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openmw-tes3mp/apps/openmw/mwsound/sound_output.hpp

78 lines
2.7 KiB
C++

#ifndef GAME_SOUND_SOUND_OUTPUT_H
#define GAME_SOUND_SOUND_OUTPUT_H
#include <string>
#include <memory>
#include "soundmanagerimp.hpp"
#include "../mwworld/ptr.hpp"
namespace MWSound
{
class SoundManager;
struct Sound_Decoder;
class Sound;
class Sound_Loudness;
// An opaque handle for the implementation's sound buffers.
typedef void *Sound_Handle;
class Sound_Output
{
SoundManager &mManager;
virtual std::vector<std::string> enumerate() = 0;
virtual void init(const std::string &devname="") = 0;
virtual void deinit() = 0;
virtual Sound_Handle loadSound(const std::string &fname) = 0;
virtual void unloadSound(Sound_Handle data) = 0;
virtual size_t getSoundDataSize(Sound_Handle data) const = 0;
/// @param offset Number of seconds into the sound to start playback.
virtual MWBase::SoundPtr playSound(Sound_Handle data, float vol, float basevol, float pitch, int flags, float offset) = 0;
/// @param offset Number of seconds into the sound to start playback.
virtual MWBase::SoundPtr playSound3D(Sound_Handle data, const osg::Vec3f &pos,
float vol, float basevol, float pitch, float min, float max, int flags, float offset) = 0;
virtual MWBase::SoundPtr streamSound(DecoderPtr decoder, float basevol, float pitch, int flags) = 0;
virtual MWBase::SoundPtr streamSound3D(DecoderPtr decoder, const osg::Vec3f &pos,
float vol, float basevol, float pitch, float min, float max, int flags) = 0;
virtual void startUpdate() = 0;
virtual void finishUpdate() = 0;
virtual void updateListener(const osg::Vec3f &pos, const osg::Vec3f &atdir, const osg::Vec3f &updir, Environment env) = 0;
virtual void pauseSounds(int types) = 0;
virtual void resumeSounds(int types) = 0;
// HACK: The sound output implementation really shouldn't be handling
// asynchronous loudness data loading, but it's currently where we have
// a background processing thread.
virtual void loadLoudnessAsync(DecoderPtr decoder, Sound_Loudness *loudness) = 0;
Sound_Output& operator=(const Sound_Output &rhs);
Sound_Output(const Sound_Output &rhs);
protected:
bool mInitialized;
osg::Vec3f mPos;
Sound_Output(SoundManager &mgr)
: mManager(mgr)
, mInitialized(false)
, mPos(0.0f, 0.0f, 0.0f)
{ }
public:
virtual ~Sound_Output() { }
bool isInitialized() const { return mInitialized; }
friend class OpenAL_Output;
friend class SoundManager;
};
}
#endif