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85 lines
3.0 KiB
C++
85 lines
3.0 KiB
C++
#ifndef GAME_SOUND_SOUND_OUTPUT_H
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#define GAME_SOUND_SOUND_OUTPUT_H
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#include <string>
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#include <memory>
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#include <vector>
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#include "soundmanagerimp.hpp"
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namespace MWSound
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{
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class SoundManager;
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struct Sound_Decoder;
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class Sound;
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class Sound_Loudness;
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// An opaque handle for the implementation's sound buffers.
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typedef void *Sound_Handle;
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// An opaque handle for the implementation's sound instances.
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typedef void *Sound_Instance;
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class Sound_Output
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{
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SoundManager &mManager;
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virtual std::vector<std::string> enumerate() = 0;
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virtual void init(const std::string &devname=std::string()) = 0;
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virtual void deinit() = 0;
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virtual std::vector<std::string> enumerateHrtf() = 0;
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virtual void enableHrtf(const std::string &hrtfname, bool auto_enable) = 0;
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virtual void disableHrtf() = 0;
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virtual Sound_Handle loadSound(const std::string &fname) = 0;
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virtual void unloadSound(Sound_Handle data) = 0;
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virtual size_t getSoundDataSize(Sound_Handle data) const = 0;
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virtual void playSound(MWBase::SoundPtr sound, Sound_Handle data, float offset) = 0;
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virtual void playSound3D(MWBase::SoundPtr sound, Sound_Handle data, float offset) = 0;
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virtual void finishSound(MWBase::SoundPtr sound) = 0;
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virtual bool isSoundPlaying(MWBase::SoundPtr sound) = 0;
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virtual void updateSound(MWBase::SoundPtr sound) = 0;
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virtual void streamSound(DecoderPtr decoder, MWBase::SoundStreamPtr sound) = 0;
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virtual void streamSound3D(DecoderPtr decoder, MWBase::SoundStreamPtr sound) = 0;
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virtual void finishStream(MWBase::SoundStreamPtr sound) = 0;
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virtual double getStreamDelay(MWBase::SoundStreamPtr sound) = 0;
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virtual double getStreamOffset(MWBase::SoundStreamPtr sound) = 0;
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virtual bool isStreamPlaying(MWBase::SoundStreamPtr sound) = 0;
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virtual void updateStream(MWBase::SoundStreamPtr sound) = 0;
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virtual void startUpdate() = 0;
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virtual void finishUpdate() = 0;
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virtual void updateListener(const osg::Vec3f &pos, const osg::Vec3f &atdir, const osg::Vec3f &updir, Environment env) = 0;
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virtual void pauseSounds(int types) = 0;
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virtual void resumeSounds(int types) = 0;
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// HACK: The sound output implementation really shouldn't be handling
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// asynchronous loudness data loading, but it's currently where we have
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// a background processing thread.
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virtual void loadLoudnessAsync(DecoderPtr decoder, Sound_Loudness *loudness) = 0;
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Sound_Output& operator=(const Sound_Output &rhs);
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Sound_Output(const Sound_Output &rhs);
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protected:
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bool mInitialized;
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Sound_Output(SoundManager &mgr)
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: mManager(mgr), mInitialized(false)
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{ }
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public:
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virtual ~Sound_Output() { }
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bool isInitialized() const { return mInitialized; }
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friend class OpenAL_Output;
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friend class SoundManager;
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};
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}
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#endif
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