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/mwsound/soundmanagerimp.hpp

240 lines
9.0 KiB
C++

#ifndef GAME_SOUND_SOUNDMANAGER_H
#define GAME_SOUND_SOUNDMANAGER_H
#include <memory>
#include <string>
#include <utility>
#include <deque>
#include <map>
#include <components/settings/settings.hpp>
#include <components/fallback/fallback.hpp>
#include "../mwbase/soundmanager.hpp"
namespace VFS
{
class Manager;
}
namespace ESM
{
struct Sound;
}
namespace MWSound
{
class Sound_Output;
struct Sound_Decoder;
class Sound;
class Sound_Buffer;
enum Environment {
Env_Normal,
Env_Underwater
};
// Extra play flags, not intended for caller use
enum PlayModeEx {
Play_2D = 0,
Play_3D = 1<<31
};
class SoundManager : public MWBase::SoundManager
{
const VFS::Manager* mVFS;
Fallback::Map mFallback;
std::unique_ptr<Sound_Output> mOutput;
// Caches available music tracks by <playlist name, (sound files) >
std::map<std::string, std::vector<std::string> > mMusicFiles;
std::string mLastPlayedMusic; // The music file that was last played
float mMasterVolume;
float mSFXVolume;
float mMusicVolume;
float mVoiceVolume;
float mFootstepsVolume;
int mNearWaterRadius;
int mNearWaterPoints;
float mNearWaterIndoorTolerance;
float mNearWaterOutdoorTolerance;
std::string mNearWaterIndoorID;
std::string mNearWaterOutdoorID;
typedef std::unique_ptr<std::deque<Sound_Buffer> > SoundBufferList;
// List of sound buffers, grown as needed. New enties are added to the
// back, allowing existing Sound_Buffer references/pointers to remain
// valid.
SoundBufferList mSoundBuffers;
size_t mBufferCacheMin;
size_t mBufferCacheMax;
size_t mBufferCacheSize;
typedef std::map<std::string,Sound_Buffer*> NameBufferMap;
NameBufferMap mBufferNameMap;
// NOTE: unused buffers are stored in front-newest order.
typedef std::deque<Sound_Buffer*> SoundList;
SoundList mUnusedBuffers;
typedef std::pair<MWBase::SoundPtr,Sound_Buffer*> SoundBufferRefPair;
typedef std::vector<SoundBufferRefPair> SoundBufferRefPairList;
typedef std::map<MWWorld::ConstPtr,SoundBufferRefPairList> SoundMap;
SoundMap mActiveSounds;
typedef std::map<MWWorld::ConstPtr,MWBase::SoundStreamPtr> SaySoundMap;
SaySoundMap mActiveSaySounds;
typedef std::vector<MWBase::SoundStreamPtr> TrackList;
TrackList mActiveTracks;
MWBase::SoundStreamPtr mMusic;
std::string mCurrentPlaylist;
bool mListenerUnderwater;
osg::Vec3f mListenerPos;
osg::Vec3f mListenerDir;
osg::Vec3f mListenerUp;
int mPausedSoundTypes;
MWBase::SoundPtr mUnderwaterSound;
MWBase::SoundPtr mNearWaterSound;
Sound_Buffer *insertSound(const std::string &soundId, const ESM::Sound *sound);
Sound_Buffer *lookupSound(const std::string &soundId) const;
Sound_Buffer *loadSound(const std::string &soundId);
// returns a decoder to start streaming
DecoderPtr loadVoice(const std::string &voicefile);
MWBase::SoundStreamPtr playVoice(DecoderPtr decoder, const osg::Vec3f &pos, bool playlocal);
void streamMusicFull(const std::string& filename);
void updateSounds(float duration);
void updateRegionSound(float duration);
void updateWaterSound(float duration);
float volumeFromType(PlayType type) const;
SoundManager(const SoundManager &rhs);
SoundManager& operator=(const SoundManager &rhs);
protected:
DecoderPtr getDecoder();
friend class OpenAL_Output;
public:
SoundManager(const VFS::Manager* vfs, const std::map<std::string, std::string>& fallbackMap, bool useSound);
virtual ~SoundManager();
virtual void processChangedSettings(const Settings::CategorySettingVector& settings);
virtual void stopMusic();
///< Stops music if it's playing
virtual void streamMusic(const std::string& filename);
///< Play a soundifle
/// \param filename name of a sound file in "Music/" in the data directory.
virtual void startRandomTitle();
///< Starts a random track from the current playlist
virtual bool isMusicPlaying();
///< Returns true if music is playing
virtual void playPlaylist(const std::string &playlist);
///< 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);
///< 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);
///< 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;
///< Is actor not speaking?
virtual void stopSay(const MWWorld::ConstPtr &reference=MWWorld::ConstPtr());
///< Stop an actor speaking
virtual float getSaySoundLoudness(const MWWorld::ConstPtr& reference) const;
///< 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 MWBase::SoundStreamPtr playTrack(const DecoderPtr& decoder, PlayType type);
///< Play a 2D audio track, using a custom decoder
virtual void stopTrack(MWBase::SoundStreamPtr stream);
///< Stop the given audio track from playing
virtual double getTrackTimeDelay(MWBase::SoundStreamPtr stream);
///< 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 MWBase::SoundPtr playSound(const std::string& soundId, float volume, float pitch, PlayType type=Play_TypeSfx, PlayMode mode=Play_Normal, float offset=0);
///< Play a sound, independently of 3D-position
///< @param offset Number of seconds into the sound to start playback.
virtual MWBase::SoundPtr playSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId,
float volume, float pitch, PlayType type=Play_TypeSfx,
PlayMode mode=Play_Normal, float offset=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 MWBase::SoundPtr playSound3D(const osg::Vec3f& initialPos, const std::string& soundId,
float volume, float pitch, PlayType type, PlayMode mode, float offset=0);
///< Play a 3D sound at \a initialPos. If the sound should be moving, it must be updated using Sound::setPosition.
///< @param offset Number of seconds into the sound to start playback.
virtual void stopSound(MWBase::SoundPtr sound);
///< Stop the given sound from playing
/// @note no-op if \a sound is null
virtual void stopSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId);
///< Stop the given object from playing the given sound,
virtual void stopSound3D(const MWWorld::ConstPtr &reference);
///< Stop the given object from playing all sounds.
virtual void stopSound(const MWWorld::CellStore *cell);
///< Stop all sounds for the given cell.
virtual void stopSound(const std::string& soundId);
///< Stop a non-3d looping sound
virtual void fadeOutSound3D(const MWWorld::ConstPtr &reference, const std::string& soundId, float duration);
///< 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;
///< Is the given sound currently playing on the given object?
virtual void pauseSounds(int types=Play_TypeMask);
///< Pauses all currently playing sounds, including music.
virtual void resumeSounds(int types=Play_TypeMask);
///< Resumes all previously paused sounds.
virtual void update(float duration);
virtual void setListenerPosDir(const osg::Vec3f &pos, const osg::Vec3f &dir, const osg::Vec3f &up, bool underwater);
virtual void updatePtr (const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated);
virtual void clear();
};
}
#endif