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			168 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			168 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef GAME_MWBASE_SOUNDMANAGER_H
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| #define GAME_MWBASE_SOUNDMANAGER_H
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| 
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| #include <string>
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| #include <set>
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| #include <boost/shared_ptr.hpp>
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| 
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| #include "../mwworld/ptr.hpp"
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| 
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| namespace MWWorld
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| {
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|     class CellStore;
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| }
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| 
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| namespace MWSound
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| {
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|     class Sound;
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|     struct Sound_Decoder;
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|     typedef boost::shared_ptr<Sound_Decoder> DecoderPtr;
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| }
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| 
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| namespace MWBase
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| {
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|     typedef boost::shared_ptr<MWSound::Sound> SoundPtr;
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| 
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|     /// \brief Interface for sound manager (implemented in MWSound)
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|     class SoundManager
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|     {
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|         public:
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|             /* These must all fit together */
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|             enum PlayMode {
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|                 Play_Normal  = 0, /* tracked, non-looping, multi-instance, environment */
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|                 Play_Loop    = 1<<0, /* Sound will continually loop until explicitly stopped */
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|                 Play_NoEnv   = 1<<1, /* Do not apply environment effects (eg, underwater filters) */
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|                 Play_NoTrack = 1<<2, /* (3D only) Play the sound at the given object's position
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|                                       * but do not keep it updated (the sound will not move with
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|                                       * the object and will not stop when the object is deleted. */
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|                 Play_RemoveAtDistance = 1<<3, /* (3D only) If the listener gets further than 2000 units away
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|                                                 from the sound source, the sound is removed.
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|                                                 This is weird stuff but apparently how vanilla works for sounds
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|                                                 played by the PlayLoopSound family of script functions. Perhaps we
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|                                                 can make this cut off a more subtle fade later, but have to
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|                                                 be careful to not change the overall volume of areas by too much. */
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|                 Play_LoopNoEnv = Play_Loop | Play_NoEnv,
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|                 Play_LoopRemoveAtDistance = Play_Loop | Play_RemoveAtDistance
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|             };
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|             enum PlayType {
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|                 Play_TypeSfx   = 1<<4, /* Normal SFX sound */
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|                 Play_TypeVoice = 1<<5, /* Voice sound */
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|                 Play_TypeFoot  = 1<<6, /* Footstep sound */
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|                 Play_TypeMusic = 1<<7, /* Music track */
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|                 Play_TypeMovie = 1<<8, /* Movie audio track */
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|                 Play_TypeMask  = Play_TypeSfx|Play_TypeVoice|Play_TypeFoot|Play_TypeMusic|Play_TypeMovie
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|             };
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| 
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|         private:
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| 
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|             SoundManager (const SoundManager&);
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|             ///< not implemented
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| 
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|             SoundManager& operator= (const SoundManager&);
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|             ///< not implemented
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| 
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|         public:
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| 
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|             SoundManager() {}
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| 
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|             virtual ~SoundManager() {}
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| 
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|             virtual void processChangedSettings(const std::set< std::pair<std::string, std::string> >& settings) = 0;
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| 
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|             virtual void stopMusic() = 0;
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|             ///< Stops music if it's playing
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| 
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|             virtual void streamMusic(const std::string& filename) = 0;
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|             ///< Play a soundifle
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|             /// \param filename name of a sound file in "Music/" in the data directory.
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| 
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|             virtual void startRandomTitle() = 0;
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|             ///< Starts a random track from the current playlist
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| 
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|             virtual bool isMusicPlaying() = 0;
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|             ///< Returns true if music is playing
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| 
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|             virtual void playPlaylist(const std::string &playlist) = 0;
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|             ///< Start playing music from the selected folder
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|             /// \param name of the folder that contains the playlist
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| 
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|             virtual void say(const MWWorld::Ptr &reference, const std::string& filename) = 0;
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|             ///< Make an actor say some text.
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|             /// \param filename name of a sound file in "Sound/" in the data directory.
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| 
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|             virtual void say(const std::string& filename) = 0;
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|             ///< Say some text, without an actor ref
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|             /// \param filename name of a sound file in "Sound/" in the data directory.
