142 lines
4.2 KiB
C++
142 lines
4.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// 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 <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
//
|
|
|
|
#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_)
|