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