#ifndef GAME_SOUND_SOUNDMANAGER_H #define GAME_SOUND_SOUNDMANAGER_H #include #include #include #include #include #include #include #include "loudness.hpp" #include "../mwbase/soundmanager.hpp" namespace VFS { class Manager; } namespace ESM { struct Sound; } namespace MWSound { class Sound_Output; struct Sound_Decoder; class Sound; class Sound_Buffer; enum Environment { Env_Normal, Env_Underwater }; // Extra play flags, not intended for caller use enum PlayModeEx { Play_2D = 0, Play_3D = 1<<31 }; class SoundManager : public MWBase::SoundManager { const VFS::Manager* mVFS; std::auto_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; typedef std::auto_ptr > SoundBufferList; // List of sound buffers, grown as needed. New enties are added to the // back, allowing existing Sound_Buffer references/pointers to remain // valid. SoundBufferList mSoundBuffers; size_t mBufferCacheMin; size_t mBufferCacheMax; size_t mBufferCacheSize; typedef std::map NameBufferMap; NameBufferMap mBufferNameMap; typedef std::deque LoudnessList; LoudnessList mVoiceLipBuffers; typedef std::map NameLoudnessRefMap; NameLoudnessRefMap mVoiceLipNameMap; // NOTE: unused buffers are stored in front-newest order. typedef std::deque SoundList; SoundList mUnusedBuffers; typedef std::pair SoundBufferRefPair; typedef std::vector SoundBufferRefPairList; typedef std::map SoundMap; SoundMap mActiveSounds; typedef std::pair SoundLoudnessPair; typedef std::map SaySoundMap; SaySoundMap mActiveSaySounds; typedef std::pair DecoderLoudnessPair; typedef std::map SayDecoderMap; SayDecoderMap mPendingSaySounds; typedef std::vector TrackList; TrackList mActiveTracks; MWBase::SoundStreamPtr mMusic; std::string mCurrentPlaylist; bool mListenerUnderwater; osg::Vec3f mListenerPos; osg::Vec3f mListenerDir; osg::Vec3f mListenerUp; int mPausedSoundTypes; MWBase::SoundPtr mUnderwaterSound; Sound_Buffer *insertSound(const std::string &soundId, const ESM::Sound *sound); Sound_Buffer *lookupSound(const std::string &soundId) const; Sound_Buffer *loadSound(const std::string &soundId); // Ensures the loudness/"lip" data gets loaded, and returns a decoder // to start streaming DecoderPtr loadVoice(const std::string &voicefile, Sound_Loudness **lipdata); MWBase::SoundStreamPtr playVoice(DecoderPtr decoder, const osg::Vec3f &pos, bool playlocal); void streamMusicFull(const std::string& filename); 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::ConstPtr &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::ConstPtr &reference=MWWorld::ConstPtr()) const; ///< Is actor not speaking? virtual void stopSay(const MWWorld::ConstPtr &reference=MWWorld::ConstPtr()); ///< Stop an actor speaking virtual float getSaySoundLoudness(const MWWorld::ConstPtr& 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::SoundStreamPtr playTrack(const DecoderPtr& decoder, PlayType type); ///< Play a 2D audio track, using a custom decoder virtual void stopTrack(MWBase::SoundStreamPtr stream); ///< Stop the given audio track from playing virtual double getTrackTimeDelay(MWBase::SoundStreamPtr stream); ///< Retives the time delay, in seconds, of the audio track (must be a sound /// returned by \ref playTrack). Only intended to be called by the track /// decoder's read method. 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 Number of seconds into the sound to start playback. virtual MWBase::SoundPtr playSound3D(const MWWorld::ConstPtr &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 Number of seconds into the sound to start playback. virtual MWBase::SoundPtr playSound3D(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 using Sound::setPosition. ///< @param offset Number of seconds into the sound to start playback. virtual void stopSound(MWBase::SoundPtr sound); ///< Stop the given sound from playing /// @note no-op if \a sound is null virtual void stopSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId); ///< Stop the given object from playing the given sound, virtual void stopSound3D(const MWWorld::ConstPtr &reference); ///< Stop the given object from playing all sounds. 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::ConstPtr &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::ConstPtr &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, bool underwater); virtual void updatePtr (const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated); virtual void clear(); }; } #endif