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openmw-tes3coop/apps/openmw/mwsound/soundmanagerimp.hpp

179 lines
6.8 KiB
C++

#ifndef GAME_SOUND_SOUNDMANAGER_H
#define GAME_SOUND_SOUNDMANAGER_H
#include <string>
#include <utility>
#include <map>
#include <boost/shared_ptr.hpp>
#include <OgreVector3.h>
#include <OgreResourceGroupManager.h>
#include <components/settings/settings.hpp>
#include "../mwbase/soundmanager.hpp"
namespace MWSound
{
class Sound_Output;
struct Sound_Decoder;
class Sound;
enum Environment {
Env_Normal,
Env_Underwater
};
class SoundManager : public MWBase::SoundManager
{
Ogre::ResourceGroupManager& mResourceMgr;
std::auto_ptr<Sound_Output> mOutput;
// Caches available music tracks by <playlist name, (sound files) >
std::map<std::string, Ogre::StringVector> mMusicFiles;
std::string mLastPlayedMusic; // The music file that was last played
float mMasterVolume;
float mSFXVolume;
float mMusicVolume;
float mVoiceVolume;
float mFootstepsVolume;
boost::shared_ptr<Sound> mMusic;
std::string mCurrentPlaylist;
typedef std::pair<MWWorld::Ptr,std::string> PtrIDPair;
typedef std::map<MWBase::SoundPtr,PtrIDPair> SoundMap;
SoundMap mActiveSounds;
MWBase::SoundPtr mUnderwaterSound;
bool mListenerUnderwater;
Ogre::Vector3 mListenerPos;
Ogre::Vector3 mListenerDir;
Ogre::Vector3 mListenerUp;
int mPausedSoundTypes;
std::string lookup(const std::string &soundId,
float &volume, float &min, float &max);
void streamMusicFull(const std::string& filename);
bool isPlaying(const MWWorld::Ptr &ptr, const std::string &id) const;
void updateSounds(float duration);
void updateRegionSound(float duration);
float volumeFromType(PlayType type) const;
SoundManager(const SoundManager &rhs);
SoundManager& operator=(const SoundManager &rhs);
protected:
DecoderPtr getDecoder();
friend class OpenAL_Output;
public:
SoundManager(bool useSound);
virtual ~SoundManager();
virtual void processChangedSettings(const Settings::CategorySettingVector& settings);
virtual void stopMusic();
///< Stops music if it's playing
virtual void streamMusic(const std::string& filename);
///< Play a soundifle
/// \param filename name of a sound file in "Music/" in the data directory.
virtual void startRandomTitle();
///< Starts a random track from the current playlist
virtual bool isMusicPlaying();
///< Returns true if music is playing
virtual void playPlaylist(const std::string &playlist);
///< Start playing music from the selected folder
/// \param name of the folder that contains the playlist
virtual void say(const MWWorld::Ptr &reference, const std::string& filename);
///< Make an actor say some text.
/// \param filename name of a sound file in "Sound/" in the data directory.
virtual void say(const std::string& filename);
///< Say some text, without an actor ref
/// \param filename name of a sound file in "Sound/" in the data directory.
virtual bool sayDone(const MWWorld::Ptr &reference=MWWorld::Ptr()) const;
///< Is actor not speaking?
virtual void stopSay(const MWWorld::Ptr &reference=MWWorld::Ptr());
///< Stop an actor speaking
virtual float getSaySoundLoudness(const MWWorld::Ptr& reference) const;
///< Check the currently playing say sound for this actor
/// and get an average loudness value (scale [0,1]) at the current time position.
/// If the actor is not saying anything, returns 0.
virtual MWBase::SoundPtr playTrack(const DecoderPtr& decoder, PlayType type);
///< Play a 2D audio track, using a custom decoder
virtual MWBase::SoundPtr playSound(const std::string& soundId, float volume, float pitch, PlayType type=Play_TypeSfx, PlayMode mode=Play_Normal, float offset=0);
///< Play a sound, independently of 3D-position
///< @param offset value from [0,1], when to start playback. 0 is beginning, 1 is end.
virtual MWBase::SoundPtr playSound3D(const MWWorld::Ptr &reference, const std::string& soundId,
float volume, float pitch, PlayType type=Play_TypeSfx,
PlayMode mode=Play_Normal, float offset=0);
///< Play a 3D sound attached to an MWWorld::Ptr. Will be updated automatically with the Ptr's position, unless Play_NoTrack is specified.
///< @param offset Value from [0,1] meaning from which fraction the sound the playback starts.
virtual MWBase::SoundPtr playManualSound3D(const Ogre::Vector3& initialPos, const std::string& soundId,
float volume, float pitch, PlayType type, PlayMode mode, float offset=0);
///< Play a 3D sound at \a initialPos. If the sound should be moving, it must be updated manually using Sound::setPosition.
///< Play a sound from an object
///< @param offset value from [0,1], when to start playback. 0 is beginning, 1 is end.
virtual void stopSound3D(const MWWorld::Ptr &reference, const std::string& soundId);
///< Stop the given object from playing the given sound,
virtual void stopSound3D(const MWWorld::Ptr &reference);
///< Stop the given object from playing all sounds.
virtual void stopSound(MWBase::SoundPtr sound);
///< Stop the given sound handle
virtual void stopSound(const MWWorld::CellStore *cell);
///< Stop all sounds for the given cell.
virtual void stopSound(const std::string& soundId);
///< Stop a non-3d looping sound
virtual void fadeOutSound3D(const MWWorld::Ptr &reference, const std::string& soundId, float duration);
///< Fade out given sound (that is already playing) of given object
///< @param reference Reference to object, whose sound is faded out
///< @param soundId ID of the sound to fade out.
///< @param duration Time until volume reaches 0.
virtual bool getSoundPlaying(const MWWorld::Ptr &reference, const std::string& soundId) const;
///< Is the given sound currently playing on the given object?
virtual void pauseSounds(int types=Play_TypeMask);
///< Pauses all currently playing sounds, including music.
virtual void resumeSounds(int types=Play_TypeMask);
///< Resumes all previously paused sounds.
virtual void update(float duration);
virtual void setListenerPosDir(const Ogre::Vector3 &pos, const Ogre::Vector3 &dir, const Ogre::Vector3 &up);
virtual void updatePtr (const MWWorld::Ptr& old, const MWWorld::Ptr& updated);
virtual void clear();
};
}
#endif