#ifndef GAME_MWBASE_SOUNDMANAGER_H #define GAME_MWBASE_SOUNDMANAGER_H #include #include #include #include "../mwworld/ptr.hpp" namespace MWWorld { class CellStore; } namespace MWSound { class Sound; class Stream; struct Sound_Decoder; typedef std::shared_ptr DecoderPtr; /* These must all fit together */ enum class PlayMode { Normal = 0, /* non-looping, affected by environment */ Loop = 1<<0, /* Sound will continually loop until explicitly stopped */ NoEnv = 1<<1, /* Do not apply environment effects (eg, underwater filters) */ RemoveAtDistance = 1<<2, /* (3D only) If the listener gets further than 2000 units away * from the sound source, the sound is removed. * This is weird stuff but apparently how vanilla works for sounds * played by the PlayLoopSound family of script functions. Perhaps * we can make this cut off a more subtle fade later, but have to * be careful to not change the overall volume of areas by too * much. */ NoPlayerLocal = 1<<3, /* (3D only) Don't play the sound local to the listener even if the * player is making it. */ LoopNoEnv = Loop | NoEnv, LoopRemoveAtDistance = Loop | RemoveAtDistance }; enum class Type { Sfx = 1<<4, /* Normal SFX sound */ Voice = 1<<5, /* Voice sound */ Foot = 1<<6, /* Footstep sound */ Music = 1<<7, /* Music track */ Movie = 1<<8, /* Movie audio track */ Mask = Sfx | Voice | Foot | Music | Movie }; // Used for creating a type mask for SoundManager::pauseSounds and resumeSounds inline int operator~(Type a) { return ~static_cast(a); } inline int operator&(Type a, Type b) { return static_cast(a) & static_cast(b); } inline int operator&(int a, Type b) { return a & static_cast(b); } inline int operator|(Type a, Type b) { return static_cast(a) | static_cast(b); } } namespace MWBase { using Sound = MWSound::Sound; using SoundStream = MWSound::Stream; /// \brief Interface for sound manager (implemented in MWSound) class SoundManager { SoundManager (const SoundManager&); ///< not implemented SoundManager& operator= (const SoundManager&); ///< not implemented protected: using PlayMode = MWSound::PlayMode; using Type = MWSound::Type; public: SoundManager() {} virtual ~SoundManager() {} virtual void processChangedSettings(const std::set< std::pair >& settings) = 0; virtual void stopMusic() = 0; ///< Stops music if it's playing virtual void streamMusic(const std::string& filename) = 0; ///< Play a soundifle /// \param filename name of a sound file in "Music/" in the data directory. virtual bool isMusicPlaying() = 0; ///< Returns true if music is playing virtual void playPlaylist(const std::string &playlist) = 0; ///< 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) = 0; ///< 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) = 0; ///< 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 = 0; ///< Is actor not speaking? virtual void stopSay(const MWWorld::ConstPtr &reference=MWWorld::ConstPtr()) = 0; ///< Stop an actor speaking virtual float getSaySoundLoudness(const MWWorld::ConstPtr& reference) const = 0; ///< 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 SoundStream *playTrack(const MWSound::DecoderPtr& decoder, Type type) = 0; ///< Play a 2D audio track, using a custom decoder. The caller is expected to call /// stopTrack with the returned handle when done. virtual void stopTrack(SoundStream *stream) = 0; ///< Stop the given audio track from playing virtual double getTrackTimeDelay(SoundStream *stream) = 0; ///< 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 Sound *playSound(const std::string& soundId, float volume, float pitch, Type type=Type::Sfx, PlayMode mode=PlayMode::Normal, float offset=0) = 0; ///< Play a sound, independently of 3D-position ///< @param offset Number of seconds into the sound to start playback. virtual Sound *playSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId, float volume, float pitch, Type type=Type::Sfx, PlayMode mode=PlayMode::Normal, float offset=0) = 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 Sound *playSound3D(const osg::Vec3f& initialPos, const std::string& soundId, float volume, float pitch, Type type=Type::Sfx, PlayMode mode=PlayMode::Normal, float offset=0) = 0; ///< Play a 3D sound at \a initialPos. If the sound should be moving, it must be updated using Sound::setPosition. virtual void stopSound(Sound *sound) = 0; ///< Stop the given sound from playing virtual void stopSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId) = 0; ///< Stop the given object from playing the given sound, virtual void stopSound3D(const MWWorld::ConstPtr &reference) = 0; ///< Stop the given object from playing all sounds. virtual void stopSound(const MWWorld::CellStore *cell) = 0; ///< Stop all sounds for the given cell. virtual void stopSound(const std::string& soundId) = 0; ///< Stop a non-3d looping sound virtual void fadeOutSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId, float duration) = 0; ///< 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 = 0; ///< Is the given sound currently playing on the given object? /// If you want to check if sound played with playSound is playing, use empty Ptr virtual void pauseSounds(int types=static_cast(Type::Mask)) = 0; ///< Pauses all currently playing sounds, including music. virtual void resumeSounds(int types=static_cast(Type::Mask)) = 0; ///< Resumes all previously paused sounds. virtual void update(float duration) = 0; virtual void setListenerPosDir(const osg::Vec3f &pos, const osg::Vec3f &dir, const osg::Vec3f &up, bool underwater) = 0; virtual void updatePtr(const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated) = 0; virtual void clear() = 0; }; } #endif