// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
//
#if !defined(AFX_EDIT_PS_SOUND_H__E11AAB2A_04BB_453A_B722_AA47DB840D5A__INCLUDED_)
#define AFX_EDIT_PS_SOUND_H__E11AAB2A_04BB_453A_B722_AA47DB840D5A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif
#include "ps_wrapper.h"
#include "nel/3d/ps_sound.h"
#include "editable_range.h"
#include "particle_workspace.h"
namespace NLSOUND
{
class UAudioMixer;
}
class CAttribDlgFloat;
/// particle system sound system initialisation
extern void setPSSoundSystem(NLSOUND::UAudioMixer *am);
/// release the particle system sound system
extern void releasePSSoundSystem(void);
/////////////////////////////////////////////////////////////////////////////
// CEditPSSound dialog
class CEditPSSound : public CDialog
{
// Construction
public:
CEditPSSound(CParticleWorkspace::CNode *ownerNode, NL3D::CPSSound *sound); // standard constructor
~CEditPSSound();
void init(CWnd* pParent = NULL);
// Dialog Data
//{{AFX_DATA(CEditPSSound)
enum { IDD = IDD_SOUND };
CString m_SoundName;
BOOL m_Spawn;
BOOL m_Mute;
BOOL m_KeepOriginalPitch;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CEditPSSound)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
NL3D::CPSSound *_Sound; // the sound being edited
CAttribDlgFloat *_GainDlg; // dlg to tune sounds gain
CAttribDlgFloat *_PitchDlg; // dlg to tune sounds pitch
CEditableRangeFloat *_PercentDlg; // dlg to tune the percent of sound emissions
CParticleWorkspace::CNode *_Node;
// Generated message map functions
//{{AFX_MSG(CEditPSSound)
afx_msg void OnBrowseSound();
virtual BOOL OnInitDialog();
afx_msg void OnChangeSoundName();
afx_msg void OnSpawn();
afx_msg void OnPlaySound();
afx_msg void OnMute();
afx_msg void OnKeepOriginalPitch();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
/////////////////////////////////////////
// wrapper to set the gain of sounds //
/////////////////////////////////////////
struct CGainWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat
{
NL3D::CPSSound *S;
float get(void) const { return S->getGain(); }
void set(const float &v) { S->setGain(v); }
scheme_type *getScheme(void) const { return S->getGainScheme(); }
void setScheme(scheme_type *s) { S->setGainScheme(s); }
} _GainWrapper;
////////////////////////////////////////////
// wrapper to set the pitch of sounds //
////////////////////////////////////////////
struct CPitchWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat
{
NL3D::CPSSound *S;
float get(void) const { return S->getPitch(); }
void set(const float &v) { S->setPitch(v); }
scheme_type *getScheme(void) const { return S->getPitchScheme(); }
void setScheme(scheme_type *s) { S->setPitchScheme(s); }
} _PitchWrapper;
//////////////////////////////////////////////////////
// wrapper to set the percentage of sound emissions //
//////////////////////////////////////////////////////
struct CEmissionPercentWrapper : public IPSWrapperFloat
{
NL3D::CPSSound *S;
float get(void) const { return S->getEmissionPercent(); }
void set(const float &v) { S->setEmissionPercent(v); }
} _EmissionPercentWrapper;
void updateModifiedFlag() { if (_Node) _Node->setModified(true); }
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_EDIT_PS_SOUND_H__E11AAB2A_04BB_453A_B722_AA47DB840D5A__INCLUDED_)