sound manager interface enhancement

actorid
Marc Zinnschlag 15 years ago
parent 05b3140740
commit 1d91ac9d9e

@ -20,31 +20,32 @@ namespace MWSound
// enough as it is.
struct SoundImpl;
SoundImpl *mData;
public:
SoundManager(Ogre::Root*, Ogre::Camera*);
~SoundManager();
void say (MWWorld::Ptr reference, const std::string& filename);
///< Make an actor say some text.
/// \param filename name of a sound file in "Sound/Vo/" in the data directory.
bool sayDone (MWWorld::Ptr reference) const;
///< Is actor not speaking?
void streamMusic (const std::string& filename);
///< Play a soundifle
/// \param filename name of a sound file in "Music/" in the data directory.
void playSound (const std::string& soundId, float volume, float pitch);
///< Play a sound, independently of 3D-position
void playSound3D (MWWorld::Ptr reference, const std::string& soundId,
float volume, float pitch, bool loop);
///< Play a sound from an object
void stopSound3D (MWWorld::Ptr reference, const std::string& soundId);
///< Stop the given object from playing the given sound.
void stopSound3D (MWWorld::Ptr reference, const std::string& soundId = "");
///< Stop the given object from playing the given sound, If no soundId is given,
/// all sounds for this reference will stop.
bool getSoundPlaying (MWWorld::Ptr reference, const std::string& soundId) const;
///< Is the given sound currently playing on the given object?
@ -52,5 +53,3 @@ namespace MWSound
}
#endif

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