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182 lines
8.3 KiB
C++
182 lines
8.3 KiB
C++
#ifndef GAME_MWBASE_SOUNDMANAGER_H
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#define GAME_MWBASE_SOUNDMANAGER_H
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#include <memory>
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#include <string>
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#include <set>
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#include "../mwworld/ptr.hpp"
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namespace MWWorld
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{
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class CellStore;
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}
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namespace MWSound
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{
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class Sound;
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class Stream;
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struct Sound_Decoder;
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typedef std::shared_ptr<Sound_Decoder> DecoderPtr;
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/* These must all fit together */
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enum class PlayMode {
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Normal = 0, /* non-looping, affected by environment */
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Loop = 1<<0, /* Sound will continually loop until explicitly stopped */
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NoEnv = 1<<1, /* Do not apply environment effects (eg, underwater filters) */
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RemoveAtDistance = 1<<2, /* (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
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* we 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
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* much. */
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NoPlayerLocal = 1<<3, /* (3D only) Don't play the sound local to the listener even if the
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* player is making it. */
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LoopNoEnv = Loop | NoEnv,
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LoopRemoveAtDistance = Loop | RemoveAtDistance
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};
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enum class Type {
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Sfx = 1<<4, /* Normal SFX sound */
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Voice = 1<<5, /* Voice sound */
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Foot = 1<<6, /* Footstep sound */
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Music = 1<<7, /* Music track */
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Movie = 1<<8, /* Movie audio track */
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Mask = Sfx | Voice | Foot | Music | Movie
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};
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// Used for creating a type mask for SoundManager::pauseSounds and resumeSounds
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inline int operator~(Type a) { return ~static_cast<int>(a); }
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inline int operator&(Type a, Type b) { return static_cast<int>(a) & static_cast<int>(b); }
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inline int operator&(int a, Type b) { return a & static_cast<int>(b); }
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inline int operator|(Type a, Type b) { return static_cast<int>(a) | static_cast<int>(b); }
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}
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namespace MWBase
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{
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using Sound = MWSound::Sound;
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using SoundStream = MWSound::Stream;
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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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SoundManager (const SoundManager&);
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///< not implemented
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SoundManager& operator= (const SoundManager&);
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///< not implemented
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protected:
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using PlayMode = MWSound::PlayMode;
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using Type = MWSound::Type;
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public:
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SoundManager() {}
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virtual ~SoundManager() {}
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virtual void processChangedSettings(const std::set< std::pair<std::string, std::string> >& settings) = 0;
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virtual void stopMusic() = 0;
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///< Stops music if it's playing
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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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virtual bool isMusicPlaying() = 0;
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///< Returns true if music is playing
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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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virtual void say(const MWWorld::ConstPtr &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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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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virtual bool sayDone(const MWWorld::ConstPtr &reference=MWWorld::ConstPtr()) const = 0;
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///< Is actor not speaking?
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virtual void stopSay(const MWWorld::ConstPtr &reference=MWWorld::ConstPtr()) = 0;
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///< Stop an actor speaking
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virtual float getSaySoundLoudness(const MWWorld::ConstPtr& 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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virtual SoundStream *playTrack(const MWSound::DecoderPtr& decoder, Type type) = 0;
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///< Play a 2D audio track, using a custom decoder. The caller is expected to call
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/// stopTrack with the returned handle when done.
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virtual void stopTrack(SoundStream *stream) = 0;
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///< Stop the given audio track from playing
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virtual double getTrackTimeDelay(SoundStream *stream) = 0;
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///< Retives the time delay, in seconds, of the audio track (must be a sound
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/// returned by \ref playTrack). Only intended to be called by the track
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/// decoder's read method.
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virtual Sound *playSound(const std::string& soundId, float volume, float pitch,
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Type type=Type::Sfx, PlayMode mode=PlayMode::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 Number of seconds into the sound to start playback.
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virtual Sound *playSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId,
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float volume, float pitch, Type type=Type::Sfx,
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PlayMode mode=PlayMode::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 Number of seconds into the sound to start playback.
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virtual Sound *playSound3D(const osg::Vec3f& initialPos, const std::string& soundId,
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float volume, float pitch, Type type=Type::Sfx,
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PlayMode mode=PlayMode::Normal, 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 using Sound::setPosition.
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virtual void stopSound(Sound *sound) = 0;
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///< Stop the given sound from playing
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virtual void stopSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId) = 0;
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///< Stop the given object from playing the given sound,
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virtual void stopSound3D(const MWWorld::ConstPtr &reference) = 0;
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///< Stop the given object from playing all sounds.
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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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virtual void stopSound(const std::string& soundId) = 0;
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///< Stop a non-3d looping sound
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virtual void fadeOutSound3D(const MWWorld::ConstPtr &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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virtual bool getSoundPlaying(const MWWorld::ConstPtr &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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virtual void pauseSounds(int types=static_cast<int>(Type::Mask)) = 0;
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///< Pauses all currently playing sounds, including music.
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virtual void resumeSounds(int types=static_cast<int>(Type::Mask)) = 0;
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///< Resumes all previously paused sounds.
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virtual void update(float duration) = 0;
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virtual void setListenerPosDir(const osg::Vec3f &pos, const osg::Vec3f &dir, const osg::Vec3f &up, bool underwater) = 0;
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virtual void updatePtr(const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated) = 0;
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virtual void clear() = 0;
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};
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}
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#endif
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