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83 lines
3.0 KiB
C++
83 lines
3.0 KiB
C++
#ifndef GAME_SOUND_SOUND_H
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#define GAME_SOUND_SOUND_H
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#include "sound_output.hpp"
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namespace MWSound
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{
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class Sound {
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Sound& operator=(const Sound &rhs);
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Sound(const Sound &rhs);
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osg::Vec3f mPos;
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float mVolume; /* NOTE: Real volume = mVolume*mBaseVolume */
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float mBaseVolume;
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float mPitch;
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float mMinDistance;
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float mMaxDistance;
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int mFlags;
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float mFadeOutTime;
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protected:
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Sound_Instance mHandle;
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friend class OpenAL_Output;
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public:
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void setPosition(const osg::Vec3f &pos) { mPos = pos; }
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void setVolume(float volume) { mVolume = volume; }
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void setBaseVolume(float volume) { mBaseVolume = volume; }
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void setFadeout(float duration) { mFadeOutTime = duration; }
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void updateFade(float duration)
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{
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if(mFadeOutTime > 0.0f)
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{
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float soundDuration = std::min(duration, mFadeOutTime);
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mVolume *= (mFadeOutTime-soundDuration) / mFadeOutTime;
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mFadeOutTime -= soundDuration;
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}
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}
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const osg::Vec3f &getPosition() const { return mPos; }
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float getRealVolume() const { return mVolume * mBaseVolume; }
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float getPitch() const { return mPitch; }
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float getMinDistance() const { return mMinDistance; }
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float getMaxDistance() const { return mMaxDistance; }
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MWBase::SoundManager::PlayType getPlayType() const
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{ return (MWBase::SoundManager::PlayType)(mFlags&MWBase::SoundManager::Play_TypeMask); }
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bool getUseEnv() const { return !(mFlags&MWBase::SoundManager::Play_NoEnv); }
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bool getIsLooping() const { return mFlags&MWBase::SoundManager::Play_Loop; }
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bool getDistanceCull() const { return mFlags&MWBase::SoundManager::Play_RemoveAtDistance; }
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bool getIs3D() const { return mFlags&Play_3D; }
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Sound(const osg::Vec3f& pos, float vol, float basevol, float pitch, float mindist, float maxdist, int flags)
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: mPos(pos), mVolume(vol), mBaseVolume(basevol), mPitch(pitch)
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, mMinDistance(mindist), mMaxDistance(maxdist), mFlags(flags)
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, mFadeOutTime(0.0f), mHandle(0)
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{ }
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Sound(float vol, float basevol, float pitch, int flags)
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: mPos(0.0f, 0.0f, 0.0f), mVolume(vol), mBaseVolume(basevol), mPitch(pitch)
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, mMinDistance(1.0f), mMaxDistance(1000.0f), mFlags(flags)
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, mFadeOutTime(0.0f), mHandle(0)
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{ }
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};
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// Same as above, but it's a different type since the output handles them differently
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class Stream : public Sound {
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Stream& operator=(const Stream &rhs);
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Stream(const Stream &rhs);
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public:
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Stream(const osg::Vec3f& pos, float vol, float basevol, float pitch, float mindist, float maxdist, int flags)
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: Sound(pos, vol, basevol, pitch, mindist, maxdist, flags)
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{ }
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Stream(float vol, float basevol, float pitch, int flags)
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: Sound(vol, basevol, pitch, flags)
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{ }
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};
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}
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#endif
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