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| 
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|             virtual bool sayDone(const MWWorld::Ptr &reference=MWWorld::Ptr()) const = 0;
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|             ///< Is actor not speaking?
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| 
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|             virtual void stopSay(const MWWorld::Ptr &reference=MWWorld::Ptr()) = 0;
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|             ///< Stop an actor speaking
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| 
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|             virtual float getSaySoundLoudness(const MWWorld::Ptr& reference) const = 0;
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|             ///< Check the currently playing say sound for this actor
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|             /// and get an average loudness value (scale [0,1]) at the current time position.
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|             /// If the actor is not saying anything, returns 0.
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| 
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|             virtual SoundPtr playTrack(const MWSound::DecoderPtr& decoder, PlayType type) = 0;
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|             ///< Play a 2D audio track, using a custom decoder
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| 
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|             virtual SoundPtr playSound(const std::string& soundId, float volume, float pitch,
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|                                        PlayType type=Play_TypeSfx, PlayMode mode=Play_Normal,
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|                                        float offset=0) = 0;
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|             ///< Play a sound, independently of 3D-position
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|             ///< @param offset Value from [0,1] meaning from which fraction the sound the playback starts.
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| 
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|             virtual MWBase::SoundPtr playSound3D(const MWWorld::Ptr &reference, const std::string& soundId,
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|                                                  float volume, float pitch, PlayType type=Play_TypeSfx,
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|                                                  PlayMode mode=Play_Normal, float offset=0) = 0;
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|             ///< Play a 3D sound attached to an MWWorld::Ptr. Will be updated automatically with the Ptr's position, unless Play_NoTrack is specified.
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|             ///< @param offset Value from [0,1] meaning from which fraction the sound the playback starts.
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| 
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|             virtual MWBase::SoundPtr playManualSound3D(const osg::Vec3f& initialPos, const std::string& soundId,
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|                                                              float volume, float pitch, PlayType type, PlayMode mode, float offset=0) = 0;
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|             ///< Play a 3D sound at \a initialPos. If the sound should be moving, it must be updated manually using Sound::setPosition.
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| 
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|             virtual void stopSound3D(const MWWorld::Ptr &reference, const std::string& soundId) = 0;
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|             ///< Stop the given object from playing the given sound,
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| 
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|             virtual void stopSound3D(const MWWorld::Ptr &reference) = 0;
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|             ///< Stop the given object from playing all sounds.
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| 
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|             virtual void stopSound(MWBase::SoundPtr sound) = 0;
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|             ///< Stop the given sound handle
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| 
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|             virtual void stopSound(const MWWorld::CellStore *cell) = 0;
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|             ///< Stop all sounds for the given cell.
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| 
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|             virtual void stopSound(const std::string& soundId) = 0;
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|             ///< Stop a non-3d looping sound
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| 
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|             virtual void fadeOutSound3D(const MWWorld::Ptr &reference, const std::string& soundId, float duration) = 0;
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|             ///< Fade out given sound (that is already playing) of given object
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|             ///< @param reference Reference to object, whose sound is faded out
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|             ///< @param soundId ID of the sound to fade out.
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|             ///< @param duration Time until volume reaches 0.
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| 
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|             virtual bool getSoundPlaying(const MWWorld::Ptr &reference, const std::string& soundId) const = 0;
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|             ///< Is the given sound currently playing on the given object?
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|             ///  If you want to check if sound played with playSound is playing, use empty Ptr
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| 
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|             virtual void pauseSounds(int types=Play_TypeMask) = 0;
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|             ///< Pauses all currently playing sounds, including music.
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| 
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|             virtual void resumeSounds(int types=Play_TypeMask) = 0;
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|             ///< Resumes all previously paused sounds.
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| 
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|             virtual void update(float duration) = 0;
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| 
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|             virtual void setListenerPosDir(const osg::Vec3f &pos, const osg::Vec3f &dir, const osg::Vec3f &up) = 0;
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| 
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|             virtual void updatePtr (const MWWorld::Ptr& old, const MWWorld::Ptr& updated) = 0;
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| 
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|             virtual void clear() = 0;
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|     };
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| }
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| 
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| #endif
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