual ~CSoundPattern();
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/// \name Sounds list management
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//@{
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/** \def addSound(name)
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* Add a sound to the list of sounds used in this pattern
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*/
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/** \def removeSound(name)
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* Remove a sound from the list of sounds used in this pattern
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*/
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/** \def getSounds(sounds)
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* Get the list of all sounds in this pattern
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*/
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virtual void addSound(std::string& name) { _Sounds.push_back(name); }
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virtual void removeSound(const NLMISC::TStringId& name);
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virtual void getSounds(std::vector<std::string>& sounds);
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//@}
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/// \name Iterating through the sound pattern
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//@{
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/** \def beginSoundPattern()
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* Get the beginning of the pattern. The pattern has infinite length. The code to run
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* through the list of elements ressembles the iteration in STL classes:
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*
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*\code
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PatternIterator iterator = pattern.beginSoundPattern();
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while (true)
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{
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string& sound = *iterator;
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iterator++;
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}
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*\endcode
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*/
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/** \def getSound(iterator)
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* Returns the sound corresponding to the iterator value in the sound pattern.
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*/
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virtual PatternIterator beginSoundPattern() { return PatternIterator(this, _SoundPattern.size()); }
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virtual std::string& getSound(PatternIterator* iterator);
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//@}
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/// \name Iterating through the sound pattern
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//@{
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/** \def beginIntervalPattern()
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* Get the beginning of the interval pattern. The pattern has infinite length. The code
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* to run through the list of elements ressembles the iteration in STL classes. See
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* code example in beginSoundPattern().
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* \see beginSoundPattern
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*/
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/** \def getInterval(iterator)
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* Returns the interval corresponding to the iterator value in the sound pattern.
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*/
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virtual IntervalIterator beginIntervalPattern() { return IntervalIterator(this, _Intervals.size()); }
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virtual uint16 getInterval(IntervalIterator* iterator);
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//@}
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/// \name Sound pattern editing and generation
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//@{
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/** \def setSoundPattern(list)
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* Set the pattern of the intervals. The list should be a string of numbers
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* separated by a comma. For example, "100,120,100,5,10,50"
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*/
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/** \def getIntervals(list)
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* Returns the pattern of the intervals as a string. The returned list has
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* the same format as expected by the setIntervals function.
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* \see setIntervals
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*/
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virtual void setSoundPattern(std::string& list);
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virtual void getSoundPattern(std::string& list);
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virtual void generateRandomPattern(uint length);
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virtual void generateRandomMin1Pattern(uint length);
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//@}
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/// \name Interval pattern editing and generation
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//@{
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/** \def setIntervals(list)
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* Set the pattern of the intervals. The list should be a string of numbers
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* separated by a comma. For example, "100,120,100,5,10,50"
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*/
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/** \def getIntervals(list)
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* Returns the pattern of the intervals as a string. The returned list has
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* the same format as expected by the setIntervals function.
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* \see setIntervals
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*/
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virtual void setIntervals(std::string& list);
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virtual void getIntervals(std::string& list);
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virtual void generateRandomIntervals(uint length, uint16 min, uint16 max);
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virtual void generateRandomMin1Intervals(uint length, uint16 min, uint16 max);
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//@}
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/// \name Tempo
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//@{
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virtual float getTicksPerSecond() { return _TicksPerSeconds; }
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virtual void setTicksPerSecond(float ticks) { _TicksPerSeconds = ticks; }
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//@}
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/// \name Spawning
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//@{
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virtual void setSpawn(bool v) { _Spawn = v; }
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virtual bool getSpawn() { return _Spawn; }
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//@}
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/// \name Continuous controllers
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//@{
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virtual void setVolumeEnvelope(ISoundController* env) { _VolumeEnvelope = env; }
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virtual ISoundController* getVolumeEnvelope() { return _VolumeEnvelope; }
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virtual void setFreqModulation(ISoundController* mod) { _FreqModulation = mod; }
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virtual ISoundController* getFreqModulation() { return _FreqModulation; }
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//@}
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private:
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virtual void parsePattern(std::string& list, uint16_string& pattern);
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virtual void concatenatePattern(std::string& list, uint16_string& pattern);
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virtual void generateRandomPattern(uint16_string& pattern, uint length, uint16 min, uint16 max);
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virtual void generateRandomMin1Pattern(uint16_string& pattern, uint length, uint16 min, uint16 max);
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virtual void expandString(std::string& s, std::string& buffer);
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std::vector<std::string> _Sounds;
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float _TicksPerSeconds;
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uint16_string _SoundPattern;
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uint16_string _Intervals;
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bool _Spawn;
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ISoundController *_VolumeEnvelope;
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ISoundController *_FreqModulation;
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std::string _StringBuffer;
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};
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} // namespace
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#endif // NL_SOUND_PATTERN_H
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