#ifndef GAME_SOUND_SOUND_H #define GAME_SOUND_SOUND_H #include "soundmanagerimp.hpp" namespace MWSound { class Sound { Sound& operator=(const Sound &rhs); Sound(const Sound &rhs); osg::Vec3f mPos; float mVolume; /* NOTE: Real volume = mVolume*mBaseVolume */ float mBaseVolume; float mPitch; float mMinDistance; float mMaxDistance; int mFlags; float mFadeOutTime; protected: void *mHandle; friend class Sound_Output; friend class OpenAL_Output; public: void setPosition(const osg::Vec3f &pos) { mPos = pos; } void setVolume(float volume) { mVolume = volume; } void setBaseVolume(float volume) { mBaseVolume = volume; } void setFadeout(float duration) { mFadeOutTime = duration; } void updateFade(float duration) { if(mFadeOutTime > 0.0f) { float soundDuration = std::min(duration, mFadeOutTime); mVolume *= (mFadeOutTime-soundDuration) / mFadeOutTime; mFadeOutTime -= soundDuration; } } MWBase::SoundManager::PlayType getPlayType() const { return (MWBase::SoundManager::PlayType)(mFlags&MWBase::SoundManager::Play_TypeMask); } bool getDistanceCull() const { return mFlags&MWBase::SoundManager::Play_RemoveAtDistance; } bool getIs3D() const { return mFlags&Play_3D; } Sound(const osg::Vec3f& pos, float vol, float basevol, float pitch, float mindist, float maxdist, int flags) : mPos(pos), mVolume(vol), mBaseVolume(basevol), mPitch(pitch) , mMinDistance(mindist), mMaxDistance(maxdist), mFlags(flags) , mFadeOutTime(0.0f), mHandle(0) { } ~Sound() { } }; } #endif