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258 lines
9.4 KiB
C++
258 lines
9.4 KiB
C++
#ifndef GAME_SOUND_SOUNDMANAGER_H
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#define GAME_SOUND_SOUNDMANAGER_H
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#include <memory>
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#include <string>
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#include <utility>
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#include <deque>
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#include <map>
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#include <unordered_map>
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#include <components/settings/settings.hpp>
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#include <components/fallback/fallback.hpp>
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#include "../mwbase/soundmanager.hpp"
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namespace VFS
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{
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class Manager;
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}
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namespace ESM
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{
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struct Sound;
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}
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namespace MWSound
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{
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class Sound_Output;
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struct Sound_Decoder;
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class Sound;
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class Stream;
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class Sound_Buffer;
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enum Environment {
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Env_Normal,
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Env_Underwater
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};
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// Extra play flags, not intended for caller use
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enum PlayModeEx {
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Play_2D = 0,
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Play_3D = 1<<31
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};
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class SoundManager : public MWBase::SoundManager
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{
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const VFS::Manager* mVFS;
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Fallback::Map mFallback;
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std::unique_ptr<Sound_Output> mOutput;
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// Caches available music tracks by <playlist name, (sound files) >
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std::unordered_map<std::string, std::vector<std::string>> mMusicFiles;
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std::unordered_map<std::string, std::vector<int>> mMusicToPlay; // A list with music files not yet played
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std::string mLastPlayedMusic; // The music file that was last played
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float mMasterVolume;
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float mSFXVolume;
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float mMusicVolume;
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float mVoiceVolume;
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float mFootstepsVolume;
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int mNearWaterRadius;
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int mNearWaterPoints;
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float mNearWaterIndoorTolerance;
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float mNearWaterOutdoorTolerance;
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std::string mNearWaterIndoorID;
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std::string mNearWaterOutdoorID;
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typedef std::unique_ptr<std::deque<Sound_Buffer> > SoundBufferList;
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// List of sound buffers, grown as needed. New enties are added to the
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// back, allowing existing Sound_Buffer references/pointers to remain
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// valid.
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SoundBufferList mSoundBuffers;
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size_t mBufferCacheMin;
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size_t mBufferCacheMax;
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size_t mBufferCacheSize;
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typedef std::unordered_map<std::string,Sound_Buffer*> NameBufferMap;
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NameBufferMap mBufferNameMap;
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// NOTE: unused buffers are stored in front-newest order.
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typedef std::deque<Sound_Buffer*> SoundList;
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SoundList mUnusedBuffers;
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std::unique_ptr<std::deque<Sound>> mSounds;
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std::vector<Sound*> mUnusedSounds;
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std::unique_ptr<std::deque<Stream>> mStreams;
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std::vector<Stream*> mUnusedStreams;
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typedef std::pair<MWBase::Sound*,Sound_Buffer*> SoundBufferRefPair;
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typedef std::vector<SoundBufferRefPair> SoundBufferRefPairList;
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typedef std::map<MWWorld::ConstPtr,SoundBufferRefPairList> SoundMap;
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SoundMap mActiveSounds;
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typedef std::map<MWWorld::ConstPtr,Stream*> SaySoundMap;
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SaySoundMap mActiveSaySounds;
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typedef std::vector<Stream*> TrackList;
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TrackList mActiveTracks;
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Stream *mMusic;
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std::string mCurrentPlaylist;
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bool mListenerUnderwater;
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osg::Vec3f mListenerPos;
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osg::Vec3f mListenerDir;
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osg::Vec3f mListenerUp;
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int mPausedSoundTypes;
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Sound *mUnderwaterSound;
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Sound *mNearWaterSound;
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Sound_Buffer *insertSound(const std::string &soundId, const ESM::Sound *sound);
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Sound_Buffer *lookupSound(const std::string &soundId) const;
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Sound_Buffer *loadSound(const std::string &soundId);
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// returns a decoder to start streaming
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DecoderPtr loadVoice(const std::string &voicefile);
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Sound *getSoundRef();
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Stream *getStreamRef();
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Stream *playVoice(DecoderPtr decoder, const osg::Vec3f &pos, bool playlocal);
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void streamMusicFull(const std::string& filename);
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void advanceMusic(const std::string& filename);
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void startRandomTitle();
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void updateSounds(float duration);
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void updateRegionSound(float duration);
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void updateWaterSound(float duration);
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void updateMusic(float duration);
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std::string mNextMusic;
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float volumeFromType(Type type) const;
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SoundManager(const SoundManager &rhs);
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SoundManager& operator=(const SoundManager &rhs);
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protected:
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DecoderPtr getDecoder();
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friend class OpenAL_Output;
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void stopSound(Sound_Buffer *sfx, const MWWorld::ConstPtr &ptr);
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///< Stop the given object from playing given sound buffer.
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public:
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SoundManager(const VFS::Manager* vfs, const std::map<std::string, std::string>& fallbackMap, bool useSound);
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virtual ~SoundManager();
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virtual void processChangedSettings(const Settings::CategorySettingVector& settings);
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virtual void stopMusic();
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///< Stops music if it's playing
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virtual void streamMusic(const std::string& filename);
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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();
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///< Returns true if music is playing
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virtual void playPlaylist(const std::string &playlist);
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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);
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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);
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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;
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///< Is actor not speaking?
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virtual void stopSay(const MWWorld::ConstPtr &reference=MWWorld::ConstPtr());
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///< Stop an actor speaking
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virtual float getSaySoundLoudness(const MWWorld::ConstPtr& reference) const;
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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 Stream *playTrack(const DecoderPtr& decoder, Type type);
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///< Play a 2D audio track, using a custom decoder
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virtual void stopTrack(Stream *stream);
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///< Stop the given audio track from playing
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virtual double getTrackTimeDelay(Stream *stream);
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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, Type type=Type::Sfx, PlayMode mode=PlayMode::Normal, float offset=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);
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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, PlayMode mode, float offset=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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///< @param offset Number of seconds into the sound to start playback.
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virtual void stopSound(Sound *sound);
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///< Stop the given sound from playing
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/// @note no-op if \a sound is null
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virtual void stopSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId);
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///< Stop the given object from playing the given sound,
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virtual void stopSound3D(const MWWorld::ConstPtr &reference);
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///< Stop the given object from playing all sounds.
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virtual void stopSound(const MWWorld::CellStore *cell);
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///< Stop all sounds for the given cell.
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virtual void stopSound(const std::string& soundId);
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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);
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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;
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///< Is the given sound currently playing on the given object?
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virtual void pauseSounds(int types);
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///< Pauses all currently playing sounds, including music.
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virtual void resumeSounds(int types);
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///< Resumes all previously paused sounds.
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virtual void update(float duration);
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virtual void setListenerPosDir(const osg::Vec3f &pos, const osg::Vec3f &dir, const osg::Vec3f &up, bool underwater);
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virtual void updatePtr (const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated);
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virtual void clear();
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};
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}
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#endif
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