155 lines
5.2 KiB
C++
155 lines
5.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_COMPLEX_SOURCE_H
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#define NL_COMPLEX_SOURCE_H
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#include "nel/misc/types_nl.h"
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//#include "nel/sound/u_source.h"
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#include "nel/sound/source_common.h"
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#include "nel/sound/audio_mixer_user.h"
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namespace NLSOUND {
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class CComplexSound;
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/** Implemetation class for Complex source.
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* Complex source are source that use a CPatternSound object.
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*/
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class CComplexSource : public CSourceCommon, public CAudioMixerUser::IMixerEvent, public CAudioMixerUser::IMixerUpdate
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{
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public:
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/// Constructor
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CComplexSource (CComplexSound *soundPattern=NULL, bool spawn=false, TSpawnEndCallback cb=0, void *cbUserParam = 0, NL3D::CCluster *cluster = 0, CGroupController *groupController = NULL);
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/// Destructor
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~CComplexSource ();
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/// Return the sound binded to the source (or NULL if there is no sound)
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virtual TSoundId getSound();
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/// Change the priority of the source
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// virtual void setPriority( TSoundPriority pr, bool redispatch=true );
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/// \name Playback control
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//@{
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/// Set looping on/off for future playbacks (default: off)
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// virtual void setLooping( bool l );
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/// Return the looping state
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// virtual bool getLooping() const;
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/// Play
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virtual void play();
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/// Stop playing
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virtual void stop();
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/// Get playing state. Return false even if the source has stopped on its own.
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virtual bool isPlaying();
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/// Tells this source not to call its callbacks when it ends. This is valid for spawned sources only.
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// virtual void unregisterSpawnCallBack();
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/// Returns the number of milliseconds the source has been playing
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virtual uint32 getTime();
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//@}
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/// \name Source properties
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//@{
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/** Set the position vector (default: (0,0,0)).
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* 3D mode -> 3D position
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* st mode -> x is the pan value (from left (-1) to right (1)), set y and z to 0
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*/
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virtual void setPos( const NLMISC::CVector& pos );
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/// Get the position vector (3D mode only)
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// virtual void getPos( NLMISC::CVector& pos ) const;
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/// Set the velocity vector (3D mode only, ignored in stereo mode) (default: (0,0,0))
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virtual void setVelocity( const NLMISC::CVector& vel );
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/// Get the velocity vector
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// virtual void getVelocity( NLMISC::CVector& vel ) const;
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/// Set the direction vector (3D mode only, ignored in stereo mode) (default: (0,0,0) as non-directional)
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virtual void setDirection( const NLMISC::CVector& dir );
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/// Get the direction vector
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// virtual void getDirection( NLMISC::CVector& dir ) const;
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/** Set the gain (volume value inside [0 , 1]). (default: 1)
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* 0.0 -> silence
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* 0.5 -> -6dB
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* 1.0 -> no attenuation
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* values > 1 (amplification) not supported by most drivers
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*/
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virtual void setGain( float gain );
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/// Get the gain
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// virtual float getGain() const;
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/** Set the gain amount (value inside [0, 1]) to map between 0 and the nominal gain
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* (which is getSource()->getGain()). Does nothing if getSource() is null.
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*/
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virtual void setRelativeGain( float gain );
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/// Return the relative gain (see setRelativeGain()), or the absolute gain if getSource() is null.
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// virtual float getRelativeGain() const;
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/** Shift the frequency. 1.0f equals identity, each reduction of 50% equals a pitch shift
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* of one octave. 0 is not a legal value.
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*/
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// virtual void setPitch( float pitch );
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/// Get the pitch
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// virtual float getPitch() const;
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/// Set the source relative mode. If true, positions are interpreted relative to the listener position (default: false)
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// virtual void setSourceRelativeMode( bool mode );
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/// Get the source relative mode
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// virtual bool getSourceRelativeMode() const;
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void checkup();
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private:
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TSOURCE_TYPE getType() const {return SOURCE_COMPLEX;}
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/// Mixer update implementation.
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void onUpdate();
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/// Mixer event implementation.
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void onEvent();
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/// Do the dirty work of starting to play. Called by play and by setGain or setRelativeGain when the source is muted.
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void playStuf();
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USource *_Source1;
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USource *_Source2;
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std::vector<USource *> _AllSources;
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/** When play is called but the gain is 0, then the sound is muted.
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* This flag keek track of this to restart the source when the
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* gain is updated.
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*/
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bool _Muted;
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// NLMISC::TTime _Length1;
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// NLMISC::TTime _Length2;
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NLMISC::TTime _StartTime1;
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NLMISC::TTime _StartTime2;
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float _TickPerSecond;
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uint32 _FadeLength;
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float _FadeFactor;
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uint _SoundSeqIndex;
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uint _DelaySeqIndex;
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bool _LastSparseEvent;
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/// The reference Sound.
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CComplexSound *_PatternSound;
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};
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} // NLSOUND
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#endif // NL_COMPLEX_SOURCE_H
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