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.
openmw-tes3mp/apps/openmw/mwbase/soundmanager.hpp

182 lines
8.3 KiB
C++

#ifndef GAME_MWBASE_SOUNDMANAGER_H
#define GAME_MWBASE_SOUNDMANAGER_H
#include <memory>
#include <string>
#include <set>
#include "../mwworld/ptr.hpp"
namespace MWWorld
{
class CellStore;
}
namespace MWSound
{
class Sound;
class Stream;
struct Sound_Decoder;
typedef std::shared_ptr<Sound_Decoder> 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<int>(a); }
inline int operator&(Type a, Type b) { return static_cast<int>(a) & static_cast<int>(b); }
inline int operator&(int a, Type b) { return a & static_cast<int>(b); }
inline int operator|(Type a, Type b) { return static_cast<int>(a) | static_cast<int>(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<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 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<int>(Type::Mask)) = 0;
///< Pauses all currently playing sounds, including music.
virtual void resumeSounds(int types=static_cast<int>(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