#ifndef GAME_SOUND_SOUNDMANAGER_H #define GAME_SOUND_SOUNDMANAGER_H #include #include #include #include #include "../mwbase/soundmanager.hpp" namespace VFS { class Manager; } namespace MWSound { class Sound_Output; struct Sound_Decoder; class Sound; enum Environment { Env_Normal, Env_Underwater }; class SoundManager : public MWBase::SoundManager { const VFS::Manager* mVFS; std::unique_ptr mOutput; // Caches available music tracks by std::map > mMusicFiles; std::string mLastPlayedMusic; // The music file that was last played float mMasterVolume; float mSFXVolume; float mMusicVolume; float mVoiceVolume; float mFootstepsVolume; std::shared_ptr mMusic; std::string mCurrentPlaylist; typedef std::pair PtrIDPair; typedef std::map SoundMap; SoundMap mActiveSounds; MWBase::SoundPtr mUnderwaterSound; bool mListenerUnderwater; osg::Vec3f mListenerPos; osg::Vec3f mListenerDir; osg::Vec3f 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(const VFS::Manager* vfs, 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 osg::Vec3f& 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 osg::Vec3f &pos, const osg::Vec3f &dir, const osg::Vec3f &up); virtual void updatePtr (const MWWorld::Ptr& old, const MWWorld::Ptr& updated); virtual void clear(); }; } #endif