openmw-tes3coop/apps/openmw/mwsound/openal_output.hpp
Chris Robinson fbfcc4050f Stream voice clips
Voices tend to be a bit long, and not individually replayed often. So it's
better to stream them instead of loading theminto a sound buffer. The loudness
data is very small, though, so that can be kept buffered indefinitely.
2015-11-25 04:24:24 -08:00

79 lines
2.6 KiB
C++

#ifndef GAME_SOUND_OPENAL_OUTPUT_H
#define GAME_SOUND_OPENAL_OUTPUT_H
#include <string>
#include <vector>
#include <map>
#include <deque>
#include "alc.h"
#include "al.h"
#include "sound_output.hpp"
namespace MWSound
{
class SoundManager;
class Sound;
class OpenAL_Sound;
class OpenAL_SoundStream;
class OpenAL_Output : public Sound_Output
{
ALCdevice *mDevice;
ALCcontext *mContext;
typedef std::deque<ALuint> IDDq;
IDDq mFreeSources;
typedef std::vector<OpenAL_Sound*> SoundVec;
SoundVec mActiveSounds;
typedef std::vector<OpenAL_SoundStream*> StreamVec;
StreamVec mActiveStreams;
Environment mLastEnvironment;
virtual std::vector<std::string> enumerate();
virtual void init(const std::string &devname="");
virtual void deinit();
virtual Sound_Handle loadSound(const std::string &fname);
virtual void unloadSound(Sound_Handle data);
virtual size_t getSoundDataSize(Sound_Handle data) const;
/// @param offset Value from [0,1] meaning from which fraction the sound the playback starts.
virtual MWBase::SoundPtr playSound(Sound_Handle data, float vol, float basevol, float pitch, int flags, float offset);
/// @param offset Value from [0,1] meaning from which fraction the sound the playback starts.
virtual MWBase::SoundPtr playSound3D(Sound_Handle data, const osg::Vec3f &pos,
float vol, float basevol, float pitch, float min, float max, int flags, float offset);
virtual MWBase::SoundPtr streamSound(DecoderPtr decoder, float basevol, float pitch, int flags);
virtual MWBase::SoundPtr streamSound3D(DecoderPtr decoder, const osg::Vec3f &pos,
float vol, float basevol, float pitch, float min, float max, int flags);
virtual void updateListener(const osg::Vec3f &pos, const osg::Vec3f &atdir, const osg::Vec3f &updir, Environment env);
virtual void pauseSounds(int types);
virtual void resumeSounds(int types);
OpenAL_Output& operator=(const OpenAL_Output &rhs);
OpenAL_Output(const OpenAL_Output &rhs);
OpenAL_Output(SoundManager &mgr);
virtual ~OpenAL_Output();
struct StreamThread;
std::auto_ptr<StreamThread> mStreamThread;
friend class OpenAL_Sound;
friend class OpenAL_Sound3D;
friend class OpenAL_SoundStream;
friend class OpenAL_SoundStream3D;
friend class SoundManager;
};
#ifndef DEFAULT_OUTPUT
#define DEFAULT_OUTPUT(x) ::MWSound::OpenAL_Output((x))
#endif
}
#endif