You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
169 lines
7.8 KiB
C++
169 lines
7.8 KiB
C++
#ifndef GAME_MWBASE_SOUNDMANAGER_H
|
|
#define GAME_MWBASE_SOUNDMANAGER_H
|
|
|
|
#include <string>
|
|
#include <set>
|
|
#include <boost/shared_ptr.hpp>
|
|
|
|
#include "../mwworld/ptr.hpp"
|
|
|
|
namespace MWWorld
|
|
{
|
|
class CellStore;
|
|
}
|
|
|
|
namespace MWSound
|
|
{
|
|
class Sound;
|
|
struct Sound_Decoder;
|
|
typedef boost::shared_ptr<Sound_Decoder> DecoderPtr;
|
|
}
|
|
|
|
namespace MWBase
|
|
{
|
|
typedef boost::shared_ptr<MWSound::Sound> SoundPtr;
|
|
|
|
/// \brief Interface for sound manager (implemented in MWSound)
|
|
class SoundManager
|
|
{
|
|
public:
|
|
/* These must all fit together */
|
|
enum PlayMode {
|
|
Play_Normal = 0, /* tracked, non-looping, multi-instance, environment */
|
|
Play_Loop = 1<<0, /* Sound will continually loop until explicitly stopped */
|
|
Play_NoEnv = 1<<1, /* Do not apply environment effects (eg, underwater filters) */
|
|
Play_NoTrack = 1<<2, /* (3D only) Play the sound at the given object's position
|
|
* but do not keep it updated (the sound will not move with
|
|
* the object and will not stop when the object is deleted. */
|
|
Play_RemoveAtDistance = 1<<3, /* (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. */
|
|
Play_LoopNoEnv = Play_Loop | Play_NoEnv,
|
|
Play_LoopRemoveAtDistance = Play_Loop | Play_RemoveAtDistance
|
|
};
|
|
enum PlayType {
|
|
Play_TypeSfx = 1<<4, /* Normal SFX sound */
|
|
Play_TypeVoice = 1<<5, /* Voice sound */
|
|
Play_TypeFoot = 1<<6, /* Footstep sound */
|
|
Play_TypeMusic = 1<<7, /* Music track */
|
|
Play_TypeMovie = 1<<8, /* Movie audio track */
|
|
Play_TypeMask = Play_TypeSfx|Play_TypeVoice|Play_TypeFoot|Play_TypeMusic|Play_TypeMovie
|
|
};
|
|
|
|
private:
|
|
|
|
SoundManager (const SoundManager&);
|
|
///< not implemented
|
|
|
|
SoundManager& operator= (const SoundManager&);
|
|
///< not implemented
|
|
|
|
public:
|
|
|
|
SoundManager() {}
|
|
|
|
virtual ~SoundManager() {}
|
|
|
|
virtual void processChangedSettings(const std::set< std::pair<std::string, std::string> >& 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 void startRandomTitle() = 0;
|
|
///< Starts a random track from the current playlist
|
|
|
|
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::Ptr &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::Ptr &reference=MWWorld::Ptr()) const = 0;
|
|
///< Is actor not speaking?
|
|
|
|
virtual void stopSay(const MWWorld::Ptr &reference=MWWorld::Ptr()) = 0;
|
|
///< Stop an actor speaking
|
|
|
|
virtual float getSaySoundLoudness(const MWWorld::Ptr& 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 SoundPtr playTrack(const MWSound::DecoderPtr& decoder, PlayType type) = 0;
|
|
///< Play a 2D audio track, using a custom decoder
|
|
|
|
virtual SoundPtr playSound(const std::string& soundId, float volume, float pitch,
|
|
PlayType type=Play_TypeSfx, PlayMode mode=Play_Normal,
|
|
float offset=0) = 0;
|
|
///< Play a sound, independently of 3D-position
|
|
///< @param offset Value from [0,1] meaning from which fraction the sound the playback starts.
|
|
|
|
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) = 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) = 0;
|
|
///< Play a 3D sound at \a initialPos. If the sound should be moving, it must be updated manually using Sound::setPosition.
|
|
|
|
virtual void stopSound3D(const MWWorld::Ptr &reference, const std::string& soundId) = 0;
|
|
///< Stop the given object from playing the given sound,
|
|
|
|
virtual void stopSound3D(const MWWorld::Ptr &reference) = 0;
|
|
///< Stop the given object from playing all sounds.
|
|
|
|
virtual void stopSound(MWBase::SoundPtr sound) = 0;
|
|
///< Stop the given sound handle
|
|
|
|
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::Ptr &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::Ptr &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=Play_TypeMask) = 0;
|
|
///< Pauses all currently playing sounds, including music.
|
|
|
|
virtual void resumeSounds(int types=Play_TypeMask) = 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) = 0;
|
|
|
|
virtual void updatePtr (const MWWorld::Ptr& old, const MWWorld::Ptr& updated) = 0;
|
|
|
|
virtual void clear() = 0;
|
|
};
|
|
}
|
|
|
|
#endif
|